PROBLEM STATEMENTS Design Realization Design Evaluation Problem Analysis Design Generation CONCEPTUAL SOLUTIONS VALIDATION APPLIED SOLUTIONS USER EXPERIENCE DESIGN CYCLE THE BASIC DESIGN CYCLE DRIVING VISION Ground the driving vision in the reality of end-user’s purposes & needs DRIVING VISION Ground the driving vision in the reality of end-user’s purposes & needs STATE OF THE ART Describe the technological landscape into which the solution must fit COMPETITIVE ANALYSIS STAKEHOLDER INTERVIEWS EARLY ADOPTER INTERVIEWS FOCUS GROUPS TECHNOLOGY SURVEY MARKET RESEARCH LITERATURE REVIEW CONTEXT OF USE Describe the real-world working environments in which the solution must operate USER PROFILES Describe the people for whom the solution must be effective TASK CHARACTERISTICS Describe the activities & tasks the users must accomplish PHOTO- ETHNOGRAPHY CONTEXTUAL INQUIRY PARTICIPANT OBSERVATION CONTEXT MATRIX PERSONAS USER STORIES CHARACTER MATRIX NEEDS- FINDING TASK ANALYSIS GOAL HIERARCHIES ACTIVITY MATRIX SCENARIOS OF USE Illustrate tacit requirements for case-based reasoning FORMAL REQUIREMENTS Describe benchmarks for analytical reasoning STORYBOARDS TASK CASES WORK FLOWS USER PERFORMANCE REQUIREMENTS USER FUNCTIONAL REQUIREMENTS PROBLEM STATEMENT VERIFICATION Determine how well problem descriptions reflect underlying realities PERFORMANCE TESTING Test aspects of design with real users performing real tasks SIMULATION TESTING Test aspects of design with real or simulated users performing simulated tasks USABILITY TESTING A/B COMPARISON TESTING FIELD TESTING Test implemented design with real users performing real tasks in real settings PERSONA AND SCENARIO REVIEWS REQUIREMENTS REVIEWS MENTAL SIMULATIONS COGNITIVE WALK-THROUGHS HEURISTIC EVALUATIONS PILOT STUDIES USABILITY STUDIES USER SURVEYS CUSTOMER FEEDBACK EXPERT INSPECTIONS DESIGN REPRESENTATIONS Create artifacts that demonstrate select dimensions of proposed designs DESIGN REPRESENTATIONS Create artifacts that demonstrate select dimensions of proposed designs DESIGN IMPLEMENTATIONS Implement parts of or entire design in final form SOFTWARE CODE SKETCHES WIREFRAMES VARIABLE- FIDELITY MOCKUPS ICONS PHYSICAL MODELS INTERACTIVE PROTOTYPES SOFTWARE PROTOTYPES GRAPHICAL IMAGERY DESIGN FRAMEWORK Define the overarching design concepts and metaphors DETAILED DESIGN Describe salient design dimensions in detail PRODUCT SPECIFICATIONS Articulate specifications and guiding principles of the design CONCEPTUAL DESIGN SCREEN-FLOW & NAVIGATION MODEL PARTICIPATORY DESIGN INFORMATION ARCHITECTURE INTERACTION MODEL INTERFACE METAPHORS STYLE GUIDELINES DESIGN SPECIFICATIONS TEST CASES VISUAL METAPHORS YOUR RESEARCHER S TODAY ARE: Carolanne is an innovative product designer and a progressive methodologist with over 25 years expe- rience creating highly flexible and responsive user environments for complex, data- and technology- intensive systems. She specializes in applying sound research methodologies to define users’ goals, tasks, and environments and designing the robust, scala- ble user interfaces, interaction models, and interac- tion architectures needed to support them. Carolanne earned her Ph.D. in Cognitive Psychology with a concentration in Computer Science at Carnegie-Mellon University, where she was a Na- tional Science Foundation Fellow. She is currently the Chief Design Scientist and Managing Partner at Quintus Design LLC. Her clients include DirecTV, Hewlett Packard, Sun Microsystems, Polycomm, Qwest Communications, and the Department of Defense. CAROLANNE FISHER , PhD Susanne is User Experience Strategist for OOI-CI, where she also advises on and supports team col- laboration and communication. She brings a rich and varied background to the project, including 20 years of experience in user interface research, design and development, ranging from usability testing for Yahoo! to design of sms-based public health systems in rural Cambodia. Her research interests and con- sulting activities aim to develop effective practices and support for time-critical problem-solving and decision-making in ambiguous situations and col- laborative leadership in emergent teams. Susanne holds a PhD in Computer Science, special- izing in Human-Computer Interaction, from the University of Michigan. She was a National Research Council Post-Doctoral Fellow at the Pacific Disaster Center in Hawaii, and is current Vice-Chair of IS- CRAM (the International Association for the Study of Information Systems for Crisis Response and Management). SUSANNE JUL, PhD [email protected] w h o a r e y o u ? w h a t d o y o u d o ? w h e r e d o y o u w o r k ? w h a t t o o l s d o y o u u s e ? h o w d o y o u w o r k ? A DESIGN SCIENCE Design is, inherently, both a science and an art. A science because it is a system- atic process based on collection of data through observation and experimenta- tion, and formulation and testing of hy- potheses. An art because the process contains steps that are entirely subjec- tive, and its outcomes are unique. e former allows specific design domains to develop and apply scientific princi- ples and methods, while the latter makes the human factor essential. e combination reflects the wicked nature of design problems. 10 CHARACTERISTICS OF “WICKED” PROBLEMS Paraphrased from Rittel, H. W. J., Webber, M. M. (1973). Dilemmas in a General eory of Plan- ning. Policy Sciences, 4, 155-169. 1. ere is no definitive formulation of a wicked problem; the problem can only be understood in terms of pos- sible solutions. 2. ere is no way of knowing when a wicked problem has been solved. 3. Solutions to wicked problems are not right or wrong, but good or bad. 4. It is not possible to define a definite test for whether a solution solves the problem. 5. Every attempt at a solution is unique and unrepeatable. 6. A wicked problem has an infinite number of possible solutions. 7. Every wicked problem is essentially unique. 8. Every wicked problem can be consid- ered to be a symptom of another problem. 9. Every solution depends on subjective decisions. 10. Every attempt at a solution incurs a cost; being wrong is unacceptable. DESIGNING USER EXPERIENCES FOR A NATIONAL INFRASTRUCTURE IS DAUNTING! Designing user experience for a single product, product line or family of products entails understanding the end users, their tasks and contexts, and is difficult. Designing user ex- perience for an infrastructure adds a need to understand the products and services the in- frastructure must support, the providers of such services as well as their tasks and contexts, and is challenging. Designing user experience for a national infrastructure increases the di- versity of people, tasks, and contexts to be understood by many orders of magnitude, and is daunting. And yet, while the number of users and uses is multiplied manifold, we believe that the number of designers is also multiplied. By leveraging participatory design approaches, crowd-sourcing techniques, and collaborative technologies, we aim to allow end users to contribute to design activities and participate in design decisions directly. We also aim to enlist participation from the design and educational communities so that OOI CI can be a truly national scientific effort. We look forward to working with you! Ocean Observatories Initiative Cyberinfrastructure Human beings are wonderfully imaginative, flexible and innovative. Unfortunately, their performance, productivity and creativity depend on their state of mind, which, in turn, is sensitive to wide range of factors including their physical well-being, emotional circum- stances, intellectual background and surrounding environment. e User Experience is "a person's perceptions and responses that result from the use or anticipated use of a prod- uct, system or service” [ISO 9241-210], in other words, the state of mind induced by an ar- tifact or design. OOI CI is committed to providing a user experience that is intellectually stimulating, sci- entifically productive, and conducive to transformative innovation. To achieve this goal, we apply the science of user experience design, which, like all design sciences, draws on a strong interdisciplinary context, including theories and methods from diverse fields such as ar- chitecture, art, behavioral, social and cognitive sciences, business, computer science, engi- neering, life sciences, and product design. p a r t i c i p a t o r y d e s i g n v i s u a l m e t a p h o r d e s i g n g u i d e l i n e s i n t e r a c t i o n m e t a p h o r s c r e e n fl o w requirements review mental simulation a/b testing usability study customer feedback software code interactive prototype physical model wireframe sketch