1 The Design Process Lecture 9 Date: 2 nd March. 2 Overview Life-Cycle Models in HCI 4 basic...
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Transcript of 1 The Design Process Lecture 9 Date: 2 nd March. 2 Overview Life-Cycle Models in HCI 4 basic...
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Overview
•Life-Cycle Models in HCI
•4 basic activities in HCI
•Requirements
•Design
•Develop/Build
•Evaluation
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Lifecycle Models
•Show how activities are related to each other•Lifecycle models are:
—management tools
—simplified versions of reality
•Many lifecycle models exist, for example:—from software engineering: waterfall, spiral, JAD/RAD
—from HCI: Star, usability engineering
Life-Cycle Models
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A simple interaction design model
Evaluate
(Re)Design
Identify needs/ establish
requirements
Build an interactive version
Final productExemplifies a user-centered design approach
Life-Cycle Models
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Traditional ‘waterfall’ lifecycle
Requirements analysis
Design
Code
Test
Maintenance
Life-Cycle Models
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A Lifecycle for RAD (Rapid Applications
Development)
JAD workshops
Project set-up
Iterative design and build
Engineer and test final prototype
Implementationreview
Life-Cycle Models
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Spiral Model (Barry Boehm)
Important features:—Risk analysis—Prototyping—Iterative framework allowing ideas to be checked and evaluated—Explicitly encourages alternatives to be considered
Good for large and complex projects but not simple ones
Life-Cycle Models
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The Star Lifecycle Model
•Suggested by Hartson and Hix (1989)
•Important features:—Evaluation at the center of activities
—No particular ordering of activities. Development may start in any one
—Derived from empirical studies of interface designers
Life-Cycle Models
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The Star Model (Hartson and Hix, 1989)
Evaluation
Conceptual/formal design
RequirementsspecificationPrototyping
task/functionalanalysis
Implementation
Life-Cycle Models
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Usability engineering Lifecycle Model
•Reported by Deborah Mayhew•Important features:
•Holistic view of usability engineering
•Provides links to software engineering approaches, e.g. OOSE
•Stages of identifying requirements, designing, evaluating, prototyping
•Can be scaled down for small projects
•Uses a style guide to capture a set of usability goals
Life-Cycle Models
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Usability engineering Lifecycle Model
Life-Cycle Models
PlatformCapabilities/Constraints
PlatformCapabilities/Constraints
GeneralDesign
Principles
GeneralDesign
Principles
UsabilityGoalsUsability
Goals
ContextualTask
Analysis
ContextualTask
Analysis
UserProfile
UserProfile
StyleGuide
REQUIREMENTS ANALYSIS
Function/Data ModelingOOSE: Requirements Model
Start Application ArchitectureOOSE: Analysis Model
ScreenDesign
Standards
ScreenDesign
Standards
SDSPrototyping
SDSPrototyping
IterativeSDS
Evaluation
IterativeSDS
Evaluation
LEVEL 2
MetUsabilityGoals?
NO YES
StyleGuide
WorkReengin-
eering
WorkReengin-
eering
ConceptualModelDesign
ConceptualModelDesign
CMMockups
CMMockups
IterativeCM
Evaluation
IterativeCM
Evaluation
LEVEL 1
EliminatedMajor
Flaws?NO YES
StyleGuide
Start App. Design/DevelopmentOOSE: Design Model/Imp. Model
UserFeedback
UserFeedback
DetailedUI
Design
DetailedUI
Design
IterativeDUID
Evaluation
IterativeDUID
Evaluation
LEVEL 3
AllFunctionalityAddressed?
NO
YES
MetUsabilityGoals?
StyleGuide
Unit/System TestingOOSE: Test Model
NO
YES
AllIssues
Resolved?
Installation
NO
Enhancements
DONE!
YES
DESIGN/TESTING/DEVELOPMENT
INSTALLATION
UE Task
Development TaskT
Decision Point
Documentation
Complex Application
Simple Application
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Requirements
A requirement is something the product must do or a quality that the product must
have
Requirements
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RequirementsDifferent kinds of requirements:
•Functional:Functional: •What the system should do•Historically the main focus of requirements activities
•Non-functional:Non-functional: •memory size, •response time..
• Data:Data:•What kinds of data need to be stored?•How will they be stored (e.g. database)?
•Usability:Usability: •learnability •throughput•flexibility•attitude
Requirements
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Requirements
Determining Usability Requirements:Determining Usability Requirements:
•Task AnalysisTask Analysis
•User AnalysisUser Analysis
•Environment AnalysisEnvironment Analysis
Requirements
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Requirements Task AnalysisTask Analysis
•Task analysis describes the behavior of a system •Determine cognitive and other characteristics required of users by system
•search strategy•prereq knowledge•cognitive loading•etc.
•Observe existing work practices
•Create scenarios of actual use•new ideas before building software!•Get rid of problems early in the design process
Requirements
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RequirementsTask AnalysisTask Analysis
•Who is going to use the system?
•What tasks do they now perform?
•What tasks are desired?
•How are the tasks learned?
•Where are the tasks performed?
•What’s the relationship between user & data?
Requirements
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RequirementsTypes of Task AnalysisTypes of Task Analysis
•Task Decomposition
•Knowledge Based Analysis
•Entity-Relationship Based Analysis
Requirements
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RequirementsTask DecompositionTask Decomposition
•Task Decomposition: top-down process in which a task is split into component sub-tasks:
•Select a task •Based your data (from observation, documentation, and expert advice), divide the task into sub-tasks. •If your stopping rule has not been reached, repeat steps 1-3 for each of the new sub-tasks.
•The stopping condition you use - the level of detail you recurse to - depends on your purpose in performing the analysis.
Requirements
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Requirements Knowledge-Based AnalysisKnowledge-Based Analysis
•Knowledge-based analysis works from the bottom up •The starting point for the process is a list of all of the objects and actions that are relevant to the task that is being analyzed, based on data collected .
•The objects are then arranged into groups based on similarity or shared traits. •The groups themselves are then grouped together, building progressively more abstract categories
Requirements
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RequirementsEntity-Relationship Based AnalysisEntity-Relationship Based Analysis
•Entity-relationship analysis is also a bottom-up approach to task analysis, inheriting much of its structure from object-oriented programming.
•Entity-relationship analysis concerns itself with objects, actions, and their relationship:
•Objects - simple objects, actors, composite objects, and events.
•Object-relationship analysis - relationship between objects
Requirements
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Requirements User AnalysisUser Analysis
•Who are they?Who are they?
•Characteristics: ability, background, attitude to computers
•System use: novice, expert, casual, frequent
•Novice: step-by-step (prompted), constrained, clear information
•Expert: flexibility, access/power
•Frequent: short cuts
•Casual/infrequent: clear instructions, e.g. menu paths
Requirements
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Requirements Environment AnalysisEnvironment Analysis
•Physical: dusty? noisy? vibration? light? heat? humidity? …. (e.g. OMS insects, ATM)
•Social: sharing of files, of displays, in paper, across great distances, work individually, privacy for clients
•Organisational: hierarchy, IT department’s attitude and remit, user support, communications structure and infrastructure, availability of training
Requirements
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User-Centred Design
•Why involve users at all?
•What is a user-centered approach?
•Understanding user’s work
•Ethnographic observation
•Participatory design
•PICTIVE
•CARD
User-Centred Design
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Why involve Users?
•Expectation management • Realistic expectations • No surprises, no disappointments• Timely training• Communication, but no hype
•Ownership • Make the users active stakeholders• More likely to forgive or accept
problems• Can make a big difference to acceptance and success of product
User-Centred Design
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What is a User-Centred Approach?
User-centered approach is based on:•Early focus on users and tasks: directly studying cognitive, behavioural, anthropomorphic & attitudinal characteristics
•Empirical measurement: users’ reactions and performance to scenarios, manuals, simulations & prototypes are observed, recorded and analysed
•Iterative design: when problems are found in user testing, fix them and carry out more tests
User-Centred Design
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Ethnographic Observation
•Preparation•Understand organization policies and work culture. •Familiarize yourself with the system and its history. •Set initial goals and prepare questions. •Gain access and permission to observe/interview.
•Field Study•Establish rapport with managers and users. •Observe/interview users in their workplace and collect subjective/objective quantitative/qualitative data. •Follow any leads that emerge from the visits.
User-Centred Design
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Ethnographic Observation
•Analysis•Compile the collected data in numerical, textual, and multimedia databases. •Quantify data and compile statistics. •Reduce and interpret the data.
•Refine the goals and the process used.
•Reporting•Consider multiple audiences and goals.
•Prepare a report and present the findings.
User-Centred Design
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Participatory Design
User-Centred Design
Controversial • More user involvement brings:
• more accurate information about tasks • more opportunity for users to influence
design decisions • a sense of participation that builds users'
ego investment in successful implementation
• potential for increased user acceptance of final system
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Participatory Design
User-Centred Design
• However, extensive user involvement may: • be more costly • lengthen the implementation period • build antagonism with people not involved or whose
suggestions rejected • force designers to compromise their design to satisfy
incompetent participants • build opposition to implementation • exacerbate personality conflicts between design-team
members and users • show that organizational politics and preferences of
certain individuals are more important than technical issues
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Participatory Design
PICTIVEPICTIVE•Plastic Interface for Collaborative Technology Initiatives through Video Exploration
•Intended to empower users to act a full participants in design
•Materials used are:•Low-fidelity office items such as pens, paper, sticky notes•Collection of (plastic) design objects for screen and window layouts
•Equipment required:•Shared design surface, e.g. table •Video recording equipment
User-Centred Design
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Participatory Design
PICTIVE (cont.)PICTIVE (cont.)•Before a PICTIVE session:
•Users generate scenarios of use •Developers produce design elements for the design session
•A PICTIVE session has four parts:•Stakeholders all introduce themselves•Brief tutorials about areas represented in the session (optional)•Brainstorming of ideas for the design•Walkthrough of the design and summary of decisions made
User-Centred Design
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Participatory Design
CARDCARD•Collaborative Analysis of Requirements & Design •Similar to PICTIVE but at a higher level of abstraction: explores work flow not detailed screen design•Uses playing cards with pictures of computers and screen dumps•Similar structure to the session as for PICTIVE•PICTIVE and CARD can be used together to give complementary views of a design
User-Centred Design
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Summary of Lecture• Lifecycle models
• Software engineering lifecycle models• HCI lifecycle models
• Usability Engineering Lifecycle Model• Star Lifecycle Model
• HCI design models• Requirements• Design
• User-centred design
• Develop/Build• Evaluation
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Terms of Reference• Preece, J. et al. (2002) Interaction Design
• Shneiderman, B. & Plaisant, C. (2005) Designing the User Interface
• Benyon, D. et al (2005) Designing Interactive Systems
• Helander, M. et al (1997) Handbook of Human-Computer Interaction
• Hartson, R. & Hix, D. (1989) Towards Empirically Derived Methodologies and Tools for HCI Development
• Mayhew, D. (1995) The Usability Engineering Lifecycle
• Alan Dix et al (1993) Human Computer Interaction
References