Design Process. Obstacles in development path No body ever gets it right for the first time....

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Design Design Process Process

Transcript of Design Process. Obstacles in development path No body ever gets it right for the first time....

Page 1: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

Design Design ProcessProcess

Page 2: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

Obstacles in development pathObstacles in development path

No body ever gets it right for the first time.

Development is chock full of surprises.

Good design requires living in a sea of changes.

Designers need good tools.

Performance design goals.

People may make mistakes while using a good system

also.

Page 3: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

Pitfalls or difficulties in Pitfalls or difficulties in development pathdevelopment path

No early analysis and understanding the users needs

and expectations.

A focus on using design features or components.

No usability testing.

No common design team vision.

Poor communication.

Page 4: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

HUMAN INTERACTION WITH COMPUTERSHUMAN INTERACTION WITH COMPUTERS

Use of jargon (difficult in language spoken by language)

Non-obvious design(Complex)

Fine distinctions or dissimilarities(an action can be performed

in multiple ways which yields similar results).

Disparity or inconsistency in problem-solving strategies(trial

and error method it may lead to infinite so we will restart)

Design inconsistency (different information processing

systems process same actions but are named differently on

different consoles). Ex: shutdown or turn off

Why People Have Trouble with Computers

Page 5: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

Psychological User Responses to Poor Psychological User Responses to Poor DesignDesign

The psychological responses affects the users concentration

to design an efficient model, thus resulting in higher error

rates, low- performance, and dissatisfaction to the user.

Confusion

Irritation or Annoyance

Frustration

Fear of terror or stress

Boring

Page 6: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

Abandonment or rejection of the system

Limited or Partial use of the system

Indirect use of the system

Modification of the task

Compensatory activity

Misuse of the system

Direct programming

Physical User Responses to Poor Physical User Responses to Poor DesignDesign

Page 7: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

Important of Human Characteristics in Important of Human Characteristics in DesignDesign

Perception

Memory

Visual acuity

Foveal and peripheral vision

Sensory storage

Information processing

Learning, skill

Individual differences.

Page 8: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

PerceptionPerception Perception is our awareness and understanding of the elements and

objects of an environment

Perceptual characteristics include the following:

Proximity or closeness

Similarity or resemblance

Matching patterns

Succinctness or compactness

Closure

Unity

Continuity

Balance

Expectancies

Context

Signals versus noise

Page 9: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

Memory consists of mainly two componentsShort-termLong-term

MemoryMemory

Visual AcuityVisual AcuityThe capacity of the eye to resolve details is called visual

acuity.Peripheral and foveal Peripheral and foveal

visionvision• A vision which is utilized to directly focus on something is

called foveal vision.

• A vision which senses anything in its surroundings is called

peripheral vision.

Page 10: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

Sensory memory acts as a buffer.

It automatically process information collected from stimuli.

Sensory storage acts as a radar which frequently scans the objects from

the surrounding that are important and passes it on to higher memory.

Sensory MemorySensory Memory

Information ProcessingInformation ProcessingThe information that is gathered by senses has to be processed in an

appropriate way:

There are two levels of information

• Higher-level (capacity is limited, slow and sequential)

• Lower level(unlimited, processes quickly)

Page 11: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

Learning processLearning process Applying skills that allows one situation to be used in

another situation. SkillSkill The ultimate goal of human is to perform skillfully which

can be achieved by linking inputs and responses into a

sequence of actions.Individual DifferencesIndividual Differences

Page 12: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

Human Considerations in Human Considerations in DesignDesignThe User’s Knowledge and Experience

KNOWLEDGE/EXPERIENCE

Computer Literacy Highly technical or experienced, moderate computer experience, or none.

System Experience High, moderate, or low knowledge of a particular system and its methods of interaction.

Application Experience High, moderate, or low knowledge of similar systems.

Task Experience Level of knowledge of job and job tasks.

Usage of Other Systems Frequent or infrequent use of other systems in doing job.

Education High school, college, or advanced degree.

Reading Level Less than 5th grade, 5th–12th, more than 12th grade.

Typing Skill Expert (135 WPM), skilled (90 WPM), good (55 WPM), average(40 WPM), or "hunt and peck" (10 WPM).

Native Language or Culture

English, another, or several.

The designing of an interface in a better way depends on the user’s knowledge and experience.

Following are the considerations about the user’s experience and knowledge

Page 13: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

JOB/TASK/NEED

Type of System Use Mandatory or discretionary use of the system

Frequency of Use Continual, frequent, occasional, or once-in-a-lifetime use of system

Task or Need Importance

High, moderate, or low importance of the task being performed

Task Structure Repetitiveness or predictability of tasks being automated, high,moderate, or low.

Social Interactions Verbal communication with another person required or not required.

Primary Training Extensive or formal training, self-training through manuals, or no training.

Turnover Rate High, moderate, or low turnover rate for jobholders.

Job Category Executive, manager, professional, secretary, clerk.

Lifestyle For Web e-commerce systems, includes hobbies, recreationalpursuits, and economic status.

Page 14: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

Application ExperienceApplication Experience Have users worked with a similar application ? Are they familiar with the basic application terms? Or does little or no application experience exist?

Educational levelEducational level What is the general educational level of users? Do they generally have high school degrees, college degrees, or

advanced degrees? Reading levelReading level Reading Level Less than 5th grade, 5th–12th, more than 12th

grade.

Typing skillsTyping skills Typing Skill Expert (135 WPM), skilled (90 WPM), good (55 WPM),

average(40 WPM), or "hunt and peck" (10 WPM).

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The User’s Tasks and NeedsThe User’s Tasks and NeedsIn system design, user’s tasks and needs are very important.

Mandatory or optional UserCharacteristics of a Mandatory user

The computer is used as part of employment.

Time and effort in learning to use the computer are willingly

invested.

High motivation is often used to overcome low usability

characteristics.

The user may possess a technical background.

The job may consist of a single task or function.

Characteristics of a optional user

Use of the computer or system is not absolutely necessary.

Technical details are of no interest.

Extra effort to use the system may not be invested.

High motivation to use the system may not be exhibited.

Voluntary use may have to be encouraged.

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PSYCHOLOGICAL CHARACTERISTICS

Attitude Positive, neutral, or negative feeling toward job or system

Motivation Low, moderate, or high due to interest or fear.

Patience Patience or impatience expected in accomplishing goal.

Expectations Kinds and reasonableness.

Stress Level High, some, or no stress generally resulting from task performance.

Cognitive Style

Verbal or spatial, analytic or intuitive, concrete or abstract

The User’s psychological The User’s psychological characteristicscharacteristics

The User’s Physical characteristicsThe User’s Physical characteristics

PHYSICAL CHARACTERISTICS

Age Young, middle aged, or elderly.

Gender Male or female.

Handedness

Left, right, or ambidextrous.

Disabilities Blind, defective vision, deafness, motor handicap.

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Human Interaction SpeedsHuman Interaction SpeedsAverage Human Interaction Speeds

Reading

Prose text: 250–300 words per minute.Proof reading text on paper: 200 words per minute.Proof reading text on a monitor: 180 words per minute.

Listening 150–160 words per minute.

Speaking to a computer: 105 words per minute.

After recognition corrections: 25 words per minute.

Keying

TypewriterFast typist: 150 words per minute and higher.Average typist: 60–70 words per minute.ComputerTranscription: 33 words per minute.Composition: 19 words per minute.Two finger typistsMemorized text: 37 words per minute.Copying text: 27 words per minute.

Hand printingMemorized text: 31 words per minute.Copying text: 22 words per minute.

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Understand the Business Understand the Business FunctionsFunctions

Perform a business definition and requirements analysis.

Determine basic business functions.

Describe current activities through task analysis.

Develop a conceptual model of the system.

Establish design standards or style guides.

Establish system usability design goals.

Define training and documentation needs.

Basic Business functions

Basic business functions gives an overview of how profit and non-profit

organizations function and how the basic business principles are used in finding out

the organization’s success.The general steps to be performed are:

Page 19: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

Requirement AnalysisRequirement Analysis

The objective of requirement analysis is to establish system needs.

The following methods are used for determining requirements.

Direct Methods (direct method are advantageous as they provide opportunity

to a user to express own views and comments).

Indirect Methods (indirect method play the role of an intermediary between

the user and the developer).

Page 20: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

Direct MethodsDirect MethodsIndividual Face-to-Face

Interview

A one-on-one visit with the user to obtain information. It may be structured or somewhat open-ended.

Telephone Interview or Survey

A structured interview conducted via telephone.

Traditional Focus GroupA small group of users and a moderator brought together to verbally discuss the requirements.

Facilitated Team WorkshopA facilitated, structured workshop held with users to obtain requirements information. Similar to the Traditional Focus Group.

Observational Field StudyUsers are observed and monitored for an extended time to learn what they do.

Requirements PrototypingA demo, or very early prototype, is presented to users for comments concerning functionality.

User-Interface PrototypingA demo, or early prototype, is presented to users to uncover user-interface issues and problems.

Usability Laboratory Testing

Users at work are observed, evaluated, and measured in a specially constructed laboratory.

Card Sorting for Web SitesA technique to establish groupings of information for Web sites.

Page 21: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

Indirect methodsIndirect methodsInformation Services Intermediary

A company representative defines the user’s goals and needs to designers and developers.

Paper Survey A survey or questionnaire is administered to a sample of users using traditional mailmethods to obtain their needs.

Electronic Survey

A survey or questionnaire is administered to a sample of users using e-mail or theWeb to obtain their needs.

Electronic Focus Group

A small group of users and a moderator discuss the requirements online using workstations.

Marketing and Sales

Company representatives who regularly meet customers obtain suggestions or needs, current and potential.

Support LineInformation collected by the unit that helps customers with day-to-day problems isanalyzed (Customer Support, Technical Support, Help Desk, etc.).

E-Mail or Bulletin Board

Problems, questions, and suggestions from users posted to a bulletin board or through e-mail are analyzed.

User GroupImprovements are suggested by customer groups who convene periodically to discuss software usage.

Competitor Analyses

A review of competitor’s products or Web sites is used to gather ideas, uncover design requirements and identify tasks.

Trade ShowCustomers at a trade show are presented a mock-up or prototype and asked for comments.

Other Media Analysis

An analysis of how other media, print or broadcast, present the process, information, or subject matter of interest.

System TestingNew requirements and feedback are obtained from ongoing product testing

Page 22: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

The process used by the developer for determining basic

business functions are as follows

Gain a complete understanding of the user’s mental model based

upon:

◦ The user’s needs and the user’s profile.

◦ A user task analysis.

Develop a conceptual model of the system based upon the user’s

mental model. This includes:

◦ Defining objects.

◦ Developing metaphors( phrase is used to represent).

Determining Basic Business Determining Basic Business FunctionsFunctions

Page 23: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

Understanding the User’s Understanding the User’s Mental ModelMental Model An internal representation of user's or clients present concept

and understanding of something is referred as “mental

model”.

Performing a Task Analysis

Classification of objects according to the sorted format

Things that can be experienced by physical touch. (concrete objects).

Clients who are the object of sentences. (customers or employee of

an organization)

Things that keep track of information periodically.(paper survey).

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Developing Conceptual Developing Conceptual ModelsModels

A framework that describes the relationships between objects,

the properties of objects, how objects are represented by an

interface are presented to a client through a conceptual model.

Components of conceptual model are,

System input-outputs.

Actions

Feedback and guidance characteristics.

A conceptual model includes,

Defining objects

Developing metaphor

Page 25: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

Design Standards or Style Design Standards or Style GuidesGuidesA design standard is also known as “Style Guide”.

Allow faster performance.

Reduce errors.

Reduce training time.

Foster better system utilization.

Improve satisfaction.

Improve system acceptance.

They are valuable to system developers because they:

Increase visibility of the human-computer interface.

Simplify design.

Provide more programming and design aids, reducing programming time.

Reduce redundant effort.

Reduce training time.

Provide a benchmark for quality control testing.

A design standard gives genuine guidance on the usage of the system components

Page 26: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

Document DesignDocument Design Include checklists to present principles and guidelines.

Provide a rationale (set of reasons) for why the particular

guidelines should be used.

Provide a rationale describing the conditions under which various

design alternatives are appropriate.

Include concrete examples of correct design.

Design the guideline document following recognized principles for

good document design.

Provide good access mechanisms such as a thorough index, a table

of contents, glossaries, and checklists.

Page 27: Design Process. Obstacles in development path No body ever gets it right for the first time. Development is chock full of surprises. Good design requires.

System TrainingSystem Training

Online help.

Online tutorial.

Manuals.

Fast reference guides.