S556 SYSTEMS ANALYSIS & DESIGN Week 11. Creating a Vision (Solution) SLIS S556 2 Visioning: ...
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Transcript of S556 SYSTEMS ANALYSIS & DESIGN Week 11. Creating a Vision (Solution) SLIS S556 2 Visioning: ...
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S556 SYSTEMS ANALYSIS & DESIGN
Week 11
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Creating a Vision (Solution)
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Visioning: Encourages you to think more systemically
about your redesign Is both a “grounded brainstorm” and
storytelling session A method to lead groups in future scenario
building
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Creating a Common Direction
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How do you choose among multiple visions?
Instead of choosing, synthesize a new solution
Create a better solution by Identifying elements that work Recombining them to preserve the best
parts Extending them to address more of the
work and overcome any defects
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Evaluation and Integration
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Identify the core parts of each vision that you don’t want to lose Think how to combine them
If two visions support the work well, choose the simpler or the easier to implement
Choose the ones that are supported by data or test both
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Process & Organization Design
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The business structure may have to change to adopt a new way of working, e.g., ???
Consider using a catch phrase E.g., Toyota’s vision
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Storyboards
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A vision describes what the new work practice will be
The vision in storyboards will show how the system works
Each frame in the storyboard captures a single scene, i.e., an interaction between two people, a person and the system, a person and an artifact, or a system step
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Storyboard Example
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Storyboard Example
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Redesigning Work
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Understand the structure of work as it exists & issues implicit in the work
Become knowledgeable about possibilities for redesign
Vision a new world Work out specifics in storyboards
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Next Step
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The vision & storyboards
A system design
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USABILITY
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The Difficulty of Communicating a Design
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Presenting a demo Hard to envision new work practice in the
presence of the new system Requirements specifications
Text-oriented Work models
Hard for customers to understand the work models ???
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The Difficulty of Communicating a Design
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Customers need not just an artifact but an event, a process that will allow them to live out their own work in the new system and articulate the issues they identify (c.f., participatory design)
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Including Customers in the Design Process
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We want to co-design the system with the users
3 obstacles: No one articulates their own work practices Customers have not spent time studying all
the users of the proposed system Customers aren’t technologists
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Including Customers in the Design Process
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The challenge for design is to include users in the process to iterate, refine, and extend the initial design concept
The starting point is an initial design concept an initial prototype
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Interacting with Paper (Buxton, 2007)
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http://www.snyderconsulting.net/article_paperprototyping.htm
http://www.nngroup.com/reports/prototyping/video_stills.html
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Interactive Paper Interfaces (Buxton, 2007)
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http://www.gdoss.com/images/lmf_paper_prototype.gif
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Interacting with Paper (Buxton, 2007)
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The role of design is to find the best design
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Interacting with Paper (Buxton, 2007) The role of usability engineering is to
help make that design the best
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Interacting with Paper (Buxton, 2007) What other important points in this
chapter by Buxton?
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Using Paper Prototypes to Drive Design
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Prototypes: are not a demo are prop in a contextual interview enable the user to play out the experience
of living with the new system act as a language for communicating
between user and designer
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Using Paper Prototypes to Drive Design
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To look at structure, the first prototypes are paper
Paper prototypes are easy to change Working through a prototype of a new
system and discussing the interaction of the system with the work reveals issues that would otherwise remain invisible
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Prototyping as a Communication Tool
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The prototyping process not only brings the users into the design process, but it changes the design process itself
Paper prototyping reduces the cost of getting data so low that the team can demand on having it
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Discussion
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What Is Usability Testing?
To get feedback from users about the usability of a product.
What kind of usability testing experience do you have?
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Real Users
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Testers must be people who currently use or will use the product in the future
“If the participants in the usability test do not represent the real users, you are not seeing what will happen when the product gets to the real users”
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Doing Real Tasks
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“The tasks that you have users do in the test must be ones that they will do with the product on their jobs or in their homes”
“The tasks that you include in a test should relate to your goals and concerns and have a high probability of uncovering a usability problem”
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Observing & Recording
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Test one person at a time You record both performance and
comments Measure: learning time, time to perform,
errors, ease of remembering and amount remembered, subjective measures
Ask the participant for opinions about the product
Usability testing is NOT focus groups, surveys, or beta testing
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Guideline for Usability Testing
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Develop a prototype of a system List several tasks that users should be
able to accomplish with the system Make a list of potential usability testers Plan for data collection Schedule the test Listen and observe
think-aloud, video-taping
Usability professionals’ association: http://www.upassoc.org/
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Feedback Session (HWW Ch 13)
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Do not have too much attachment to your ideas Open to your users/clients’ ideas
The goal is co-design Provide ownership to the users
Develop the ideas that would work
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Group Activity
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With fellow team project members, come up with the strategies for usability testing/client feedback session