Slide2& · Slide2& • Online&user&reviews&and&recommender& systems& • Read&customer&reviews&...

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Slide 2 Online user reviews and recommender systems Read customer reviews

Transcript of Slide2& · Slide2& • Online&user&reviews&and&recommender& systems& • Read&customer&reviews&...

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Slide  -­‐2  

•  Online  user  reviews  and  recommender  systems  

•  Read  customer  reviews  

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Slide  -­‐1  

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Designing  for  Users  

Russell  Beale  

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Why  user-­‐centered  design?  

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Design  process  

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Creative Design

Context of Use

LoFiPrototyping

Quick Evaluation

HiFi Prototyping

Evaluation

Final Requirements

Code

Deploy

-Cognitive Walkthrough-Semi structured interviews-Questionnaires-Controlled Experiments

-Visual Basic-PhotoShop-Interface Builders-Code -HTML

-Wire Framing-PowerPoint-Pen & Paper/Sketches-Post-its-Balsamiq

-Personas-Scenarios-Storyboarding

-Brainstorming-Ideas Tray-Unlikely Combinations

User Centred Design Cycle

-Persona/Scenario based-User Evaluation-Unstructured Interview-Walkthrough-Heuristics-Expert Evaluation

-Task Analysis-Interview Users-Ethnography-Understanding User Psychology-Review existing TechnologyWhat is the

problem/issue?

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Ethnography  

•  Define  the  problem  •  Find  the  people  •  Design  methods  for  collecEng  data  

•  Collect  the  data  •  Analyse  and  interpret  •  Share  

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Ethnography  

•  Immersion  in  the  situaEon  •  Listening,  observing,  note-­‐taking  •  Specific  techniques  –  Interviews  – ObservaEon/shadowing  –  Immersion  – User  self-­‐reporEng  

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Bronislaw  Malinowski  

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Interviews  

•  One-­‐to-­‐one  (can  be  group)  •  Open  ended  quesEons  •  Listen  •  One  researcher  to  nudge  the  interview  along,  second  to  take  notes  

•  Can  use  AV  equipment  as  well  as  notes  

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ObservaEon  &  Shadowing  

•  Fly  on  the  wall  •  Watch  and  learn  rather  than  talk  

•  Follow  theme  from  start  to  end  

•  Can  be  Eme-­‐consuming  –  many  hours/weeks/months…..  

•  QuesEons  asked  if  vital  for  understanding,  at  opportune  moments  when  doesn’t  disturb  worker  

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Immersion  

•  Use  product  or  related  product  for  extended  period  

•  Get  to  understand  exisEng  issues  and  advantages  

•  Get  to  understand  environment  and  social  context  of  the  problem  

•  Report  via  notes,  photo-­‐essay,  journal,  blog,  etc.  

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User  self-­‐reporEng  

•  Users  prompted  to  comment  •  May  involve  customers  

•  Notes  or  photos  •  Text  messages  

•  Can  use  probes  to  understand  more  

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Design  probes  

•  Probes  get  data  from  users  in  a  definite  context  and  give  insight  

•  Mobilise  tacit  knowledge  from  people  •  People  are  invited,  encouraged  and  sEmulated  to  document  parts  of  their  own  lives  

•  Probes  are  exploratory,  playful,  creaEve  •  Consist  of  a  designed  kit  and  a  task  – E.g.  digital  camera;  “take  photo  at  6pm  of  the  thing  you  are  doing”  

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ParEcipatory  Design  

•  Designers  work  with  stakeholders    – employees,  partners,  customers,  ciEzens,  end  users,  etc.  

•  ParEcipatory  design  is  an  approach  which  is  focused  on  processes  and  procedures  of  design  

•  Occurs  in  the  early,  exploratory  phases  and  to  refine  ideas  

•  Strong  Scandinavian  history  

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PD  approach  

•  Empowers  users;  democraEzes  design  •  Creates  greater  understanding  in  designers  •  Raises  awareness  of  users  

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Credit:  Dominic  Basulto  

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Value  Centered  Design  

•  Focuses  on  values  central  to  well-­‐being,  dignity,  jusEce,  welfare,  human  rights  

•  Highlights  values  perEnent  to  the  business  or  specific  problem  

•  Broader  goals  for  judging  technological  systems  than  “will  it  work?”  to  “is  it  good?”  

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Why  values?  

•  Business:  –  Values  are  product/brand  differenEator  –  People  consider  values  when  making  decisions  –  Provides  strategic  path  for  company  development  – When  values  aligned  with  employees,  they  are  invested  in  successful  outcome  •  E.g.  John  Lewis  

•  Designers  – Understand  audiences  beger  –  Strategic  path  for  design  –  Encourages  creaEvity  

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Example:  medical  records  system  

•  Design  goal:  paEent  privacy  – Secure  login,  logout  procedure  

•  PaEent  care  important  – Time  of  nurses  a  criEcal  resource  

•  Login/logout  circumvented  to  save  Eme  

•  Result  –  privacy  minimised  

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ConflicEng  Values  

•  Stakeholders’  values  may  conflict  •  IdenEfying  conflicts  is  criEcal  •  Good  designs  may  not  be  adopted  due  to  unresolved  value  

conflicts    •  If  two  conflicEng  values  can  not  both  be  addressed,  one  

must  be  chosen  over  the  other    •  E.g.  

–  anonymity  vs  accountability  

–  privacy  vs  security  

–  autonomy  vs  automaEon  

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Slanty  Design  

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Slanty  design  process  •  IdenEfy  user  goals  •  IdenEfy  user  non-­‐goals  

–  the  things  users  don’t  want  to  be  able  to  do  easily  (such  as  deleEng  all  their  files)  

•  IdenEfy  wider  goals  being  pursued  by  other  stakeholders,  including  where  they  conflict  with  individual  goals  

•  Follow  a  user-­‐centered  design  process  to  create  a  system  with  high  usability  for  user  goals  and  high  anE-­‐usability  for  user  non-­‐goals;  and  

•  Aim  for  a  clean  design  –  Resolve  the  conflicts  between  wider  issues  and  individual  goals,  and  

where  the  wider  issues  win  out  ensure  that  the  design  meets  these  needs  

–  soluEons  without  unwanted  side-­‐effects  that  then  have  to  have  soluEons  designed  for  them  

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Further  Reading  

•  Ethnography  primer  –  hgp://chapters.aiga.org/resources/content/3/7/4/5/documents/ethnography_primer.pdf  

•  Ethnography  blog  –  hgp://ethnographymagers.net/  

•  Slanty  Design  –  hgp://delivery.acm.org/10.1145/1190000/1188934/p21-­‐beale.pdf?ip=147.188.192.24&acc=ACTIVE%20SERVICE&CFID=130475142&CFTOKEN=59599639&__acm__=1350848225_fd6273a08f09d1b601ec1519127635b9