What Is Design? A Simple Definition Is: - Achieving Within: Goals Constraints
What Is Design? A Simple Definition Is: - Achieving Within: Goals Constraints
What Is Design? A Simple Definition Is: - Achieving Within: Goals Constraints
Design
Evaluation*
*(incl. usability testing)
1. User Needs Assessment
• Surveys
• Interviews
• Focus groups
• Advanced observation techniques
– Field studies
– Contextual inquiries
– Ethnography
2. Competitive/Comparative Analysis
• Try using similar services or products in order
to find out:
– Current trends in the marketplace
– What expectations your users will have
– What to do, what not to do
– Interface conventions
– “Must have” standard features
3. Heuristic Evaluation
• Evaluate an existing interface (or new
interface concept) based on set of usability
criteria
• Mostly used to highlight usability problems
and deficiencies
• May or may not propose usability solutions
• Identified problem areas are addressed by
subsequent design work
• Normally done with expert evaluators, but it
can be a valuable tool for anyone
3. Heuristic Evaluation
• Visibility of system status
• Match between the system and the real world
• User control and freedom
• Consistency and standards
• Error prevention
• Recognition rather than recall
• Flexibility and efficiency of use
• Aesthetic and minimalist design
• Help users recognize, diagnose, and recover
from errors
• Help and documentation
From Jakob Nielsen, “Ten Usability Heuristics,” http://www.useit.com/papers/heuristic/heuristic_list.html
4. Goals, Tasks & Scenarios
• Goals:
– Are what the user wants to do, but not how the user achieves them
• Tasks:
– Describe the steps necessary to achieve the goals
– Can vary with the available technology
– Are broken down into steps for task analysis, and are recombined
into sequence of steps for scenario development
– Designers can reorganize, combine, or remove tasks currently
performed to help users achieve their goals more efficiently
• Scenarios:
– Written description of a persona achieving a goal through a set of
tasks in a specific context
– Should start technology-neutral and become more specific as the
design progresses
5. Design Concepts
• Start rough
• Explore!
• Use personas to keep the
users in view Design
• Use scenarios to inform Prototype
the design
• Get frequent feedback
• Note user conventions
• Make design artifacts
public
• May be expressed in a Evaluate
prototype for usability
testing
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Behavioral Model
• based on user observation
• captures only observable activities and
properties
– some aspects may only be observable indirectly
• e.g. Internet-based transactions
• does not capture aspects internal to the user
– intention, motivation, emotional status
• often created through user profiling
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Analytical Model
• combines multiple sources of information
about users
– observation
– verbalization by users
– conversation
– questionnaires
– knowledge of experts or experienced users
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Predictive Model
• created with the intention of predicting
actions of users in specific situations
• may be based on or utilize other types of
models
– behavioral
– analytical
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Prescriptive Model
• describes permissible actions by the user in a
given context
– used in domains where deviations from prescribed
actions cause serious consequences
• safety, security
• legal issues
• company policies
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Adaptive Model
• model is continuously updated to reflect
changes in the user
– task, context
– role
– behavior
– knowledge
– emotional state
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