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CH 5

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0% found this document useful (0 votes)
10 views34 pages

CH 5

Uploaded by

Tihtina Menilik
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPT, PDF, TXT or read online on Scribd
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Chapter 5 -part 1

The Process of Interaction Design


6.1 - Introduction
In this content will explore how we can
design and build interactive products.
6.1 - Introduction
• The main aims of this chapter are to:
– Consider what “doing” interaction design
involves.
– Ask and provide answers for some important
questions about the interaction design process.
– Introduce the idea of a lifecycle model to
represent a set of activities and how they are
related
– Describe some lifecycle models from software
engineering and HCI and discuss how they
relate to the process of interaction design.
– Present a lifecycle model of interaction design.
6.2 – What is interaction design
about?
• In interaction design, we take a user-
centered approach to development. This
means that users’ concerns direct the
development rather than technical
concerns.
• Design is also about trade-offs, or
balancing conflicting requirements.
– Generating alternatives is a principle that
should be encouraged in interaction design.
6.2.1 – Four Basic Activities of
Interaction Design
• 1. Identifying needs and establishing
requirements
– In order to design something to support
people, we must know who our target users
are and what kind of support an interactive
product could usefully provide.
6.2.1 – Four Basic Activities of
Interaction Design
• 2. Developing alternative designs
– This is the core activity of designing: actually
suggesting ideas for meeting the
requirements.
– Conceptual Design
• Involves producing the conceptual model for the
product, and a conceptual model describes what
the product should do, behave, and look like.
– Physical Design
• Considers the detail of the product including the
colors, sounds, images, menu design, and icon
design.
6.2.1 – Four Basic Activities of
Interaction Design
• 3. Building interactive versions of the
designs
– The most sensible way for users to evaluate
designs is to interact with them.
– This does not mean that a software version is
required, but rather, a paper-based prototype
is quick and cheap to build.
6.2.1 – Four Basic Activities of
Interaction Design
• 4. Evaluating designs
– Evaluation is the process of determining the
usability and acceptability of the design.
– Evaluation is measured in terms of a variety
of criteria including:
• numbers of errors users make using it
• how appealing it is
• how well it matches the requirements
6.2.2 – Three Key Characteristics
of the Interaction Design Process
• 1. A User Focus
– A process cannot guarantee that a
development will involve users, it can
encourage focus on such issues and
provide opportunities for evaluation and
user feedback.
6.2.2 – Three Key Characteristics
of the Interaction Design Process
• 2. Specific Usability Criteria
– Specific usability and user experience
goals should be identified, clearly
documented, and agreed upon and the
beginning of the project.
– They help designers choose between
alternative designs and check on
progress.
6.2.2 – Three Key Characteristics
of the Interaction Design Process
• 3. Iteration
– Iteration allows designs to be refined
based on feedback.
– Iteration is important useful if you are
trying to innovate. Innovation rarely
emerges whole and ready to go. It
takes time, evolution, trial and error, and
patience.
Key Questions
• Who are the users?
• What do we mean by needs?
• How do you generate alternative designs?
• How do you chose among alternatives?
Who are the users?
• Three types of users
– Primary
– Secondary
– Tertiary
• Know stakeholders
Stakeholders
• Who do you think are the stakeholders for
the check-out system of a large
supermarket?
What do we mean by “needs”?
• Must understand the characteristics and
capabilities of the users.
• Requires consultation from representation
of target group.
• If nothing else, base future behavior on
past behavior
(Optional Slide) User Needs
• SealsAide is designing a new container for
it’s fruit flavored sports drink. Who are the
users and what would their needs be?
Generating Alternate Designs
• Creativity
• Start….Anywhere!
How to choose alternate design?
• Designs are external or internal
• External design
• Two ways to choose alternate design
– Test the prototype, let the users choose
– Choose what has the best “Quality”
Lifecycle models
• Show how the activities are related
• Lifecycle models are:
– Management tools
– Simplified version of reality
• Many lifecycle models exist, for example:
– From software engineering: waterfall, spiral,
JAD/RAD, Microsoft
– From HCI: Star, usability engineering
A simple interaction design model

Identify needs/
establish
requirements

(Re)Design
Evaluate

Build an
interactive
version

Final product
The waterfall lifecycle model
Requirements
analysis

Design

Code

Test

Maintenance
The spiral lifecycle model
• Important features:
– Risk analysis
– Prototyping
– Iterative framework allows ideas to be
checked and evaluated
– Explicitly encourages alternatives to be
considered
The spiral lifecycle model

From cctr.umkc.edu/~kennethjuwng/spiral.htm
A basic RAD (Rapid Applications
Development) lifecycle model
Project set-up

JAD workshops

Iterative design
and build

Engineer and
test final prototype

Implementation
review
The Star Lifecycle Model
• Important features:
– Derived from some empirical work of interface
designers
– No particular ordering of activities
– Evaluation is central to this model
The Star Model

task/functional
Implementation
analysis

Requirements
Prototyping Evaluation specification

Conceptual/
formal design
The Usability Engineering
Lifecycle Model
• Important features:
– Holistic view of usability engineering
– Provides links to software engineering approaches,
e.g.OOSE
– Three essential tasks: requirements analysis,
design/testing/development, and installation
– Stages of identifying requirements, designing,
evaluating, building prototypes
– Uses a style guide to capture a set of usability goals
– Can be scaled down for small projects
Summary
• Four basic activities in the design process
– Identifying needs and establishing requirements
– Developing alternative designs
– Building interactive versions of the design
– Evaluating designs
• Three key characteristics of the interaction
design process
– Focus on users
– Specific usability and user experience goals
– Iteration
• Lifecycle models show how these are related
Microsoft Development Process
• Attempts to scale up the culture of a
loosely-structured, small software team
• Each small team of developers have
freedom to evolve their designs and
operate nearly autonomously
• All teams synchronize their activities daily
and periodically stabilize the whole
product, “synch and stabilibze”
Planning Phase
• Begins with a vision statement that defines
the goals of the new product and
supported user activities
• Program managers write functional
specifications with enough detail to
develop schedules and allocate staff
Development Phase
• Feature list is divided into smaller groups,
each with its own small development team
• Schedule is broken up into milestones
• Teams work in parallel and synchronize
their work on a daily and weekly basis
Stabilization Phase
• Once a milestone is reached, all errors are
found and fixed
• The next milestone is then pursued
Final Products
• Excel, Office, Publisher, Windows 95,
Windows NT, Word, and Works, among
others were developed with this “synch
and stabilize” process

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