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Chapter 9
THE PROCESS OF INTERACTION DESIGN
Overview
• What is involved in Interaction Design?
– Importance of involving users
– Degrees of user involvement
– What is a user-centered approach?
– Four basic activities
• Some practical issues
– Who are the users?
– What are ‘needs’?
– Where do alternatives come from?
– How to choose among alternatives?
– How to integrate interaction design activities in other lifecycle
models?
www.id-book.com 2
What is involved in Interaction
Design?
• It is a process:
– a goal-directed problem solving activity informed by
intended use, target domain, materials, cost, and feasibility
– a creative activity
– a decision-making activity to balance trade-offs
• Generating alternatives and choosing between them
is key
• Four approaches: user-centered design, activity-
centered design, systems design, and genius design
www.id-book.com 3
www.id-book.com
Importance of involving users
• Expectation management
– Realistic expectations
– No surprises, no disappointments
– Timely training
– Communication, but no hype
• Ownership
– Make the users active stakeholders
– More likely to forgive or accept problems
– Can make a big difference to acceptance and success
of product
4
www.id-book.com
Degrees of user involvement
• Member of the design team
– Full time: constant input, but lose touch with users
– Part time: patchy input, and very stressful
– Short term: inconsistent across project life
– Long term: consistent, but lose touch with users
• Newsletters and other dissemination devices
– Reach wider selection of users
– Need communication both ways
• User involvement after product is released
• Combination of these approaches
5
www.id-book.com
What is a user-centered approach?
User-centered approach is based on:
– Early focus on users and tasks: directly studying cognitive,
behavioral, anthropomorphic & attitudinal characteristics
– Empirical measurement: users’ reactions and
performance to scenarios, manuals, simulations &
prototypes are observed, recorded and analysed
– Iterative design: when problems are found in user testing,
fix them and carry out more tests
6
www.id-book.com
Four basic activities in
Interaction Design
1. Establishing requirements
2. Designing alternatives
3. Prototyping
4. Evaluating
7
www.id-book.com
A simple interaction design lifecycle
model
Exemplifies a user-centered design approach
8
www.id-book.com
Some practical issues
• Who are the users?
• What do we mean by ‘needs’?
• How to generate alternatives
• How to choose among alternatives
• How to integrate interaction design
activities with other lifecycle models?
9
www.id-book.com
Who are the users/stakeholders?
• Not as obvious as you think:
– those who interact directly with the product
– those who manage direct users
– those who receive output from the product
– those who make the purchasing decision
– those who use competitor’s products
• Three categories of user (Eason, 1987):
– primary: frequent hands-on
– secondary: occasional or via someone else
– tertiary: affected by its introduction, or will influence its purchase
10
www.id-book.com
Who are the stakeholders?
Check-out operators
Customers
Managers and owners
• Suppliers
• Local shop
owners
11
What do we mean by ‘needs’?
• Users rarely know what is possible
• Users can’t tell you what they ‘need’ to help them
achieve their goals
• Instead, look at existing tasks:
– their context
– what information do they require?
– who collaborates to achieve the task?
– why is the task achieved the way it is?
• Envisioned tasks:
– can be rooted in existing behaviour
– can be described as future scenarios
12www.id-book.com
How to generate alternatives
• Humans stick to what they know works
• But considering alternatives is important to ‘break out of
the box’
• Designers are trained to consider alternatives, software
people generally are not
• How do you generate alternatives?
— ‘Flair and creativity’: research and synthesis
— Seek inspiration: look at similar products or look at very different
products
13www.id-book.com
IDEO TechBox
• Library, database and website all-in-one
• Contains physical gizmos for inspiration
14www.id-book.com
The TechBox
15www.id-book.com
How to choose among alternatives
• Evaluation with users or with peers, e.g. prototypes
• Technical feasibility: some not possible
• Quality thresholds: Usability goals lead to usability
criteria set early on and check regularly
– safety: how safe?
– utility: which functions are superfluous?
– effectiveness: appropriate support? task coverage,
information available
– efficiency: performance measurements
– learnability: is the time taken to learn a function acceptable
to the users?
– memorability: can infrequent users remember how to
achieve their goal?
16www.id-book.com
Testing prototypes to choose
among alternatives
17www.id-book.com
How to integrate interaction design
in other models
• Integrating interaction design activities in lifecycle
models from other disciplines needs careful planning
• Several software engineering lifecycle models have
been considered
• Integrating with agile software development is
promising
– it stresses the importance of iteration
– it champions early and regular feedback
– it handles emergent requirements
– it aims to strike a balance between flexibility and structure
18www.id-book.com
Summary
Four basic activities in the design process
1. Establishing requirements
2. Designing alternatives
3. Prototyping
4. Evaluating
User-centered design rests on three principles
1. Early focus on users and tasks
2. Empirical measurement using quantifiable &
measurable usability criteria
3. Iterative design
19www.id-book.com

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CIS375 Interaction Designs Chapter9

  • 1. Chapter 9 THE PROCESS OF INTERACTION DESIGN
  • 2. Overview • What is involved in Interaction Design? – Importance of involving users – Degrees of user involvement – What is a user-centered approach? – Four basic activities • Some practical issues – Who are the users? – What are ‘needs’? – Where do alternatives come from? – How to choose among alternatives? – How to integrate interaction design activities in other lifecycle models? www.id-book.com 2
  • 3. What is involved in Interaction Design? • It is a process: – a goal-directed problem solving activity informed by intended use, target domain, materials, cost, and feasibility – a creative activity – a decision-making activity to balance trade-offs • Generating alternatives and choosing between them is key • Four approaches: user-centered design, activity- centered design, systems design, and genius design www.id-book.com 3
  • 4. www.id-book.com Importance of involving users • Expectation management – Realistic expectations – No surprises, no disappointments – Timely training – Communication, but no hype • Ownership – Make the users active stakeholders – More likely to forgive or accept problems – Can make a big difference to acceptance and success of product 4
  • 5. www.id-book.com Degrees of user involvement • Member of the design team – Full time: constant input, but lose touch with users – Part time: patchy input, and very stressful – Short term: inconsistent across project life – Long term: consistent, but lose touch with users • Newsletters and other dissemination devices – Reach wider selection of users – Need communication both ways • User involvement after product is released • Combination of these approaches 5
  • 6. www.id-book.com What is a user-centered approach? User-centered approach is based on: – Early focus on users and tasks: directly studying cognitive, behavioral, anthropomorphic & attitudinal characteristics – Empirical measurement: users’ reactions and performance to scenarios, manuals, simulations & prototypes are observed, recorded and analysed – Iterative design: when problems are found in user testing, fix them and carry out more tests 6
  • 7. www.id-book.com Four basic activities in Interaction Design 1. Establishing requirements 2. Designing alternatives 3. Prototyping 4. Evaluating 7
  • 8. www.id-book.com A simple interaction design lifecycle model Exemplifies a user-centered design approach 8
  • 9. www.id-book.com Some practical issues • Who are the users? • What do we mean by ‘needs’? • How to generate alternatives • How to choose among alternatives • How to integrate interaction design activities with other lifecycle models? 9
  • 10. www.id-book.com Who are the users/stakeholders? • Not as obvious as you think: – those who interact directly with the product – those who manage direct users – those who receive output from the product – those who make the purchasing decision – those who use competitor’s products • Three categories of user (Eason, 1987): – primary: frequent hands-on – secondary: occasional or via someone else – tertiary: affected by its introduction, or will influence its purchase 10
  • 11. www.id-book.com Who are the stakeholders? Check-out operators Customers Managers and owners • Suppliers • Local shop owners 11
  • 12. What do we mean by ‘needs’? • Users rarely know what is possible • Users can’t tell you what they ‘need’ to help them achieve their goals • Instead, look at existing tasks: – their context – what information do they require? – who collaborates to achieve the task? – why is the task achieved the way it is? • Envisioned tasks: – can be rooted in existing behaviour – can be described as future scenarios 12www.id-book.com
  • 13. How to generate alternatives • Humans stick to what they know works • But considering alternatives is important to ‘break out of the box’ • Designers are trained to consider alternatives, software people generally are not • How do you generate alternatives? — ‘Flair and creativity’: research and synthesis — Seek inspiration: look at similar products or look at very different products 13www.id-book.com
  • 14. IDEO TechBox • Library, database and website all-in-one • Contains physical gizmos for inspiration 14www.id-book.com
  • 16. How to choose among alternatives • Evaluation with users or with peers, e.g. prototypes • Technical feasibility: some not possible • Quality thresholds: Usability goals lead to usability criteria set early on and check regularly – safety: how safe? – utility: which functions are superfluous? – effectiveness: appropriate support? task coverage, information available – efficiency: performance measurements – learnability: is the time taken to learn a function acceptable to the users? – memorability: can infrequent users remember how to achieve their goal? 16www.id-book.com
  • 17. Testing prototypes to choose among alternatives 17www.id-book.com
  • 18. How to integrate interaction design in other models • Integrating interaction design activities in lifecycle models from other disciplines needs careful planning • Several software engineering lifecycle models have been considered • Integrating with agile software development is promising – it stresses the importance of iteration – it champions early and regular feedback – it handles emergent requirements – it aims to strike a balance between flexibility and structure 18www.id-book.com
  • 19. Summary Four basic activities in the design process 1. Establishing requirements 2. Designing alternatives 3. Prototyping 4. Evaluating User-centered design rests on three principles 1. Early focus on users and tasks 2. Empirical measurement using quantifiable & measurable usability criteria 3. Iterative design 19www.id-book.com