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CHAPTER 3: 
Managing Design Processes 
© 2010 Pearson Addison-Wesley. All rights reserved. 
Addison Wesley 
is an imprint of 
Designing the User Interface: 
Strategies for Effective Human-Computer Interaction 
Fifth Edition 
Ben Shneiderman & Catherine Plaisant 
in collaboration with 
Maxine S. Cohen and Steven M. Jacobs
1-2 
Organizational Design and 
Support Usability (cont.) 
• “Usability engineering” 
– has evolved into a recognized discipline with maturing practices 
and a growing set of standards 
• Usability engineers and user-interface architects 
– sometimes called the user experience (UX) team 
– are gaining experience in organizational change 
• Return on investment (ROI) for usability testing 
– Research indicates time and money spent on usability is 
advantageous 
• The Usability Professional's Association (UPA) holds 
annual meetings called the “World Usability Day” 
– November 14, 2014 
– http://www.worldusabilityday.org/ 
3-2
1-3 
Organizational Design and 
Support Usability 
• Design is creative and unpredictable 
• Designers must combine technical knowledge 
with a sense of what attracts users 
• Carroll and Rosson design characterization: 
– Design is a process, not a state. 
– The design process is nonhierarchical. 
– The process is radically transformational. 
– Design intrinsically involves the discovery of new 
goals. 
3-3
1-4 
The Four Pillars of Design 
3-4
1-5 
The Four Pillars of Design 
• User Interface Requirements 
– Gathering and clearly identifying user requirements is 
a major key to design success 
• Performance requirements 
– What do users need to be able to do? 
• Functional requirements 
– What tasks can be done through the system? 
• Interface requirements 
– What interaction is needed between the user and the system? 
• Ethnographic Observation 
– Identifying and observing the user community in action 
– More later 
3-5
1-6 
The Four Pillars of Design 
• Guidelines documents and processes 
Each project has different needs, but guidelines should 
be considered for: 
– Words, icons, and graphics 
• Terminology (objects and actions), abbreviations, and 
capitalization 
• Character set, fonts, font sizes, and styles (bold, italic, 
underline) 
• Icons, graphics, line thickness, and 
• Use of color, backgrounds, highlighting, and blinking 
3-6
1-7 
The Four Pillars of Design (cont.) 
• Guidelines documents and processes (cont.) 
– Screen-layout issues 
• Menu selection, form fill-in, and dialog-box formats 
• Wording of prompts, feedback, and error messages 
• Justification, white space, and margins 
• Data entry and display formats for items and lists 
• Use and contents of headers and footers 
– Input and output devices 
• Keyboard, display, cursor control, and pointing devices 
• Audible sounds, voice feedback, touch input, and other 
special devices 
• Response time for a variety of tasks 
3-7
1-8 
The Four Pillars of Design (cont.) 
• Guidelines documents and processes (cont.) 
– Action sequences 
• Direct-manipulation clicking, dragging, dropping, and gestures 
• Command syntax, semantics, and sequences 
• Programmed function keys 
• Error handling and recovery procedures 
– Training 
• Online help and tutorials 
• Training and reference materials 
• Command syntax, semantics, and sequences 
3-8
1-9 
The Four Pillars of Design (cont.) 
Guidelines creation should be a social process within an organization 
to help it gain visibility and build support 
3-9
1-10 
Rapid Contextual Design 
From Holtzblatt, et al., Rapid Contextual Design: 
A How-To Guide to Key Techniques for User-Centered Design 
3-10
1-11 
Ethnographic Observation 
• Preparation 
– Understand organization policies and work culture. 
– Familiarize yourself with the system and its history. 
– Set initial goals and prepare questions. 
– Gain access and permission to observe/interview. 
• Field Study 
– Establish rapport with managers and users. 
– Observe/interview users in their workplace and collect 
subjective/objective quantitative/qualitative data. 
– Follow any leads that emerge from the visits. 
– Record visits 
3-11
1-12 
Ethnographic Observation (cont.) 
• Analysis 
– Compile the collected data in numerical, textual, and 
multimedia databases. 
– Quantify data and compile statistics. 
– Reduce and interpret the data. 
– Refine the goals and the process used. 
• Reporting 
– Consider multiple audiences and goals. 
– Prepare a report and present the findings. 
3-12
1-13 
Participatory Design 
3-13
1-14 
Participatory Design (cont.) 
Controversial 
• On the positive side, more user involvement brings: 
– more accurate information about tasks 
– more opportunity for users to influence design 
decisions 
– a sense of participation that builds users' ego 
investment in successful implementation 
– potential for increased user acceptance of final 
system 
3-14
1-15 
Participatory Design (cont.) 
• On the negative side, extensive user involvement may: 
– be more costly 
– lengthen the implementation period 
– build antagonism with people not involved or whose 
suggestions rejected 
– force designers to compromise their design to satisfy 
incompetent participants 
– build opposition to implementation 
– exacerbate personality conflicts between design-team 
members and users 
– show that organizational politics and preferences of 
certain individuals are more important than technical 
issues 
3-15
1-16 
Participatory Design (cont.) 
3-16
1-17 
Scenario Development 
Day-in-the-life scenarios: 
• characterize what happens when users perform typical 
tasks 
• can be acted out as a form of walkthrough 
• may be used as basis for videotape 
• useful tools 
– table of task frequencies (tasks listed across the top 
and users down the side or vice versa) 
– table of task sequences 
– flowchart or transition diagram 
3-17
1-18 
Social Impact Statement for 
Early Design Review 
Describe the new system and its benefits 
• Convey the high level goals of the new system 
• Identify the stakeholders 
• Identify specific benefits 
3-18
1-19 
Social Impact Statement for 
Early Design Review (cont.) 
Address concerns and potential barriers 
• Anticipate changes in job functions and potential layoffs 
• Address security and privacy issues 
• Discuss accountability and responsibility for system 
misuse and failure 
• Avoid potential biases 
• Weigh individual rights vs. societal benefits 
• Assess trade-offs between centralization and 
decentralization 
• Preserve democratic principles 
• Ensure diverse access 
• Promote simplicity and preserve what works 
3-19
Social Impact Statement for Early 
Design Review (cont.) 
Outline the development process 
• Present and estimated project schedule 
• Propose process for making decisions 
• Discuss expectations of how stakeholders will 
1-20 
be involved 
• Recognize needs for more staff, training, and 
hardware 
• Propose plan for backups of data and 
equipment 
• Outline plan for migrating to the new system 
3-20
1-21 
Legal Issues 
Legal issues that affect design, implementation 
or marketing 
• Privacy 
• Safety and reliability 
• Copyright or patent protection 
– Legal alternative - Creative Commons 
• Copyright protection for online information 
• Freedom of speech in electronic environments 
3-21
CHAPTER 3: 
Managing Design Processes 
© 2010 Pearson Addison-Wesley. All rights reserved. 
Addison Wesley 
is an imprint of 
THE END

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Dtui5 chap03rev

  • 1. CHAPTER 3: Managing Design Processes © 2010 Pearson Addison-Wesley. All rights reserved. Addison Wesley is an imprint of Designing the User Interface: Strategies for Effective Human-Computer Interaction Fifth Edition Ben Shneiderman & Catherine Plaisant in collaboration with Maxine S. Cohen and Steven M. Jacobs
  • 2. 1-2 Organizational Design and Support Usability (cont.) • “Usability engineering” – has evolved into a recognized discipline with maturing practices and a growing set of standards • Usability engineers and user-interface architects – sometimes called the user experience (UX) team – are gaining experience in organizational change • Return on investment (ROI) for usability testing – Research indicates time and money spent on usability is advantageous • The Usability Professional's Association (UPA) holds annual meetings called the “World Usability Day” – November 14, 2014 – http://www.worldusabilityday.org/ 3-2
  • 3. 1-3 Organizational Design and Support Usability • Design is creative and unpredictable • Designers must combine technical knowledge with a sense of what attracts users • Carroll and Rosson design characterization: – Design is a process, not a state. – The design process is nonhierarchical. – The process is radically transformational. – Design intrinsically involves the discovery of new goals. 3-3
  • 4. 1-4 The Four Pillars of Design 3-4
  • 5. 1-5 The Four Pillars of Design • User Interface Requirements – Gathering and clearly identifying user requirements is a major key to design success • Performance requirements – What do users need to be able to do? • Functional requirements – What tasks can be done through the system? • Interface requirements – What interaction is needed between the user and the system? • Ethnographic Observation – Identifying and observing the user community in action – More later 3-5
  • 6. 1-6 The Four Pillars of Design • Guidelines documents and processes Each project has different needs, but guidelines should be considered for: – Words, icons, and graphics • Terminology (objects and actions), abbreviations, and capitalization • Character set, fonts, font sizes, and styles (bold, italic, underline) • Icons, graphics, line thickness, and • Use of color, backgrounds, highlighting, and blinking 3-6
  • 7. 1-7 The Four Pillars of Design (cont.) • Guidelines documents and processes (cont.) – Screen-layout issues • Menu selection, form fill-in, and dialog-box formats • Wording of prompts, feedback, and error messages • Justification, white space, and margins • Data entry and display formats for items and lists • Use and contents of headers and footers – Input and output devices • Keyboard, display, cursor control, and pointing devices • Audible sounds, voice feedback, touch input, and other special devices • Response time for a variety of tasks 3-7
  • 8. 1-8 The Four Pillars of Design (cont.) • Guidelines documents and processes (cont.) – Action sequences • Direct-manipulation clicking, dragging, dropping, and gestures • Command syntax, semantics, and sequences • Programmed function keys • Error handling and recovery procedures – Training • Online help and tutorials • Training and reference materials • Command syntax, semantics, and sequences 3-8
  • 9. 1-9 The Four Pillars of Design (cont.) Guidelines creation should be a social process within an organization to help it gain visibility and build support 3-9
  • 10. 1-10 Rapid Contextual Design From Holtzblatt, et al., Rapid Contextual Design: A How-To Guide to Key Techniques for User-Centered Design 3-10
  • 11. 1-11 Ethnographic Observation • Preparation – Understand organization policies and work culture. – Familiarize yourself with the system and its history. – Set initial goals and prepare questions. – Gain access and permission to observe/interview. • Field Study – Establish rapport with managers and users. – Observe/interview users in their workplace and collect subjective/objective quantitative/qualitative data. – Follow any leads that emerge from the visits. – Record visits 3-11
  • 12. 1-12 Ethnographic Observation (cont.) • Analysis – Compile the collected data in numerical, textual, and multimedia databases. – Quantify data and compile statistics. – Reduce and interpret the data. – Refine the goals and the process used. • Reporting – Consider multiple audiences and goals. – Prepare a report and present the findings. 3-12
  • 14. 1-14 Participatory Design (cont.) Controversial • On the positive side, more user involvement brings: – more accurate information about tasks – more opportunity for users to influence design decisions – a sense of participation that builds users' ego investment in successful implementation – potential for increased user acceptance of final system 3-14
  • 15. 1-15 Participatory Design (cont.) • On the negative side, extensive user involvement may: – be more costly – lengthen the implementation period – build antagonism with people not involved or whose suggestions rejected – force designers to compromise their design to satisfy incompetent participants – build opposition to implementation – exacerbate personality conflicts between design-team members and users – show that organizational politics and preferences of certain individuals are more important than technical issues 3-15
  • 17. 1-17 Scenario Development Day-in-the-life scenarios: • characterize what happens when users perform typical tasks • can be acted out as a form of walkthrough • may be used as basis for videotape • useful tools – table of task frequencies (tasks listed across the top and users down the side or vice versa) – table of task sequences – flowchart or transition diagram 3-17
  • 18. 1-18 Social Impact Statement for Early Design Review Describe the new system and its benefits • Convey the high level goals of the new system • Identify the stakeholders • Identify specific benefits 3-18
  • 19. 1-19 Social Impact Statement for Early Design Review (cont.) Address concerns and potential barriers • Anticipate changes in job functions and potential layoffs • Address security and privacy issues • Discuss accountability and responsibility for system misuse and failure • Avoid potential biases • Weigh individual rights vs. societal benefits • Assess trade-offs between centralization and decentralization • Preserve democratic principles • Ensure diverse access • Promote simplicity and preserve what works 3-19
  • 20. Social Impact Statement for Early Design Review (cont.) Outline the development process • Present and estimated project schedule • Propose process for making decisions • Discuss expectations of how stakeholders will 1-20 be involved • Recognize needs for more staff, training, and hardware • Propose plan for backups of data and equipment • Outline plan for migrating to the new system 3-20
  • 21. 1-21 Legal Issues Legal issues that affect design, implementation or marketing • Privacy • Safety and reliability • Copyright or patent protection – Legal alternative - Creative Commons • Copyright protection for online information • Freedom of speech in electronic environments 3-21
  • 22. CHAPTER 3: Managing Design Processes © 2010 Pearson Addison-Wesley. All rights reserved. Addison Wesley is an imprint of THE END