Business research proposal mcdo.pptxBusiness research proposal mcdo.pptxBusin...
Designing & prototyping useful apps
1. Designing & prototyping
useful apps
ir. Robin De Croon
http://augment.cs.kuleuven.be
robin.decroon@cs.kuleuven.be
Tuesday, March 14, 2017 1
2. Who am I?
• Master in Computer Science – KU Leuven
• master thesis: visualizing energy usage of smart home
• specialization: HCI à iterative design
• PhD Student at Department of Computer Science – KU Leuven
• Strong interest in information visualization and health informatics
• Will post these slides on http://slideshare.net
Tuesday, March 14, 2017 2
Robin De Croon
5. Human-Computer Interaction
a discipline concerned with the
• design
• evaluation and
• implementation
of interactive computing systems for human use
and with the study of major phenomena
surrounding them.
ACM
Tuesday, March 14, 2017 5
6. HCI - augment
Tuesday, March 14, 2017 6
“To augment the human intellect” (Engelbart, 1962)
11. Not so easy...
Tuesday, March 14, 2017 11
www.popsci.com/gadgets/article/2013-07/one-laptop-childs-de-evolution
http://erikduval.wordpress.com/2008/09/10/laptop-fun/
32. Myth
“We can fix the interface at the end”
• good design is more than just user interface
• having right features, building those features right
Tuesday, March 14, 2017 32
33. Usability
The effectiveness, efficiency, and satisfaction with
which specified users achieve specified goals in
particular environments
Tuesday, March 14, 2017 33
This does not mean you have to create a “dry” design or something
that is only good for novices – it all depends on your goals
(user/task/context/technology)
36. User-Centered Design
“The central premise of user-centered design is that the best designed
products and services result from understanding the needs of people
who will use them.”
You are NOT the user!
(if you are the designer)
Tuesday, March 14, 2017 http://blog.experientia.com/uk-design-council-on-user-centred-design-and-experience-design/
37. Know your users
à Study workflow & habits
Tuesday, March 14, 2017 37
38. Tuesday, March 14, 2017 38
“Logical analysis is not a good way to
predict people's behavior (nor are focus
groups or surveys): observation is the key”
— Donald A. Norman
39. Tuesday, March 14, 2017 39
https://www.nngroup.com/articles/first-rule-of-usability-dont-listen-to-users/
40.
41. 41
It’s really hard to design products by focus
groups.
A lot of times, people don’t know what
they want until you show it to them...
That doesn’t mean we don’t listen to
customers, but it’s hard for them to tell you
what they want when they’ve never seen
anything remotely like it.
— Steve Jobs
44. The user is always right
If the user does something “wrong”
à it is the fault of the system designer!
Tuesday, March 14, 2017 44
45. Mental Models
“Internal constructions of ‘some’ aspect of the external
world that are manipulated, enabling predictions and
inferences to be made “
Craik, 1943
Both conscious & unconscious
Tuesday, March 14, 2017 45
46. A mental model represents what a person thinks
is true… but isn’t necessarily true
Tuesday, March 14, 2017 46
57. Step 1: Define purpose
• Define goals of your application
• Your vision for it
• The intended tasks to use it for
• Who is the end user?
• What is the context of use?
Tuesday, March 14, 2017 57
HCI
Task
UserTechnology
Context
58. Step 2: User research
• Develop persona’s
• Fictive users based on real data & facts
Tuesday, March 14, 2017 58
59. Tuesday, March 14, 2017 59http://www.usability.gov/how-to-and-tools/methods/personas.html
61. Tuesday, March 14, 2017 61http://user.com/assets/files/downloads/sample-persona-from-interaction-design-inc.pdf
62. Tuesday, March 14, 2017 62www.usability.gov/how-to-and-tools/methods/personas.html
63. Tuesday, March 14, 2017 63http://www.usability.gov/how-to-and-tools/methods/personas.html
64. Why?
• Build empathy
• Develop focus
• Communicate and form consensus
• Make and defend decisions
• Measure effectiveness
• Focus on the needs of the most important target group
NOT:
• representation of all user groups
• describe all needs of a product
Tuesday, March 14, 2017 64
65. Effective personas
• Representative of a ‘big’ user group
• Show user needs and expectations
• Show how an app will be used
• Make universal features and functionalities apparent
• Describe ‘real’ people with background, goals and values
• Rule of thumb: max. 3 à 4 personas per project
Tuesday, March 14, 2017 65http://www.usability.gov/how-to-and-tools/methods/personas.html
66. Tuesday, March 14, 2017 66
https://www.interaction-design.org/literature/book/the-
encyclopedia-of-human-computer-interaction-2nd-ed/personas
67. Tuesday, March 14, 2017 67
Step 1: Define purpose
Step 2: User research (persona)
68. Step 3: storyboarding
Tuesday, March 14, 2017 68http://www.smashingmagazine.com/2014/08/a-closer-look-at-personas-part-1/
69. Tuesday, March 14, 2017 69hci.stanford.edu/courses/cs147/2009/assignments/storyboard_notes.pdf
70. Tuesday, March 14, 2017 70hci.stanford.edu/courses/cs147/2009/assignments/storyboard_notes.pdf
71. Tuesday, March 14, 2017 71hci.stanford.edu/courses/cs147/2009/assignments/storyboard_notes.pdf
72. Tuesday, March 14, 2017 72hci.stanford.edu/courses/cs147/2009/assignments/storyboard_notes.pdf
73. Tuesday, March 14, 2017 73hci.stanford.edu/courses/cs147/2009/assignments/storyboard_notes.pdf
74. Tuesday, March 14, 2017 74hci.stanford.edu/courses/cs147/2009/assignments/storyboard_notes.pdf
75. Tuesday, March 14, 2017 75hci.stanford.edu/courses/cs147/2009/assignments/storyboard_notes.pdf
76. Tuesday, March 14, 2017 76hci.stanford.edu/courses/cs147/2009/assignments/storyboard_notes.pdf
77. Tuesday, March 14, 2017 77hci.stanford.edu/courses/cs147/2009/assignments/storyboard_notes.pdf
78. Tuesday, March 14, 2017 78hci.stanford.edu/courses/cs147/2009/assignments/storyboard_notes.pdf
97. Four myths
•Only experts create good designs
• experts faster, simple and effective techniques anyone can apply
•We can fix the user interface at the end
• good design is more than just user interface
• having right features, building those features right
•Good design takes too long / costs too much
• simple and effective techniques can reduce total development
time & cost (finds problems early on)
•Good design is just cool graphics
• graphics part of bigger picture of what to communicate & how
Tuesday, March 14, 2017 97
98. “Users spend most of their time on websites other than yours”
(Jakob’s Law ofWeb User Experience)
98Shopping Cart Expectations
100. Human working memory
• The magical number 7 (plus or minus 2)
Tuesday, March 14, 2017 100
101. Tuesday, March 14, 2017 101
So
• 7 options on a menu
• 7 icons on a menu bar
• 7 bullets in a list
• 7 tabs at the top of a website
• 7 items in a pull-down menu
102. Tuesday, March 14, 2017 102
Scan & recognise versus recall from short-term memory
103. Memory: Design implications
• Avoid complicated procedures for carrying out tasks
• Promote recognition rather than recall
• Allow encoding digital information to help remember
where the have stored them
Tuesday, March 14, 2017 103
Implications
116. Tuesday, March 14, 2017 116
Step 1: Define purpose
Step 2: User research (persona)
Step 3: Develop storyboard
Step 4: Paper prototype
117. TODO – short presentation
• 3 minutes presentation
• 2 minutes feedback
• Use your storyboard to guide your ‘presentation’
• Present paper prototype
Tuesday, March 14, 2017 117
Paper prototype
118. Designing & prototyping
useful apps – part 2
ir. Robin De Croon
http://augment.cs.kuleuven.be
robin.decroon@cs.kuleuven.be
Tuesday, March 14, 2017 118
123. When to perform usability testing?
• Summative
• at the end
• to prove something does (not) work
• Formative:
• during development
• to improve
Tuesday, March 14, 2017 123
133. By experts
• In HCI or Domain
• very effective
• Delicate relation with developers
• Identify problems
• Suggest solutions
• Through checklist of guidelines
Tuesday, March 14, 2017 133
135. Usability study
• With real end users
• ‘Think-aloud protocol’
• concurrent vs retrospective
• Video recording with annotation
• Log, remarks, etc. for analysis
• Scenario
• Comparative test of user interface
Tuesday, March 14, 2017 135
136. ConcurrentThink Aloud
• Typically participant perform certain tasks
• Participant is asked to ‘think aloud’
Tuesday, March 14, 2017 136
137. Evaluation Scenario
• Give the user some tasks to perform
• Which medications can interact with Dafalgan?
• Include open ended tasks
• Can you still drink grape juice?
Tuesday, March 14, 2017 137
138. Example UsabilityTest
with a Paper Prototype
Tuesday, March 14, 2017 138
https://www.youtube.com/watch?v=9wQkLthhHKA
156. Acknowledgements
• Slides based on courses of Joris Klerkx & Erik Duval †
• Usability and user experience: https://www.nngroup.com/
• 3d person images: https://www.flickr.com/photos/dom_fr/albums/72157639144430484
Tuesday, March 14, 2017 156
157. Thank you!
Tuesday, March 14, 2017 157
http://2.bp.blogspot.com/-gZjNR3XVULs/T_ZOVgE-5lI/AAAAAAAAAg8/6YVmd5Q064o/s1600/questions11.jpg
robin.decroon@cs.kuleuven.be