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SIMS 213: User Interface Design & Development

Explore the concept of personalization in user interface design and development, highlighting the importance of user-defined goals and practicality. Discover the limitations of current attempts and the need for user-centered design approaches. Learn about the essence of personas in creating targeted designs that cater to specific user needs and preferences.

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SIMS 213: User Interface Design & Development

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  1. SIMS 213: User Interface Design & Development Marti Hearst Thurs, Jan 25, 2001

  2. Tuesday’s HCC speaker • Paul Pangaro • Advocated Personalization, both • Automatic • User-defined • But admitted that • Current attempts don’t work • Automatically changing menus not a good idea • Artificial intelligence doesn’t work • What should we conclude? • We have several readings on this towards the end of the semester

  3. Cooper on Designing for Goals • We do tasks to achieve goals – don’t equate them! • Traveling safely in 1849 vs. 1999 • Goal of good design: help users achieve practical goals while not violating their personal goals • No “unnatural acts” • Distinctions: • Personal goals • Corporate goals • Practical goals • False goals • Example: goal-directed tv news system

  4. Last Time • User-Centered Design • Design from the user’s point of view • As opposed to the system’s, the company’s • Participatory design involves the potential users, via • Observation • Interviews • Working with these people directly to create and test the design • From Johnson: • Software should be designed neither for users nor by them, but rather with them.

  5. Think Outside-in versus Inside-out • Do not expect others to think or behave • as you do • as you would like them to • Assess the meaning of the displays and controls based on what a user can be assumed to know, not based on what you know

  6. Example: Playing Pictionary Getting into someone else’s head

  7. However (from Cooper) • Being a victim of a problem does not necessarily bestow the power to see the solution • An individual is not always representative • Company president example

  8. Personas (from Cooper) • “Hypothetical Archetypes” • Archetype: (American Heritage) • An original model or type after which other similar things are patterned; a prototype • An ideal example of a type; quintessence • A precise description of a user and what they want to accomplish • Imaginary, but precise • Specific, but stereotyped • Real people have non-representative quirks

  9. The Essence of Personas • Describe a person in terms of their • Goals in life (especially relating to this project) • Capabilities, inclinations, and background • People have a “visceral” ability to generalize about real and fictional people • We can have detailed discussions about what Harry Potter, Scarlett O’Hara, or Donald Trump will think or do. • They won’t be 100% accurate, but it feels natural to think about people this way

  10. Reasons for Personas • A compromise design pleases no-one • The broader you aim, the more likely you miss the bulls-eye • 50% of the people 50% happy doesn’t work • Car example – soccer mom, carpenter, dot-com exec • “Every time you extend functionality to include another constituency, you put another speed bump of features and controls across every other user’s road.” • A targeted design can achieve • 10% people 100% ecstatic • Examples: • Ram pickup truck • Sony aibo • There is no such thing as an average user

  11. Reasons for Personas Examples of results of targeted design • Dodge Ram pickup • Roller suitcases • Sony Aibo • Isn’t useful for anything • Not fuzzy and warm • Too delicate to let children us it, but • Passionate fan clubs • Brisk sales despite steep price – and prices now coming down

  12. Reasons for Personas • Avoid the “elastic user” • If the description is not specific, it can easily wiggle to suit the design needs of the moment Piston analogy (movie from www.howstuffworks.com) • Helps prevent designer / programmer from imagining they are the user

  13. Reasons for Personas • Puts an end to feature debates • Makes hypothetical arguments less hypothetical • Q: “What if the user wants to print this out?” • A1: “The user won’t want to print often.” • A2: “Emilee won’t want to print often.” • User Persona, not Buyer Persona • This is one way HCI differs from marketing • Eventually it pays off in more sales

  14. Case Study using Personas • Sony TransCom’s P@ssport • Initial design: Conventional solution • Deep hierarchy of screens • “Uninformed consent” • Reflected the internal design of the software • This design decision forced them to throw out the natural choice of a touchscreen • 3D graphics, artistic icons, map-and-globe metaphor • But no substance • “Painting the corpse”

  15. Case Study using Personas • Procedure: • Interviews inside Sony • What are their goals? • What is the project history? • Interviews in the field • Airline personnel, particularly flight attendants • Every new story lead to a new persona • 30 personas at one point • Eventually, see commonalities, collapse them down • 4 passengers, six airline employees • Passengers are the hard part

  16. Case Study using Personas • Passenger Personas • Chuck Burgermeister • Ethan Scott • Marie Dubois • Clevis McCloud • Goal: satisfy all of them, make no one unhappy, but don’t have to make any of them exceptionally happy • (contradiction of earlier point – captive audience) • Interesting development: one persona became a “common denominator” and a “touchstone”

  17. Case Study using Personas • Interesting design decisions • No navigation • Only one screen • This isn’t really accurate – they had different screens for different kinds of entertainment • This means – not very many movies to choose from – and is not what a computer scientist would design for • Physical knob like a radio dial • Few clicks means touchscreen is ok • Content provided much of the value • Movie vendors surprised the designers by being enthused about having to supply content • Consequence of the fact that every movie is carefully marketed already • Other interfaces needed for airline personnel

  18. Cooper on Scenarios • Daily Use • Fast to learn • Shortcuts and customization after more use • Necessary Use • Infrequent but required • Nothing fancy needed • Edge Cases • Ignore or save for version 2 • Example: image cropping application • It works so intuitively, it feels like magic

  19. Cooper’s Perpetual Intermediaries Beginners Intermediates Experts Programmers design for experts

  20. Perpetual Intermediaries Beginners Intermediates Experts Marketers design for beginners

  21. Perpetual Intermediaries Beginners Intermediates Experts People spend most of their time as intermediates

  22. Perpetual Intermediaries Beginners Intermediates Experts Paradoxical Curves

  23. Let’s practice creating personas • Situation: BART ticket machines

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