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Perspectives

Perspectives. Design and evaluation of interfaces. What is involved in the process of interaction design . Design foundations (preliminary) While not done well enough: Understand users Establish requirements Brainstorm alternatives creatively Prototyping alternatives Evaluate these

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Perspectives

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  1. Perspectives Design and evaluation of interfaces

  2. What is involved in the process of interaction design Design foundations (preliminary) While not done well enough: Understand users Establish requirements Brainstorm alternatives creatively Prototyping alternatives Evaluate these Reflect on strengths and weaknesses of prototypes

  3. The abstract problem for the semester….

  4. The basic project … is to create an interface that tackles the inactivity problem.It will enable people to test personal hypotheses that link a change in behaviour that they record, and their FitBitdata.

  5. Concrete illustrative example

  6. Bob bought a FitBit in January, 2013. June, 2013: Bob looked at the proposed interface onto his FitBitdata. He realised he was very inactivein his evenings for the last 6 months.He decided to buy a dog. (His hypothesiswas that having a dog would help him become more active in his evenings, reducing his evening inactivity.) In September, 2013, he looked at the proposed interface; he could see that he became more active in the evenings after buying the dog. This validates his hypothesis.

  7. Design foundations What are the techniques you have learnt?

  8. Your answers

  9. SSM stagesreal world - abstraction 1. The situation of concern 2. Expression of situation of concern 3. Root definitions (CATWOE) 4. Build conceptual models 5. Compare 4 with 2 6. Feasible and desirable changes 7. Action to improve situation

  10. CATWOE • C - clients - people who benefit or suffer • A - actors - who else involved • T - transformation - what we alter • W - weltanschauung! - world view • O - owners - who commissioned system • E - environment - all else around system

  11. Problems with CATWOE • Multiple formal definitions/interpretations • Inconsistent use in practice • Non-intuitive elements • Clients • Challenge of assessing validity • Sanity checks

  12. Why it is still useful? • Class activity….

  13. CATWOE-info3315 • Checklist that is broadly useful • Helps broaden perspectives • Helps think about the people • And the other concerns • Informs definition of tighter interface and system requirements • And the people appropriate for evaluation • Subject for A-4 sheet in exam

  14. Research What is already known about the Situation of Concern? What has already been done to address it? Has the problem already been solved? Does research suggest it is possible to address the SoC? Known challenges? Techniques? Measures of success?

  15. The basic project … is to create an interface that tackles the inactivityproblem. It will enable people to test personal hypotheses that link a change in behaviour that they record, and their FitBit data. From the literature, we learn that the inactivity problem has 2 dimensions: Sitting too much Measured in hours/day Currently experts do not know safe “dose” of this aspect of inactivity but strong epidemiological evidence indicates that sedentary workers are at risk, even if they achieve the recommended levels of daily activity Failing to take breaks Measured in time with unbroken inactivity Currently experts do not know safe “dose” of inactivity but evidence suggests that more than 30 minutes of inactivity may pose risks

  16. One Sentence Statement On the path to requirements

  17. One sentence statement (info3315) A single sentence that states: • The users of the system • Description of the transformative interface and system • Training level of the users • Time limits for completing task

  18. The basic project … is to create an interface that tackles the inactivityproblem. It will enable people to test personal hypotheses that link a change in behaviour that they record, and their FitBit data. OSS from our example: A member of the general public, who has had no training, will be able see whether their hypothesis about their inactivity proved to be correct, where this means that they can see that after they bought a dog, their inactivity level improved and they will be able to do this within 5 minutes.

  19. Or course, this assumes the user has their FitBit data in the system and knows when they started the testing of their personal hypothesis

  20. The basic project … is to create an interface that tackles the inactivityproblem. It will enable people to test personal hypotheses that link a change in behaviour that they record, and their FitBit data. OSS from our example: A member of the general public, who has been using the interface regularly for one year, will be able see whether their hypothesis about their inactivity proved to be correct, where this means that they can see that after they bought a dog, their inactivity level improved and they will be able to do this within 1 minute.

  21. Requirements What you are promising to deliver State the type of user Proportion of users

  22. The basic project … is to create an interface that tackles the inactivityproblem. It will enable people to test personal hypotheses that link a change in behaviour that they record, and their FitBit data. A person will be able to evaluate their own hypotheses for tackling the inactivity problem that they face, by exploiting FitBit data.

  23. A person will be able to evaluate their own hypotheses for tackling the inactivity problem that they face, by exploiting FitBit data. Challenges: • FitBit data only gives data about activity, and only when the device is worn. • no explicit data on inactivity • Needs new inferences to determine when user was inactive for too long • UI should make it easy for the user to see whether their predicted change actually occurred. • Show information about the hypothesis (eg when dog was bought) and, at the same time, • Show information about both dimensions of inactivity • How to formulate a hypothesis? • Be aware you have a problem (sitting too long, failing to take breaks) • Decide what things you believe will enable you to improve this • See the change in inactivity measures, compared across relevant times

  24. The basic project … is to create an interface that tackles the inactivityproblem. It will enable people to test personal hypotheses that link a change in behaviour that they record, and their FitBit data. OSS from our example: 90% of members of the general public, who has had no training, will be able see whether their hypothesis about their inactivity proved to be correct, where this means that they can see that after they bought a dog, their inactivity level improved and they will be able to do this within 1 minute.

  25. The basic project … is to create an interface that tackles the inactivityproblem. It will enable people to test personal hypotheses that link a change in behaviour that they record, and their FitBit data. OSS from our example: 90% of members of the general public, who has had no training, will be able see whether their hypothesis about their inactivity proved to be correct, where this means that they can see that after they bought a dog, their inactivity level improved and they will be able to do this within 1 minute.

  26. More preliminaries, as design foundations Explore available solutions egFitBit

  27. What is involved in the process of interaction design Design foundations (preliminary) While not done well enough: Understand users Establish requirements Brainstorm alternatives creatively Prototyping alternatives Evaluate these Reflect on strengths and weaknesses of prototypes

  28. Prototyping Start with lo-fi prototypes To explore the space Show colleagues/peers to get constructive criticism and more ideas Once they are good enough Start testing with usability studies

  29. Close interaction between design of prototypes and evaluation eg extended Cognitive Walkthrough “Lightweight” Heuristic Evaluation

  30. Nielsen’s original heuristics Visibility of system status. Match between system and real world. User control and freedom. Consistency and standards. Error prevention. Recognition rather than recall. Flexibility and efficiency of use. Aesthetic and minimalist design. Help users recognize, diagnose, recover from errors. Help and documentation. http://www.nngroup.com/articles/ten-usability-heuristics/ 32

  31. Bruce Togazzini • http://www.asktog.com/basics/firstPrinciples.html • Anticipation • Autonomy • Color Blindness • Consistency • Defaults • Efficiency of the User • Explorable Interfaces • Fitts' Law • Human Interface Objects • Latency Reduction • Learnability • Metaphors, Use of • Protect Users' Work • Readability • Track State • Visible Navigation

  32. OS X Example • “mental model your users have should infuse the design … support the user’s mental model by striving to incorporate the following characteristics • Familiarity • Simplicity • Availability (functionality available) • Discoverability • https://developer.apple.com/library/mac/documentation/userexperience/conceptual/applehiguidelines/Intro/Intro.html#//apple_ref/doc/uid/TP30000894-TP6 (visited 2013)

  33. What is involved in the process of interaction design Design foundations (preliminary) While not done well enough: Understand users Establish requirements Brainstorm alternatives creatively Prototyping alternatives Evaluate these Reflect on strengths and weaknesses of prototypes

  34. Usability studies to do at the earliest stages? When you have a first prototype (or set of them)?

  35. Which aspects of usability should you evaluate early? When you have a first prototype (or set of them)?

  36. Usability http://www.nngroup.com/articles/usability-101-introduction-to-usability/ Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design? Efficiency: Once users have learned the design, how quickly can they perform tasks? Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency? Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? Satisfaction: How pleasant is it to use the design? (cf utility, Useful = usability + utility)

  37. How to evaluate early? When you have a first prototype (or set of them)?

  38. Key: $ Higher cost method Method we study – particularly useful, even for inexperienced evaluators Other method we study

  39. Now coded for suitability for really early prototypes * Probably not justified, except for sanity check NOTE: UMUX is hybrid and did involve users

  40. What about later stage usability evaluations? Which aspects to evaluate when you have done a few cycles of refinement?

  41. Usability http://www.nngroup.com/articles/usability-101-introduction-to-usability/ Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design? Efficiency: Once users have learned the design, how quickly can they perform tasks? Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency? Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? Satisfaction: How pleasant is it to use the design? (cf utility, Useful = usability + utility)

  42. How to evaluate later prototypes? When you have done a few cycles of refinement

  43. Key: $ Higher cost method Method we study – particularly useful, even for inexperienced evaluators Other method we study

  44. Now coded for suitability for later prototypes

  45. Observational studies? Lab or field Larger numbers of users Most costly, and challenging and time consuming, both in effort and elapsed time to complete Save for beta

  46. What is involved in the process of interaction design Design foundations (preliminary) While not done well enough: Understand users Establish requirements Brainstorm alternatives creatively Prototyping alternatives Evaluate these Reflect on strengths and weaknesses of prototypes

  47. Reflect!!

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