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SBD: Activity Design. CS 3724 - HCI Chris North. Usability Engineering - Chapter 3. Hall of Fame/Shame Presentations. http://courses.cs.vt.edu/~cs3724/fall2006/schedule.html. HW#1 Revisited. ANALYZE. analysis of stakeholders, field studies. claims about current practice.

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sbd activity design

SBD: Activity Design

CS 3724 - HCI

Chris North

Usability Engineering - Chapter 3

hall of fame shame presentations
Hall of Fame/Shame Presentations
  • http://courses.cs.vt.edu/~cs3724/fall2006/schedule.html
slide5

ANALYZE

analysis of

stakeholders,

field studies

claims about current

practice

Problem scenarios

DESIGN

Activity

scenarios

metaphors,

information

technology,

HCI theory,

guidelines

iterative

analysis of

usability

claims and

re-design

Information scenarios

Interaction scenarios

PROTOTYPE & EVALUATE

summative

evaluation

formative

evaluation

Usability specifications

slide6

Root concept: vision, rationale,

assumptions, stakeholders

SBD and

Requirements

Analysis

Field studies: workplace observations,

recordings, interviews, artifacts

Summaries: stakeholder, task, and artifact analyses, general themes

Problem scenarios:

illustrate and put into context the tasks and themes discovered in the field studies

Claims analysis:

find and incorporate features of practice that have key implications for use

slide7

ANALYZE

analysis of

stakeholders,

field studies

claims about current

practice

Problem scenarios

DESIGN

Activity

scenarios

metaphors,

information

technology,

HCI theory,

guidelines

Functionality

iterative

analysis of

usability

claims and

re-design

Information scenarios

Look and feel

Interaction scenarios

PROTOTYPE & EVALUATE

summative

evaluation

formative

evaluation

Usability specifications

slide8

The Two Faces of HCI Design

SYSTEM FUNCTIONALITY

customer data

ordering

Information & Interaction Design

product data

Activity Design

searching

browsing

LOOK & FEEL

payment

icons

links

security

menus

layout

navigation

labels

fields

feedback

sbd activity design1
SBD: Activity Design
  • Transform old activities to new activities that use technology
  • Focus on system “what”,not “how” (why?)

“conceptual design”, “task-level design”

  • Focus on improvements
  • Iterative

Goal: work from problems and opportunities of problem domain to envision new activities

Problem scenarios: work from current practice to build new ideas

Activity design scenarios:

transform current activities to use new design ideas

slide10

Problem scenarios: work from current practice to build new

Activity design space: brainstorm implications of metaphors and technology

Problem claims: look for design ideas that address negatives, but keep positives

Activity design scenarios:

transform current activities to use new design ideas

+/-

SBD:

Activity

Design

HCI knowledge about activity design

Claims analysis: identify, illustrate, and document design features with key implications

+/-

envisioning new activities
Envisioning new activities
  • Effectiveness: meets users’ needs
      • Innovative technology vs. tried-and-true
      • Generality vs. specific tasks
  • Comprehension: understandable, predictable
      • Mental models
      • Metaphors
  • Satisfaction: accomplishment, motivating
      • Automation vs. control
      • Individual vs group needs
metaphors bridge the gap
Metaphors bridge the gap

+

-

User’s

Mental Model

Designer’s Model

The Web

Cart

Cashier

Systematic, logical,

comprehensive

Ad hoc, informal, incomplete

activity design process
Activity design process
  • Design alternatives
      • Focus on fixing -’s, preserving +’s
      • Informal methods:
        • Brainstorm
        • Try metaphors
        • Apply technologies
        • Explore “what if”s, Be creative, out of the box
      • Systematic methods:
        • Identify design space -- Morphological Box
  • Rework scenarios with new design ideas
      • Participatory design
      • Coherence, completeness
  • Track claims
      • +/-, rationale
  • Iterate
the morphological box
The Morphological Box
  • Identify dimensions of the design space
  • Enumerate all possible solutions

PBJ sandwich, on whole wheat, no butter

brainstorming
Brainstorming
  • Developed in response to “group think”
  • Basic rules:
    • Someone keeps list so everyone can see
    • No idea is too wild
    • No evaluation
    • Silence does not mean “DONE”
  • Fun and “light weight”
grocery shopping
Grocery shopping?
  • Soccer mom:
  • Shopping cart:
  • Shelves/Aisles:
new scenario
new scenario
  • Online grocery?
  • Soccer mom:
the morphological box1
The Morphological Box
  • Identify dimensions of the design space
  • Enumerate all possible solutions

PBJ sandwich, on whole wheat, no butter

slide21

ANALYZE

analysis of

stakeholders,

field studies

claims about current

practice

Problem scenarios

DESIGN

Activity

scenarios

metaphors,

information

technology,

HCI theory,

guidelines

iterative

analysis of

usability

claims and

re-design

Information scenarios

Interaction scenarios

PROTOTYPE & EVALUATE

summative

evaluation

formative

evaluation

Usability specifications

slide22

Interpretation

Perception

Making

sense

GULF OF

EVALUATION

Last month’s

budget... ?

GULF OF

EXECUTION

Execution

System

goal

Action plan

Stages of Action in HCI

Information

design

Human-computer

interaction

Task

goal

Interaction

design

homework 2
Homework #2
  • Due Thurs
  • Study Usability Case library
      • Garden.com
      • Requirements analysis
  • Create an HTA for planning a garden
      • Use existing analysis – stuff you didn’t know
      • Add own/friends’ knowledge
      • Hierarchical decomposition
      • Be thorough
project step 2 reqmts analysis
Project Step 2 – Reqmts Analysis
  • Due next Thurs
  • Do the UE process
      • Identify stakeholders
      • Observe, interview, survey
      • Analyze data
      • Develop representations
  • Users
  • Problem scenarios
  • Claims
  • What’s the REAL problem? Remember Glenn Fink!