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User-Centered Design HCI Design Process Agenda Project part 0 Quiz Review (?) What is user-centered design? SE life cycles Where do HCI techniques fit in? Project part 0 Teams formed (?) Turn in copy of IRB certification Quiz Designing effective UIs It’s HARD!!!

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user centered design

User-Centered Design

HCI Design Process

CS 4750 - Fall 2004

agenda
Agenda
  • Project part 0
  • Quiz
  • Review (?)
  • What is user-centered design?
  • SE life cycles
    • Where do HCI techniques fit in?

CS 4750 - Fall 2004

project part 0
Project part 0
  • Teams formed (?)
  • Turn in copy of IRB certification

CS 4750 - Fall 2004

slide4
Quiz

CS 4750 - Fall 2004

designing effective uis
Designing effective UIs
  • It’s HARD!!!
  • Educate software professionals
    • Do NOT wait ‘til the end
    • Good UI can not be pasted on top of poorly-designed functionality
  • Draw upon accumulating body of knowledge regarding HCI interface design
  • Integrate UI design methods & techniques into standard software development methodologies now in place

CS 4750 - Fall 2004

what is design
What is design?
  • “Achieving goals within constraints”

-- DFAB

  • Design is driven by requirements

CS 4750 - Fall 2004

what is design7

Organizational &

Social Issues

Task

Design

Technology

Humans

What is design?

CS 4750 - Fall 2004

traditional software lifecycle

Design

Code

Test

Deployment &

maintenance

Traditional software lifecycle
  • Waterfall

Requirements

analysis

CS 4750 - Fall 2004

why waterfall fails
Why waterfall fails
  • Difficult to determine all requirements from the start (batch fallacy)
  • Users may want to perform tasks that weren’t intended by the designer
  • Some tasks will only be known after the user has interacted with the system
  • Doesn’t support the user’s perspective of the system

CS 4750 - Fall 2004

addressing batch fallacy problem

Design

Code

Test

Deployment &

maintenance

Addressing “batch fallacy” problem
  • Waterfall

Requirements

analysis

CS 4750 - Fall 2004

spiral lifecycle model
Spiral lifecycle model

CS 4750 - Fall 2004

From cctr.umkc.edu/~kennethjuwng/spiral.htm

the solution
The solution
  • Building a system as a means of understanding requirements
    • Iteration
    • Prototyping
  • Incorporate evaluation
    • Formative
    • Summative
  • Involve the user
    • Under the user
    • Think of world in user’s terms
    • Develop with the target user

CS 4750 - Fall 2004

methods for applying hci
Methods for applying HCI
  • Generative: strategies to build a better interface
  • Evaluative: assessing existing interface

CS 4750 - Fall 2004

generative techniques
Generative techniques
  • Apply principles (upcoming lectures)
    • Chapter 7
  • Build prototypes
  • Apply design rules (guidelines/standards)
  • Do usability specifications (see book)

CS 4750 - Fall 2004

ways of prototyping
Ways of prototyping
  • Storyboards
  • Limited function
  • High-level languages

CS 4750 - Fall 2004

the point behind prototyping
The point behind prototyping…
  • Better understand user requirements through exposure to system
  • Not (necessarily) your final system
    • Fred Brooks’ rule for SE
  • Authenticity of prototype important

CS 4750 - Fall 2004

categories of prototypes
Categories of prototypes
  • Throw-away
  • Incremental
  • Evolutionary

CS 4750 - Fall 2004

throw away prototype
Throw-away prototype
  • Design & build prototype
  • Test prototype & gain knowledge
  • Prototype is discarded
  • Knowledge is used for future iterations of design

CS 4750 - Fall 2004

incremental prototype
Incremental prototype
  • Prototype built as separate components
  • Product is released in a series
  • Each series contains a new component

CS 4750 - Fall 2004

evolutionary prototype
Evolutionary prototype
  • Prototype is built & tested
  • Prototype serves as the basis for the next iteration of design

CS 4750 - Fall 2004

design rules
Design rules

generic

Guide line

generality

standards

specific

suggestion

hard + fast rule

authority

CS 4750 - Fall 2004

design rules examples
Design rules examples
  • http://www.ida.liu.se/~miker/hci/guidelines.html

CS 4750 - Fall 2004

evaluative methods
Evaluative methods
  • Summative
    • Questionnaire design, interviews
    • User studies
    • Protocol analysis
  • Formative
    • Heuristic evaluation
    • Cognitive walkthrough
    • Cooperative evaluation, modelling

CS 4750 - Fall 2004

another distinction
Another distinction
  • Quantitative
    • Numerical evidence
    • Cause  effect hypothesis
  • Qualitative
    • Ethnography
    • Observations

CS 4750 - Fall 2004

know thy users
Know Thy Users!
  • Physical & cognitive abilities (& special needs)
  • Personality & culture
  • Knowledge & skills
  • Motivation
  • Two Fatal Mistakes:
    • Assume all users are alike
    • Assume all users are like the designer

You Are Here

CS 4750 - Fall 2004