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2.2 What is Design?

2.2 What is Design?. Designing Interactive Systems vs. Interaction Design. What a centralized stapler can change?. What is Design. problem space theory. Goal Constraints Good decision making Trade-off Creative solution. The Golden Rule of Design—Understand Your Material.

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2.2 What is Design?

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  1. 2.2 What is Design?

  2. Designing Interactive Systems vs.Interaction Design • What a centralized stapler can change?

  3. What is Design problem space theory • Goal • Constraints • Good decision making • Trade-off • Creative solution

  4. The Golden Rule of Design—Understand Your Material Design Chair A Using Chair B’s design? The materials for HCI?

  5. Human Errors Slips Mistakes • Sex(M: 6; F: 3) • Age (4 in [19, 24]; 5 in [25, 34]) • Education (8 bachelors and 1 master) • Five with UBC SSN experiences

  6. 2.3 The Process of Design

  7. Software Development Life Cycle (SDLC)

  8. Difficult Project Communication

  9. PZB模型

  10. Interaction Design Process Goal & constraints

  11. When to Consider Usability

  12. 2.4 Usability Metrics as Benchmarks What is wanted Analysis Design Evaluation

  13. Features and Usability Attributes Usability engineering Usability

  14. Sample Usability Specification Now level vs. Worse case

  15. Alternatives for (Now and Planned) Levels and (Best and Worst) Cases

  16. Example Usability Metrics in ISO 9241

  17. Case Study: Usability Metric Framework for Mobile Phone Application 4journals/409 articles (usability) 26 articles (usability evaluation)

  18. Questions for Usability Goals

  19. Derived Usability Metrics

  20. Usability Engineering • Early inclusion of usability in the SDLC • Explicit usability metrics in requirements spec. • Empirical evidence • Limitations • Only physical interactions observed • Lack of understanding on mental model (ex: SSO study) • Usability ?= usability specification

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