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Transcript of 1 Managing Design Processes Designs should be based on: Observation of users Task frequencies and...
1
Managing Design Processes
Designs should be based on:
Observation of users
Task frequencies and sequences
Validation via early usability testing and acceptance tests
Iterative Design
Early test of low-fidelity prototypes
Revisions based on user feedback
Incremental refinements based on usability testing
Organizational Support of Usability
When competing products have similar functionality usability is often a differentiator
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Managing Design Processes
Developing support for User Centered Design
ROI – Return on investment
Decreased training time (transfer of training)
Faster task completion time (e.g., short-cuts, Intellisense, navigation)
Fewer errors (required fields, error correction)
Increased customer retention
Increased market share
Fewer returned products
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Managing Design Processes
Know you audience or “The 7 Habits of Spectacularly Unsuccessful Executives”
1. They see themselves and their companies as dominating their environment
– A lack of respect
2. They identify so completely with the company that there is no clear boundary between
their personal interests and their corporation’s interests
– A question of character
3. They think they have all the answers
– Leader without followers
4. They ruthlessly eliminate anyone who isn’t completely behind them
– Executive departures
5. They are consummate spokespersons, obsessed with the company image
– Blatant attention-seeking
6. They underestimate obstacles
– Excessive hype
7. They stubbornly rely on what worked for them in the past
– Constantly referring to what worked in the past
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Managing Design Processes
Waterfall
Analysis
Development
Test
Deploy
Agile
Integrated team
Sprints & Releases
Backlog
Points
Analysis
Develop
Test
Deploy
http://www.youtube.com/watch?v=kYajjGi5-qM&kw=agile&ad=7914006731&feature=pyv
Scrumming
http://www.youtube.com/watch?v=OJflDE6OaSc&feature=related
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Managing Design Processes
UI Group Organization
Centralized vs. Decentralized
• The analysis work
• Usability testing
• Resource allocation
• Budgets & schedules
• Guidelines
– Education
– Enforcement
– Exemption
– Enhancement
• International Teams
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Managing Design Processes
Pattern for multi-tasking across windows
Pattern for multi-tasking across windows
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Managing Design Processes
Start-Menu Pattern – Launch Applications
Launch Applications Pattern - XP
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Context
Workflow
Pattern
Grouping
Component
Specific behaviors (e.g., click on Edit button to edit fields)
Chain of behaviors (e.g., add a phone number)
What is design efficiency of a pattern?
How does it relate to time and errors?
Patterns in the Design Process
A collection of components
The user goal (e.g., add a new patient)
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Pt. Demographics: Personal Information
Add New PCP
Adding a Pt’s HP
Select Role
Searching for an HP
Results of Search
Select Find Add NewPopulate
Add New HP
Enter Data/OK
Foreign Addr.
Populate
HP Details
Patterns in the Design Process
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Managing Design Processes
The Three Pillars of Design (Pillar 1) Guidelines, Documents and Processes
• Apple/Windows
• Words, Icons and Graphics
– Terminology, Character Set
– Icons, Buttons, Color
• Screen Layout
– Menu selection, Form Fillin, Dialog Formats
– Wording, Spacing
• Input/Output Devices (Mouse, Keyboard)
• Action Sequences and Patterns
– Direct Manipulation, drag/drop
– Short-cuts
– Error Handling
User Interface Software Tools
Expert Reviews & Usability Testing
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Managing Design Processes
Guidelines (Pillar 1)
Social process involving developers
Records decisions
Promotes consistency and completeness
Levels
• Rigid standards
• Accepted practices
• Flexible guidelines Policies
• Education – how to provide it
• Enforcement – who reviews
• Exemption – who decides (e.g., new technology)
• Enhancement – how often
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Managing Design Processes
User-interface software tools (Pillar 2)
Macromedia Flash
Microsoft Visual Basic
Revolution
Expert Reviews and Usability Testing (Pillar 3)
Controlled experiments
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Managing Design Processes
Development Methodologies Ethnographic Observation
• Preparation
– Understand policies and work culture
– Learn about the system and its history
– Prepare questions
– Get permission to observe/interview
• Field Study
– Establish rapport with managers and users
– Observe/Interview users in the workplace
» Collect subjective/objective, quantitative/qualitative data
» Rating scales, rankings, critical incidents
• Analysis
– Compile data in numerical, textual and multimedia databases
– Reduce and interpret data
• Reporting
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Managing Design Processes
Development Methodologies
Participatory Design
• Plastic Interface for Collaborative Technology Initiatives through Video
Exploration (PICTIVE)
• Physical cut-outs of UI objects
• Walk through a scenario and video tape
• User develops a stake in the design
• Cost of time Druin’s Model of Four Levels of User Participation
• User
• Tester
• Informant
• Design Partner
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Managing Design Processes
Development Methodologies
Scenario Development – Task Frequency
Role Collects Demo Info
Collects Ins. Info
Accesses National DBs
Face-to-Face with Pt.
Bed Board User
EMS Interaction
IP Reg Yes Yes No 7 minutes No No
ER Reg Yes Yes No 4 minutes No No
Pt. Loc No No No No Yes Yes
Med Rec No No Yes No No No
IDX Sched Yes Yes No No No No
Enc Prep Yes Yes No No No No
Financial Counseling
No No Yes Yes No No
Radiology Reg
Yes Yes No 7 minutes No No
Transplants No No Yes No No No
Dispatch No No No No No Yes
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Managing Design Processes
Development Methodologies
Scenario Development
• A day-in-the-life scenario (users performing a typical task)
• Collect data regarding current performance
• New systems – write scenarios and then act them out
• Tognazzini at Sun Microsystems - Starfire Project
– http://www.idemployee.id.tue.nl/g.w.m.rauterberg/movies/SUN-Starfire.mpg
• What functions are being portrayed in the video?
• What are the alternatives today?
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Managing Design Processes
Development Methodologies
Diary Study
• Participants go about their normal lives
• Except that they report (in an electronic or paper diary) at some interval, signal, or event, what
they’ve done or experienced (via questionnaire or freeform),
• They do this multiple times over days or weeks.
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Managing Design Processes
Development Methodologies
Social Impact Statements for Early Design Review
• “Technopoly eliminates alternatives to itself. It consists in the deification of technology,
which means that the culture seeks its authorization in technology, finds its satisfactions
in technology, and takes its orders from technology” (Postman 1993)
• Issues to consider:
– Convey the high level goals of the new system
– Identify the stakeholders
– Identify the benefits
– Anticipate changes in job functions and potential layoffs
– Address security and privacy issues
– Preserve democratic principles
– Review the impact statement with a panel with authority for enforcement (GAO,
NRC, FAA)
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Managing Design Processes
Development Methodologies
Legal Issues
• Privacy related to data storage or monitoring by computers
• Avoid illegal tampering, inadvertent loss, malicious mischief– Medical, Legal, Financial
• Safety and Reliability– Aircraft, automobiles, medical equipment, utility control rooms– Copyright or patent protection for software
» Open Source Initiative – “when programmers can read, redistribute, and modify the source code for a piece of software, the software evolves.”
– Copyright protection for online information, images or music– Freedom of speech in electronic environments
» Should network operators be responsible for or prohibited from eliminating offensive or obscene jokes, stories, or images?
– Equal access to computers for disabled users
Consider the legal implications of your design decisions (intellectual property)
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Managing Design Processes
Speaking of legal Apple, Samsung, Google patent war (Oct 2011)
Steve Jobs: ”I’m going to destroy Android, because it’s a stolen product. I’m willing to go thermonuclear war on this.”
Google co-founder Eric Schmidt sat on the board of Apple for many years
The future of many phone makers, especially Samsung, and the future of Google’s rising influence in the mobile OS business would all be at stake
OR - Apple’s underhanded attempt to stymie competition in the mobile and tablet markets and protect its iPad and iPhone dominance
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Graphical Screen Designby Saul Greenberg
CRAP – contrast, repetition, alignment, proximity
Grids are an essential tool for graphical design
Other visual design concepts
consistency relationships
organization legibility and readabilitynavigational cues appropriate imagery
familiar idioms
Slide deck by Saul Greenberg. Permission is granted to use this for non-commercial purposes as long as general credit to Saul Greenberg is clearly maintained. Warning: some material in this deck is used from other sources without permission. Credit to the original source is given if it is known.
Major sources: Designing Visual Interfaces, Mullet & Sano, Prentice Hall / Robin Williams Non-Designers Design Book, Peachpit Press
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Contrast make different things different
brings out dominant elements
mutes lesser elements
Repetition repeat design throughout the interface
consistency
creates unity
Alignment
visually connects elements
creates a visual flow
Proximity groups related elements
separates unrelated ones
Robin Williams Non-Designers Design Book, Peachpit Press
Contrast, Repetition, Alignment and Proximity
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Proximity
Contrast, Repetition, Alignment and Proximity
•Groups related elements•Separate unrelated ones
Move
Separate
Group
Group
Group
Separate
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Alignment
Contrast, Repetition, Alignment and Proximity
•visually connect elements•create a visual flow
Move
Move
Move
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Contrast, Repetition, Alignment and Proximity
Contrast•make different things different
•brings out dominant Elements
•mutes lesser elements
Font
Font
Font
Font Color
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Repetition•repeat design throughout the interface
•consistency
Contrast, Repetition, Alignment and Proximity
Font Font
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Horizontal and vertical lines to locate window components
aligns related components
Organization
contrast for dominant elements
element groupings by proximity
organizational structure
alignment
Consistency
location
format
element repetition
organizationwindow to
widget spacing
Widget to widget
spacing
No Ok
Message text in Arial 14, left adjusted
Standard icon set
Fixed components
Format of variable contents
Grids
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Two-level Hierarchy•indentation•contrast
Grouping by white space
Alignment connects visual elements in a sequence
Logic of organizationalflow
Grids
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internal consistency
elements follow same conventions and rules
set of application-specific grids enforce this
external consistency
follow platform and interface style conventions
use platform and widget-specific grids
deviate only when it provides a clear benefit to user
Warning
mmmm mmmmmm
Okay
!
Help
mmmm mmmmmm mmm
Okay
?
Tip of the day: Monday, Mar 12
mmmm mmmmmm
Dismiss
Visual Consistency (Repetition)
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proximal clusters
alignment
white (negative) space
explicit structure
Mmmm:
Mmmm:
Mmmm:
Mmmm:
Mmmm:
Mmmm:
Mmmm:
Mmmm:
Mmmm:
Mmmm:
Mmmm:
Mmmm:
Mmmm:
Mmmm:
Mmmm:
Relating Screen Elements
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How do you chose when you cannot discriminate screen elements from each other?
GIF Construction Set Microsoft Access 2.0
Example of Bad Design
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Navigational cues
Provide initial focus
Direct attention as appropriate to important secondary, or peripheral items as appropriate
Order should follow a user’s conceptual model of sequences
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minimize number of controls
include only those that are necessary
eliminate, or relegate others to secondary windows
minimize clutter
so information is not hidden
NNNN
MMMM
xxx: ____
xxx: ____
xxx: ____
xxx: ____
xxx: ____
xxx: ____
xxx: ____
xxx: ____
xxx: ____
xxx: ____
xxx: ____
xxx: ____
xxx: ____
xxx: ____
xxx: ____
MMMM
NNNN
Economy of Visual Elements
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Characters, symbols, graphical elements should be easily noticable and distinguishable
Text set in Braggadocio
Text set in Helvetica
Text set in Courier
TEXT SET INCAPITOLS
Text set in Times Roman
Legibility and Readability
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Proper use of typography
1-2 typefaces (3 max)
normal, italics, bold
1-3 sizes max
LargeMediumSmall
Readable
Design components to be inviting and attractive
Design components to be inviting and attractive
Unreadable
Design components to be inviting and attractive
Design components to be inviting and attractive
Legibility and Readability
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typesetting
point size
word and line spacing
line length
Indentation
color
Readable
Design components to be inviting and attractive
Design components to be inviting and attractive
Unreadable: Design components to be easy to interpret andunderstand. Design components to be inviting and attractive
Legibility and Readability
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These choices must be really important, or are they?
Time & Chaos
Legibility and Readability and Significance
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Greyed-out example text hard to read.Why not make it black?
Regional preferences in Windows 95
Legibility and Readability and Significance
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Signs, icons, symbols
right choice within spectrum from concrete to abstract
Icon design very hard
except for most familiar, always label them
Image position and type should be related
image “family”
Consistent and relevant image use
identifies situations, offerings...
Partial icon family
Imagery
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What do these images mean? • no tooltips included• one of the tabs is a glossary explaining these images!
which one?
Novell GroupWise 5.1
Imagery
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Familiar ways of using GUI components
appropriate for casual to expert users
builds upon computer literacy
must be applied carefully in walk up and use systems
Pulldown menus Cascading menu
Dialog box item
Toolbars and tooltips
Window manipulation
Standardtypographic controls
Files
What you see is what you get displays
Microsoft Powerpoint
Idioms