Introduction to Design III - Purdue University Documents/Fall... · Introduction to Design III...

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Introduction to Design III Presented by: Dr. Carla Zoltowski Professional Development Series Lecture (Practical Strategies for Human- Centered Design) is in ARMS B071 EPICS Fall 2013

Transcript of Introduction to Design III - Purdue University Documents/Fall... · Introduction to Design III...

Page 1: Introduction to Design III - Purdue University Documents/Fall... · Introduction to Design III Presented by: Dr. Carla Zoltowski ... Coffee Maker Make Coffee Store and Heat Water

1

Introduction to Design III Presented by:

Dr. Carla Zoltowski

Professional Development Series Lecture (Practical Strategies for Human-Centered Design) is in ARMS B071

EPICS – Fall 2013

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Learning Objectives

At the end of this class period, you will be able to:

1. Identify tasks and strategies that are effective for the

conceptual, detailed, and delivery phases of the design

process

2. Identify how these tasks and strategies can be/were

used in your project

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Homework

Due: September 16th (Week 5) in notebook; bring to lecture

1) Identify how techniques discussed today could be or were already implemented in the design for each of the phases. Provide specific examples/point to where they are documented for your project:

a) Specification Development

b) Conceptual Design

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Design Specifications

Quantified

o Measurable

o Testable

Objective quantities (based on some metric)

A set of units should be associated with each specification

Forms the basis for your specifications document

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Categories of Evaluation Criteria (Voland 2004): Physical: space allocation or dimensional requirements, weight limits, material

characteristics, energy or power requirements

Functional/Operational: acceptable vibration ranges, operating times, input/output requirements

Environmental: moisture limits, dust levels, intensity of light, temperature ranges, noise limits, potential effects upon people or other systems that share the same environment

Economic: limits on production costs, depreciation, operating costs, service or maintenance requirements, existence of competitive solutions in the marketplace

Legal: governmental safety requirements, environmental or pollution control codes, production standards

Human Factors/Ergonomics: strength, intelligence, and anatomical dimensions of the user

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GLASS Talkie Board Device to help in development of communication skills

Teach communication act as well as power of communication

Talkie Board allowed 4 cards to be placed into the device at a time and up to 15 cards to be programmed with any word or sound to be played back.

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Talkie Board Specifications

Play sounds for

different cards

Length of

message

Memory

Requirements

Number of

messages

Messages last 5

seconds

Each message

takes 128KB

Need to store 15

messages

Constraints

Benchmarks

User Analysis

Number of

cards

Place or

remove cards

Play sound for

card

Need to identify

16 cards

Accommodate

both

Sound must be

tied to card

Record and

store sounds

Uniquely

identify cards

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Defining Specs and Requirements

Benchmarks

o What is available

o Why did they use their approach

o Patent searches

• Avoid Infringement

• Protect IP

o Do current products meet specifications or what is missing that necessitates the team working on the project?

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Spec or Requirement

Origin How will you know if you achieved it?

Completed?

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Specification Development Phase

Spec or Requirement

Origin How will you know if you achieved it?

Completed?

1. Sound audible in classroom

Project Partner Requirement

Test in classroom

1.1 Sound range between 15 dB and 85 dB

Project Partner Requirement of audible sound

1.2 Variable output

2. Project should be educational

Project Partner Requirement

Pre-, post-test? Interview students?

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Specification Phase Summary

Goal is to understand “what” is needed by

understanding the context, stakeholders,

requirements of the project, and why current

solutions don’t meet need, and to develop

measurable criteria in which design concepts can

be evaluated.

At the end….

o Gate 2: Continue if project partner and advisor

agree that have identified the “right” need, and if

no existing commercial products meet design

specifications.

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Conceptual Design Phase

Conceptual Design Phase: Goal is to expand the design space to include as many

solutions as possible. Evaluate different approaches and selecting “best” one to move

forward. Exploring “how”.

Conduct Functional Decomposition

Brainstorm several possible solutions

Create prototypes of multiple concepts, get feedback from users, refine

specifications

Evaluate feasibility of potential solutions (proof-of-concept prototypes); select

one to move forward

Gate 3: Continue if project partner and advisor agree that solution space has been

appropriately explored and the best solution has been chosen.

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Expanding the Design

Space

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Functional Decomposition

Breaking tasks or functions of the system down to the finest level

Create a tree diagram starting at the most general function of your system

o What is the purpose of your system?

Break this function down into simpler subtasks or sub-functions

Continue until you are at the most basic functions or tasks

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Functional Decomposition Diagram

Overall Function

Sub-function 1

Sub-function 2

Sub-function 3

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Functional Decomposition

Each function has a box with

o An action verb

o The object(s) on which the verb acts

o Possibly a modifier giving details of the function

o Known flows of materials, energy, control or information

Consider WHAT not HOW

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Sample Diagram – Coffee Maker

Make Coffee

Store and Heat Water

Store (and grind) Coffee

Brew Coffee Keep Coffee

Warm

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Functional Decomposition Example

Talkie Board

User Interface Mode Selection Sound System

Change between

record/play, put

on/take off, power

on/off

Present

cards in

viewable

manner

Controls

accessible

to

teacher,

cards to

student

Identify

specific

cards

Identify

when

cards

placed or

removed

Record

/play

messages

Access

messages

dynamically

Card

Identification

Talkie BoardTalkie Board

User InterfaceUser Interface Mode SelectionMode Selection Sound System Sound System

Change between

record/play, put

on/take off, power

on/off

Change between

record/play, put

on/take off, power

on/off

Present

cards in

viewable

manner

Present

cards in

viewable

manner

Controls

accessible

to

teacher,

cards to

student

Identify

specific

cards

Identify

when

cards

placed or

removed

Identify

specific

cards

Identify

specific

cards

Identify

when

cards

placed or

removed

Identify

when

cards

placed or

removed

Record

/play

messages

Record

/play

messages

Access

messages

dynamically

Access

messages

dynamically

Card

Identification

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Expanding the creative process

• Take functional decomposition and brainstorm on each of the functions • How can we ______ ? • Capture the best of each idea • Rebuild the system as combinations • Morphological matrix

Primary Function

Sub-function Sub-function

Sub-function Sub-function

Primary FunctionPrimary Function

Sub-functionSub-function Sub-functionSub-function

Sub-functionSub-function Sub-functionSub-function

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• Substitute – can you use a different method, device, or material or changed the environment?

• Combine – can you combine ideas together to produce a better idea?

• Adapt – what ideas are similar that could be emulated or adapted to fit the current need?

• Modify, Minify, Magnify – can you change the current idea, make it smaller or larger in some way?

• Put to other uses – can you use the idea in a new way? • Eliminate – are there any ideas that have been shown to not

work? • Reverse, Rearrange – would an opposing idea give you

additional information, or can you interchange the key elements of the idea to form a new one?

Brainstorming: SCAMPER

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Brainstorming – 6-3-5

Group of 6 people

Each person writes down 3 ideas

o Written description or graphical (sketches)

Pass to right, next person adds to paper for 5 minutes..

o Ideas can be new, extend, or modify original ideas

No verbal communication during activity

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Design Heuristics

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Design Heuristics

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Seeking and Selecting

Divergence Convergence Expand possibilities Narrow Focus

Name the

problem

Iterative within Process

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Decision Matrix

Table with alternatives

Quantify categories and score alternatives

o Importance in different categories

Use judgment to do reality checks

Leaves documentation of thought process of design

o Can be shared in design reviews

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Decision Matrix

Ideas to be compared

Criteria for

Comparison Weights

Scores

Totals

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Decision Matrix Example: Getting a Job

Criteria Wts Co. A Co. B Co. C Co. D

Location 5

Salary 4

Bonus 2

Job 3

Training 2

Boss 2

Totals

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Decision Matrix Example: Getting a Job

Criteria Wts Co. A Co. B Co. C Co. D

Location 5 5 4 4 3

Salary 4 4 4 3 4

Bonus 2 3 4 3 4

Job 3 3 4 4 3

Training 2 4 4 3 3

Boss 2 5 4 3 4

Totals 70 68 60 58

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Detailed Design Phase

Detailed Design Phase: Goal is to design working prototype which meets

functional specifications.

Co

mm

on

tas

ks

Design/analysis/evaluation of project, sub-modules and/or components

(freeze interfaces)

Complete DFMEA analysis of project

Prototyping of project, sub-modules and/or components

Field test prototype/usability testing

Gate 4: Continue if can demonstrate feasibility of solution (is there a working

prototype?). Project Partner and advisor approval required.

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Design Failure Mode Effects Analysis

DFMEA Steps 1. Review the design 2. Brainstorm potential failure modes 3. List potential effects of failure 4. Rank failures (1 = Low, 10 = High)

a) Severity b) Occurrence c) Detection d) RPN = Severity X Occurrence X Detection

5. Develop action plan 6. Implement fixes 7. Revisit potential failure risks

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Example

http://en.wikipedia.org/wiki/Failure_mode_and_effects_analysis,

accessed 22 Aug. 2011

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Usability

Ease of learning - How fast can a user who has never seen the user interface before learn it sufficiently well to accomplish basic tasks?

Efficiency of use - Once an experienced user has learned to use the system, how fast can he or she accomplish tasks?

Memorability - If a user has used the system before, can he or she remember enough to use it effectively the next time or does the user have to start over again learning everything?

Error frequency and severity - How often do users make errors while using the system, how serious are these errors, and how do users recover from these errors?

Subjective satisfaction - How much does the user like using the system?

From: http://www.usability.gov/basics/index.html

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Strategies for user testing:

http://www.useit.com/alertbox/20000319.html

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Norman’s Design Principles: Affordances

Make sure that appropriate actions are perceptible and inappropriate ones invisible.

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Norman’s Design Principles: Affordances

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Norman’s Design Principles: Constraints

Make it impossible or very difficult to make an error or make the consequences of the error as minimal as possible

o What are examples of constraints in design?

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http://gigaom2.files.wordpress.com/2013/08/delete-camera-roll-with-

iphoto.jpg?w=708&h=476

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Mapping: knowledge in the world

Which stovetop is

it easier to

remember which

knob is for which

burner?

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Norman’s Design Principles: Feedback

Design should show effect of an action

Both positive and negative (not just an error)

Examples:

o Indicator lights

o Comments boxes

o “Time Remaining”

o Clicks/sounds

o Tactile

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Delivery Phase

Delivery Checklist: https://sharepoint.ecn.purdue.edu/epics/teams/Public%20Documents/Delivery%20Checklist.doc

Delivery Phase Tasks: Goal is to refine detailed design so as to produce a product

that is ready to be delivered! In addition, the goal is to develop user manuals and

training materials.

Common tasks: Complete user manuals/training material

Complete usability and reliability testing

Complete delivery review

Gate 5: Continue if Project Partner, Advisor and EPICS Admin agree that project

is ready for delivery!

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Service/Maintenance Phase

Service/Maintenance Phase Tasks

Common tasks: Evaluate performance of fielded project

Determine what resources are necessary to support and maintain

the project

Gate 6: Project Partner and Advisor approve continued fielding of project. If not,

retire or redesign.

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Retirement or Redesign Phase

Retirement or Redesign

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Homework

Due: By lecture next week (September 23rd )

Complete survey: https://purdue.qualtrics.com/SE/?SID=SV_8tUeChBRhPJ7o3j

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Attendance

Attendance, fill in your name, PUID and true for #1 Need to turn in individually to TA/Instructor