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    User-Centered Design Process

    05-391 / 05-891Designing Human-Centered Systems

    Fall 2011

    Jason [email protected]

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    HCI Approach to UI Design

    Design

    Organizational& Social Context

    Technology Humans

    Tasks

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    Outline for Today

    Overview of design process

    Design

    Prototyping

    Evaluation

    What we discuss about today will beincorporated into how your projectsare done

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    Myths about Good Design

    Myth 1: Good design is just cool graphics graphics part of bigger picture of what to

    communicate & how

    also need to consider what people are tryingto do and how to improve

    Myth 2: Good design is just common sense

    why are there so many bad web sites?

    hard to use apps?

    underestimates work needed for great designs

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    Early Nintendo Wii Prototypes

    http://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpghttp://gizmodo.com/assets/resources/2007/08/GyroPod_Sketchbook.jpg
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    Early Nintendo Wii Prototypes

    http://www.cubed3.com/news/6482/1/Wii_Remote_Prototypes
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    Early Nintendo Wii Prototypes

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    Myths about Good Design

    Myth 3: We can fix the interface at the end overlooks cost of major changes

    good design includes making sure you have

    the right features Myth 4: Marketing takes care of

    understanding customer needs

    does not help you understand behavior what people say vs. what they do and

    what they actually need

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    Steve Job on Marketing

    A reporter who asked Jobs about themarket research that went into theiPad was famously told, "None. It's

    not the consumers' job to knowwhat they want."

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    Who Builds User Interfaces?

    A team of specialists (ideally) graphic designers

    interaction / interface designers

    information architects

    technical writers

    marketers

    test engineers

    usability engineers

    software engineers

    users

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    What Processes are therefor Building Applications?

    One fairly typical process: waterfall

    RequirementsSpecification

    Design

    Coding

    Integrationand Testing

    Operationand Maintenance

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    What Processes are therefor Building Applications?

    Called waterfall because when youfinish one phase you are notsupposed to go back up stream

    Thoughts?

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    Problems

    You cant go back up if theres aproblem downstream

    Design is unrealistic / infeasible

    Cant adapt

    Should be getting more feedbackthroughout

    Testing

    Tossing over the wall at each phase

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    Waterfall Model

    Implies that you design once(and get it right first time) Not optimal for user experience

    Not typically advocated anymore,but terminology and biases remain Ex. Well fix the user interface at the end Ex. Do testing all at once (rather than

    progressively as you go)Testing for software engineers different

    than for user experience practitioners Software quality testing vs user testing

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    Alternative: Iterative Design

    Course project structured arounditerative design

    Fail fastDesign

    Prototype

    Evaluate

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    IDEO Shopping Cart

    http://www.youtube.com/watch?v=M66ZU2PCIcM

    http://www.youtube.com/watch?v=M66ZU2PCIcMhttp://www.youtube.com/watch?v=M66ZU2PCIcM
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    Design

    Design is driven by requirements focus on core needs, not how implemented,

    may be multiple ways of achieving goals

    Ex. Android phone not as important as

    mobile app A design is a simplifiedrepresentation

    of the desired artifact

    Ex. text description of tasks Ex. screen sketches or storyboards

    Ex. flow diagrams / task structure

    Ex. interactive prototypes

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    Web Design Representations

    Site Maps Storyboards

    Schematics Mock-ups

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    Web Design Representations

    Site Maps

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    Web Design Representations

    Storyboards

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    Web Design Representations

    Schematics

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    Web Design Representations

    Mock-ups

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    Usability Goals?

    Want to make sure we make progress

    We do this by setting and measuring goals

    According to the ISO:The effectiveness, efficiency, and satisfactionwith which specified users achieve specifiedgoals in particular environments

    This does not mean you have to create adry design or something that is only goodfor novices it all depends on your goals

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    Example Usability Goals?

    Looks cool

    Does what it was supposed to do

    Less Time

    Easy to learn

    Simple / no training

    Low cognitive load

    Responsive

    Easy to understand flow

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    Example Usability Goals?

    Predictable

    Durable / non-obsolescent

    Fewer bug reports / complaints onforums

    Depth / expertise

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    Example Usability Goals 1/2

    Learnable faster the 2nd time & so on

    Memorable

    from session to session Flexible

    multiple ways to accomplish tasks

    Efficient perform tasks quickly

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    Example Usability Goals 2/2

    Robust minimal error rates

    good feedback so user can recover

    Pleasing high subjective satisfaction

    Out of box experience first time to oh thats cool

    or time to being productive

    Fun

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    How might you measure theseusability goals?

    Learnability

    Memorability

    Flexibility

    Efficiency

    Robustness

    Pleasing

    Out of box experience

    Fun

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    How might you measure theseusability goals?

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    Case Study:Game Testing for Fun in Halo 3

    http://www.wired.com/gaming/virtualworlds/magazine/15-09/ff_halo

    http://www.wired.com/gaming/virtualworlds/magazine/15-09/ff_halohttp://www.wired.com/gaming/virtualworlds/magazine/15-09/ff_halohttp://www.wired.com/gaming/virtualworlds/magazine/15-09/ff_halohttp://www.wired.com/gaming/virtualworlds/magazine/15-09/ff_halohttp://www.wired.com/gaming/virtualworlds/magazine/15-09/ff_halohttp://www.wired.com/gaming/virtualworlds/magazine/15-09/ff_halo
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    Case Study:Game Testing for Fun in Halo 3

    After each session Pagulayan analyzes thedata for patterns... For example, heproduces snapshots of where players arelocated in the game at various points in time

    five minutes in, one hour in, eight hoursin to show how they are advancing. Ifthey're going too fast, the game might betoo easy; too slow, and it might be too hard.

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    Case Study:Game Testing for Fun in Halo 3

    He can also generate a map showing wherepeople are dying, to identify anytopographical features that might be makinga battle onerous. And he can produce charts

    that detail how players died

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    Case Study:Game Testing for Fun in Halo 3

    A similar report showed that in the game's firstlevel players often ran out of rounds for theirrifles. This was a mystery, because thedesigners had been careful to leave more than

    enough ammunition lying around. The teamchecked Pagulayan's video records and foundthat people were firing at the aliens when theywere too far away, misjudging the range of the

    weapon and wasting bullets.

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    Case Study:Game Testing for Fun in Halo 3

    At first the designers couldn't figure out how tofix this problem. But then Griesemer stumbledon an elegant hack: He made the targetingreticule turn red when enemies were in range,

    subtly communicating to players when theirshots were likely to hit home. It worked.

    Last week 52 percent of players gave theJungle level a 5 out of 5 rating for "fun," andanother 40 percent rated it a 4.

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    Where People get Lost in Halo

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    Know thy Users

    Cognitive abilities perception

    physical manipulation

    memory

    Organizational / job abilities

    what skills required

    who they talk to

    This topic will be covered morein-depth later in semester

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    The User is Not Like Me

    You already know too much easy to think of self as typical user

    easy to make mistaken assumptions

    this is the most common mistake possible

    How to avoid this problem?

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    The User is Not Like Me

    Keep users involved throughout design understanding work process

    getting constant feedbackon designs

    A user-centered design mind-set

    thinking of the world in users terms

    (empathy) not technology-centered / feature driven,

    think of benefit to users

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    Phil Agres How to HelpSomeone Use a Computer

    Nobody is born knowing this stuff You've forgotten what it's like to be a beginner

    If it's not obvious to them, it's not obvious

    A computer is a means to an end. The personyou're helping probably cares mostly aboutthe end.

    Beginners face a language problem

    Most UIs are terrible. When people makemistakes it's usually the fault of the interface.You've forgotten how many ways you'velearned to adapt to bad interfaces.

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    Alternatives to Focusing on Users

    I would personally argue that user-centered design is key to innovation

    Finding real problems people have,helping to solve them in best way

    But sadly, its not always the way thingsare done in industry

    An Open Letter to Blackberry Execs(June 2011), by anonymous

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    An Open Letter to BlackberryExecs

    I believe these points need to be heard and Idesperately want RIM to regain its position as asuccessful industry leader. Our carriers,

    distributors, alliance partners, enterprisecustomers, and our loyal end users all want thesame thing for BlackBerry to once again beleading the pack.

    While we anxiously wait to see the details of thestreamlining plan, here are some suggestions:

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    An Open Letter to BlackberryExecs

    1) Focus on the End User experienceLets obsess about what is best for the end user.We often make product decisions based onstrategic alignment, partner requests or even

    legal advice the end user doesnt care.We simply have to admit that Apple is nailing thisand it is one of the reasons they have peoplelining up overnight at stores around the world,

    and products sold out for months. These peoplearent hypnotized zombies, they simply lovebeautifully designed products that are usercentric and work how they are supposed to work.

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    An Open Letter to BlackberryExecs

    Android has a major weakness it will alwayslack the simplicity and elegance that comes withend-to-end device software, middleware and

    hardware controlLets start an internal innovation revival withteams focused on what users will love instead ofchasing feature parity and feature

    differentiation for no good reason (Adobe Flashbeing a major example). When was the last timewe pushed out a significant new experience orfeature that wasnt already on other platforms?

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    An Open Letter to BlackberryExecs

    Rather than constantly mocking iPhone andAndroid, we should encourage key decisionmakers across the board to use these products as

    their primary device for a week or so at a timeThis way we can understand why our users areswitching and get inspiration as to how we canbuild our next-gen products even better! Its

    incomprehensible that our top software engineersand executives arent using or deeply familiarwith our competitors products.

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    Recap

    Myths of Good Design

    Who builds interfaces?

    Waterfall methods vs iterative design Design representations

    Usability Goals

    Two key phrases Know thy user

    The user is not like me

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    Next Time

    Readings to do before class

    Hugh Beyer, Karen HoltzblattApprenticing with the Customerhttp://portal.acm.org/citation.cfm?id=2

    03365 Remember to use VPN if off campus

    Assignment #1 and #2 due Friday

    Buy (or get access to) book TheDesign of Everyday Things

    http://portal.acm.org/citation.cfm?id=203365http://portal.acm.org/citation.cfm?id=203365http://portal.acm.org/citation.cfm?id=203365http://portal.acm.org/citation.cfm?id=203365