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Transcript of Qslides 02 Design Process
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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
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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