Design Process
D R. ANN NOSSEIR
People: relevant user characteristics and skills Activities: how is the activity currently carried out? Why?
week2
week2
technologies.
computers and flight strips to ensure smooth running of an airport in the air traffic control centre. A 70-year-old woman presses various buttons to set the intruder alarm in her house. It is the variety in each of the PACT elements - and their combination - that makes interactive systems design so fascinating
week2
week2
10/14/2010
People
Cognitive characteristics - level and duration of attention,
People
Special needs - blindness, colour blindness, deafness, wheel chair
perception, memory, learning abilities, cognitive capabilities, fears, personality characteristics Physical characteristics - age differences, physical abilities, What motivates, pleases and engages - affect Experience & expectations - novice v's expert Language Culture - For example, in Microsoft Excel there are two buttons, one labeled with a cross and the other a tick. In the US a tick is used for acceptance and the cross rejection, but in Ireland a tick or a cross can be used to show acceptance (e.g. a cross on a ballot paper).
user
Homogenous vs heterogeneous user groups - website site users
are (normally) heterogeneous - many different types of people; users of a company's intranet are (generally) homogenous Discretionary vs committed users - does the user have a choice? if yes, then you need to encourage them to return Infrequent vs frequent users - if users are normally infrequent, then interface must be particularly 'helpful' as users will forget how to complete complicated tasks.
week2
week2
People
Physical differences:-Height, weight, different
Activities
Goals, tasks and actions Regular or unusual, weekly? Yearly? - frequent tasks should
working; different memory abilities, spatial ability; different amounts of attention at different times; ability to recognize things or remember things. Different mental models
discretionary users of technologies, differences in designing for a heterogeneous group or a homogeneous group
be easy to do; infrequent tasks should be easy to learn or remember Well-defined or vague Continuous or interrupted - user may need to 'find their place' again Current task practices Individual vs co-operative work Multi-tasking vs serial tasks Passive vs active,
week2
week2
10/14/2010
Activities
Quality vs quantity trade-off Data input requirements Length of time on tasks - peaks and troughs of working,
Activities
Well-defined or vague Continuous or interrupted - user may need to 'find
need for fast response Coping with errors - presentation of error messages, how to deal with them, how the system accommodates them, significance of errors, safety critical errors Goals, tasks and actions Regular or unusual, weekly? Yearly? - frequent tasks should be easy to do; infrequent tasks should be easy to learn or remember
week2
week2
Activities
Quality vs quantity trade-off Data input requirements Length of time on tasks - peaks and troughs of
Context
Physical environments - noisy, cold, wet, dirty, stressful, uses dangerous materials, sunny Social environments - channels of communication, structure, centralisation vs decentralisation, home, mobile, training materials
messages, how to deal with them, how the system accommodates them, significance of errors, safety critical errors
week2
week2
10/14/2010
Context
Organisational context - relationships with customers,
Technologies
Input - Getting data in; getting commands; security Output - Characteristics of different displays (e.g. video vs.
other staff, effect on work practices and job content, role, deskilling, job loss, shift in power Circumstances under which activities happen (time, place, pressure of work/time) Amount and type of support for activities - tuition, manuals, demonstrations, new knowledge, new skills
week2
week2
Technologies
Networked or stand alone. Always on or dial in? Real-time systems; Safety critical systems; Walk-up-and-use systems (e.g. kiosks) / Office
automatic barriers. Now everyone will have to buy a ticket before they travel. Write down the characteristics of this activity
Regular/infrequent? Peaks and troughs; interruptible? Response time; co-operation? Vague/well-defined? Safety critical? Errors? Data requirements; media
week2
week2
10/14/2010
Different Technologies
Hardware and software to consider Input How to enter data and commands into the system. Suitability of medium for different contexts/activities Output Characteristics of displays - streamy media versus chunky media. Characteristics of the content. Also feedback is important Communication Between person and technology. Bandwidth, speed. communication between devices Content Functional systems versus systems more focused on content
week2
week2
Ticket Machine
So, taking into consideration the contexts of use,
the activities and the people. What technology will you design for the new ticket machines? Consider Input Output Communication Content
Press button (depending how many stations). Have touch screen (gets greasy). Pay by mobile phone?
Ticket could be electronic or paper. Printing facility needed. Options as buttons, or menu items? Need to provide change?
week2
week2
10/14/2010
Design Process
Challenge:
Think of decorating your house, flat or bedroom. When could you start with requirements,
Bluetooth. Probably button presses are easiest Content - need to specify stations, but it could have lots of local information. Help with travel planning?
conceptual design a physical design or a prototype/ envisionment? What processes would you go through after you start?
week2
week2
in. I want to get rid of some clutter. I want the room to be lighter, fresher, cleaner Start with conceptual design - need to create an area for working in; need to build a cupboard to store things in; paint the walls a lighter colour.
partition up in the corner of the bedroom; that cupboard I saw in Ikea could be used to store things in my flat; I am going to paint the walls apple-white
persons flat in this magazine with a neat working area; heres a sketch of my ideas for a cupboard; you know the colour of Rods bedroom Then evaluate - that partition would be too expensive, that cupboard would get in the way; that colour would get dirty very quickly
week2
week2
10/14/2010
The Classic Life Cycle for Software Development (Waterfall model) Sommerville, 1995.
week2
phase of the software design life cycle as an independent part of software development, which must be completely satisfied before moving on to the next phase. It is linear, sequential, systematic. This view is simplistic. In practice, however, the development stages overlap and feed information to each other. Moreover, there are many iterations up and down between stages.
week2
user-centered interface design is that user interface design and development is based on the premise that users should be involved throughout the design life cycle. Additionally, the process should be highly iterative, so that the design can be tested (or evaluated) with users to make sure it meets the users requirements. Unlike this iterative design process, the waterfall life cycle generally leaves evaluation to the end.
10/14/2010
systems. Everything gets evaluated at every step of the process The process can start at any point sometimes there is a conceptual design in place, sometimes we start with a prototype, sometimes we start with requirements The activities can happen in any order, for example, requirements might be evaluated and a prototype built and evaluated and some aspect of a physical design might then be identified
Star Life Cycle (Evaluation-centered) Hix and Hartson, 1993.
week2 week2
supportive of both top-down and bottom-up development, plus inside-out and outside in development
week2