Professional Documents
Culture Documents
ess
http://creativecommons.org/licenses/by-nc-sa/3.0/
Approach
User-centered design
Overview
Focus on user needs and goals
Users
The guides of design
Designer
Translator of user needs and goals
Focus on the tasks and Activity-centered design activities that need to be accomplished Focus on the components of a system Skill and wisdom of designers used to make products
Systems design
Genius design
Source of validation
Most problematic situations can be improved The best designers are those who can move
between approaches, applying the best approach to the problem at hand
User-Centered Design
Users know best Designers are not the users Focus on what the user ultimately wants to
accomplish
Developing Personas
Persona
An artifact that consists of a narrative
relating to a desired users or customer's daily behavior patterns using specic details, not generalities
Writing Scenarios
Scenarios
A narrative describing foreseeable interactions of types of users (characters) and the system Include information about goals, expectations, motivations, actions and reactions Attempts to reect on or portray the way in which a system is used in the context of daily activity
Example
Its Friday afternoon and Joe is ying to Sydney. He doesnt have enough money for a taxi to the airport and hes running late. He goes to a local ATM and identies himself. He species that he wants $100 from his savings account. Hed like the money in $20 notes so that he can the taxi driver the correct change. He doesnt want a printed receipt, as he doesnt bother keeping track of transactions in this account.
User Stories
One or more sentences in the everyday or
business language of the end user that captures what the user wants to achieve a small paper note/card to ensure that it does not grow too large requirements
Each user story is limited, and should t on A quick way of handling customer
Examples
"As a <role>, I want <goal/desire> so that
<benet>"
Card Sorting
A group of users are guided to generate a
category tree
Interaction Metaphor
A set of user interface visuals, actions and Gives the user instantaneous knowledge
about how to interact with the user interface but also have their own properties procedures that exploit specic knowledge that users already have of other domains
Involving Stakeholders
Stakeholders
Stakeholders
Stakeholders
Stakeholders
Reports
Users
Users
Users
Users
Developers
Developers
Developers
Developers
Actors
Illustrators Illustrators Illustrators Illustrators
Graphical illustrations
Interaction Designers
Interaction Designers
Interaction Designers
Interaction Designers
Stages
Production Stage
Activities
Sketching Writing code Creating mockups Prototyping Testing Testing Making changes Making changes
Stakeholders
Stakeholders
Stakeholders
Stakeholders
Reports
Users
Users
Users
Users
Developers
Developers
Developers
Developers
Actors
Illustrators Illustrators Illustrators Illustrators
Graphical illustrations
Interaction Designers
Interaction Designers
Interaction Designers
Interaction Designers
Stages
Production Stage
Activities
Sketching Writing code Creating mockups Prototyping Testing Testing Making changes Making changes
Design Guidelines
Focus on making application interfaces Dene a common look and feel for
applications
Other Guidelines
http://developer.meego.com/ guides/designing-yourapplication
References
http://www.odannyboy.com/portfolio/thesis/ saffer_thesis_paper.pdf http://en.wikipedia.org/wiki/Card_sorting http://en.wikipedia.org/wiki/User_story http://en.wikipedia.org/wiki/Scenario_(computing) Saffer, D. (2010). Designing for Interaction. Creating Innovative Applications and Devices (2nd ed.). New Riders.