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ANALYZE

analysis of claims about


stakeholders,
Problem scenarios current
field studies practice

DESIGN
metaphors, Activity iterative
Activity Design information
technology,
scenarios analysis of
usability
HCI theory, claims and
guidelines Information scenarios re-design

CS 3724 Interaction scenarios

Doug Bowman
PROTOTYPE & EVALUATE
summative formative
evaluation
Usability specifications evaluation
Thanks to Scott McCrickard and Chris North for their original slides.

Activity Design An Example


Goal: work from problems and opportunities of  Goal: design a universal remote control
problem domain to envision new activities  Measure use of remote controls and
Transform old activities
functionalities
 Problem scenarios: work from
to new activities that use current practice to build new ideas  Mathematically determine which
technology remote and which function might be
Focus on system “what”

not “how”
next
 “conceptual design”,
“task-level design”
 Automatically perform it with a touch of
Activity design scenarios:
 Focus on improvements transform current activities to
a button
 Iterative use new design ideas
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The Two Faces of
EM ITY
ST
SY ONA
L
HCI Design
From Requirements to Design FU
N CTI

 Requirements analysis sets the scene


 Design transforms people’s activities
 New technology, new tasks, new
experiences USER
 And the cycle continues... INTERFACE

The Two Faces of


EM ITY
ST
SY ONA
L
HCI Design
UNC
TI
F customer data
Activity Design
ordering
product data searching  Emphasizes broad scope of what is
browsing
USER being designed
payment INTERFACE
icons  Establishes and maintains usage
security
menus
links
context
layout  Also referred to as conceptual design
navigation
labels
or task-level design
fields
feedback

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Why System Functionality
First? Envisioning New Activities
 Designers can focus on what a system  Three activity design concerns to keep in
will do mind:
 Effectiveness: Designing tasks that meet real
 Postpone the “how” question until later needs
 Hard to analyze UI needs without  Comprehension: Designing concepts and
knowing what a system will do services that your users can predict, understand
 Satisfaction: Designing tasks that are motivating
 UI difficulties can destroy a system’s and lead to feelings of accomplishment,
usability satisfaction

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Designing for Effectiveness Designing for Comprehension


 Innovation is good, but how much is too  Cannot directly observe comprehension
much?  Must rely on users’ behaviors, reactions,
 Build on what is already working well comments
 Engage stakeholders in cooperative design  Make inferences about their mental models
 What parts of a task to support via  Metaphors play a crucial role in this
technology?  Designers explore metaphors to get new ideas
 Leverage other aspects of the work context, both  Users evoke metaphors to understand new
people and things (distributed cognition) concepts
 Balance tendency toward general solutions  Try to leverage users’ existing knowledge
with the needs of specific tasks  Anticipate and support analogical reasoning
 Predict and support exceptions, provide special  But look for ways to “break” current
cases for common or critical tasks 11 understandings 12

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Designer’s Model User’s
Mental Model

The Web
Designing for Satisfaction
Cart

Cashier
 Automate tedious tasks, but try not to
remove sources of reward or accomplishment
 Carefully examine sources of reward, maintain or
enhance opportunities for feelings of achievement
 Use the computer to make tasks more personal,
more stimulating, more “fun”
 Balance the needs of individuals with those
of the groups they work with
Systematic, logical,  The people who do the most “work” when using a
Ad hoc,
comprehensive system may not be those who get the most
informal,
“benefit”
incomplete
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Problem scenarios: work from Activity


Problem claims: current practice to build new design space:
look for design
ideas that
brainstorm
implications of
Refining an Activity Design
address
metaphors and
negatives, but
technology  Ongoing claims analysis of activity scenarios
keep positives
Activity design scenarios:  Capture key ideas, begin to build design rationale
+/- transform current activities to  Document problems to address during UI design
use new design ideas
 Participatory design
SBD and HCI
 Brainstorming sessions with stakeholders
 Share rough ideas, get them to elaborate
Activity knowledge
(metaphors can be very useful here as well)
about
Design Claims analysis: identify, activity  Consistency and coherence
illustrate, and document design design  Reuse actors and objects to increase coherence
features with key implications
 Complement with ongoing “what if?” reasoning to
+/- expand and test the overall design
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Grocery Shopping - problem Grocery shopping - metaphors
 Soccer mom:  Pizza delivery
Screaming kids

 + stay home
 Browsing strategy
 - no browsing
 Search strategy
 Weekly repeats
 Shopping cart:
 + 1 slot for 1 kid
 + Pile stuff, big stuff underneath
 - >1 kid?
 - Have to push

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Grocery shopping - activity


scenario
 Online grocery
 Soccer mom:
 Puts screaming kids outside
 Repeating purchases, template
 Search items quickly
 Linked recommendations: beer + diapers
 Browsing?

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