Professional Documents
Culture Documents
DESIGN
metaphors, Activity iterative
Activity Design information
technology,
scenarios analysis of
usability
HCI theory, claims and
guidelines Information scenarios re-design
Doug Bowman
PROTOTYPE & EVALUATE
summative formative
evaluation
Usability specifications evaluation
Thanks to Scott McCrickard and Chris North for their original slides.
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The Two Faces of
EM ITY
ST
SY ONA
L
HCI Design
From Requirements to Design FU
N CTI
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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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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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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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