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Lecture 4:

Data analysis
&Presentation
The Process of Interaction Design
A quantitative Data

 A discrete quantitative variable is one that can only take specific numeric values
 number of needle punctures,
 number of pregnancies
 number of hospitalizations.

 A continuous data is one that in theory could take any value in an interval
 are body mass, height, blood pressure
 Qualitative data with unordered categories is referred to as nominal; qualitative data
with ordered categories is referred to as ordinal
Data Presentation

Rigorous Notations

 Using charts, annotations and spreadsheet


 Summarizing the findings in bullets

Using Stories/Scenarios:

 Participants tell story,


 Stories about participants, and
 Stories formed by repeated patterns

Use Cases

 Primary Use Cases


Data Presentation ⇒ Rigorous Notations
Data Presentation ⇒ Rigorous Notations
Data Presentation ⇒ Rigorous Notations
Data Presentation ⇒ Use Cases

 Use cases emphasis on a user-system interaction rather than the user’s task

 A use case is associated with an Actor, and it is the actor’s goal in using the system
that the use case wants to capture.
What Are We Trying to Achieve?

Understand as much as possible about the users, their activities, and the
context of that activity

Produce a set of stable requirements that form a sound basis to start


designing
Why Establish Requirements?

“Finding and fixing a software problem after delivery is often 100 times more
expensive than finding and fixing it during the requirements and design phase.”

-- Boehm and Basili


What Are Requirements?

 A requirement is a statement about an intended product that specifies what it should


do or how it should perform

 Functional Requirements
⇒ What the system should do?

 Non Functional Requirements


⇒ What constraints there are on the system and its development?
Example: Mobile App Game

Functional Requirements

 Challenging

 Multiplayer Support

 Offline mode support

Non Functional Requirements

 Medium level of graphics

 Efficient battery consumption

 Developed within 6 months


Exercise
Establish both the functional and non-functional requirements for creating
GPS Smartwatch
Functional Requirements

 Receive commands by voice

 Telling user his directions using sound

 Alert user when misdirection (e.g., use vibration)

 Save favorites locations

Non Functional Requirements

 Light (weight < 30 gm) and Small (area < 10 cm2)


 Opened in less than 1 second, and find location in less than 2 seconds
 Fashionable
 Released in the market before next Summer
Requirements Types

Data Requirements
⇒ capture the type, volatility, size/amount, persistence, accuracy, sharing,
and value of the required data

Environment Requirements
⇒ refer to the circumstances (and the context of use) in which the
interactive product will operate
Exercise
Establish data and environmental requirements for creating GPS
Smartwatch
User Centered Design
User-centered design (UCD) is an iterative design process in which designers
focus on the users and their needs in each phase of the design process.

Phases in User-centered Design


Phases in User-centered Design

 each iteration of the UCD approach involves four distinct phases.

 First, as designers working in teams, we try to understand the context in which

users may use a system.

 Then, we identify and specify the users’ requirements.

 A design phase follows, in which the design team develops solutions.

 The team then proceeds to an evaluation phase


UX relates to the primary user, Co-experience relates to the shared experience by the
system of both users, and secondary UX relates to the secondary user. The solid arrows
indicate interaction, while the dotted arrow indicates indirect interaction.
Activity-Centered Design

The activity-focused design, or also called human centered design,


is about the actions people need or want to take to reach a goal

Imagine you were asked to design an app to control lightbulbs from your
mobile device.
There are many activity-focused approaches to UX design, including task analysis, jobs
to be done, activity theory and activity-based design.
The first step in task analysis is to determine the most important goal or goals
of a person who uses the app. Do they want to simply turn the lights on and off?
Control them automatically based on the time of day? Connect them to a motion
sensor?

The second step is to determine the tasks that a person would have to perform to
reach those goals. To set the lightbulb to “on” (goal),, turning on the mobile device’s
Bluetooth (task), connecting the bulb to the app (task) and turning on the lightbulb in
the app (task).
Streamlining is the process used to simplify or eliminate unnecessary work-related tasks to
improve the efficiency of processes in businesses or organizations.
co-opted is to add (someone) to a committee, board, etc, by the
agreement of the existing members ·
References

Chapter 10, Establishing Requirements, “Interaction Design, Beyond HCI”,


4th edition

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