Professional Documents
Culture Documents
• Goals – purpose
• What is the purpose of the design we are intending to produce?
Who is it for? Why do they want it?
• Constraints
• What materials must we use? What standards must we adopt?
How much can it cost? How much time do we have to develop it?
Are there health and safety issues? In the case of the personal
movie player: does it have to withstand rain? Must we use existing
video standards to download movies? Do we need to build in
copyright protection?
• Trade-offs
The process of design
scenarios
what is task analysis
wanted guidelines
principles
interviews analysis precise
ethnography specification
design
what is there
vs. dialogue implement
what is wanted notations and deploy
evaluation
prototype
heuristics architectures
documentation
help
Ethnographic Observations
• Ethnography is a study of culture.
• Organizational culture exists within the minds of the people who
make up that organization
• This culture evolves over time, contains dominant cultures and
subcultures, and is subject to its own rules, rites, myths and symbols
• Ethnographic methods are qualitative, inductive, exploratory and
longitudinal. They achieve a thick, rich description over a relatively
small area.
• Time and Place are important practical consideration for Ethnographic
Observations.
Contextual Inquiry
• Contextual inquiry is a type of ethnographic field study that involves
in-depth observation and interviews of a small sample of users to gain
a robust understanding of work practices and behaviors.
•Gestalt, in visual design, helps users perceive the overall design as opposed to individual elements.
If the design elements are arranged properly, the Gestalt of the overall design will be very clear.
•Space is “defined when something is placed in it”, according to Alex White, The Elements of Graphic
Design. Incorporating space into a design helps reduce noise, increase readability, and/or create
illusion. White space is an important part of your layout strategy.
•Hierarchy shows the difference in significance between items. Designers often create hierarchies
through different font sizes, colors, and placement on the page. Usually, items at the top are perceived
as most important.
•Balance creates the perception that there is equal distribution. This does not always imply that there
is symmetry.
•Contrast focuses on making items stand out by emphasizing differences in size, color, direction, and
other characteristics
•.
•Scale identifies a range of sizes; it creates interest and depth by demonstrating how each item
relates to each other based on size.
•Dominance focuses on having one element as the focal point and others being subordinate. This is
often done through scaling and contrasting based on size, color, position, shape, etc.
•Similarity refers to creating continuity throughout a design without direct duplication. Similarity is
used to make pieces work together over an interface and help users learn the interface quicker.
Design Patterns
• Disadvantages
• Consumes screen space.
• Usually sets the scene for rigid formalisation of the business processes
Menu Selection
• Advantages
• Ideal for novice or intermittent users.
• Can appeal to expert users if display and selection mechanisms are rapid and if appropriate
"shortcuts" are implemented.
• Affords exploration (users can "look around" in the menus for the appropriate command, unlike
having to remember the name of a command and its spelling when using command language.)
• Structures decision making.
• Allows easy support of error handling as the user's input does not have to be parsed (as with
command language).
• Disadvantages
• Too many menus may lead to information overload or complexity of discouraging proportions.
• May be slow for frequent users.
• May not be suited for small graphic displays.
Direct Manipulation
• Direct manipulation systems have the following characteristics:
• Visibility of the object of interest.
• Rapid, reversible, incremental actions.
• Replacement of complex command language syntax by direct manipulation of
the object of interest.
Direct Manipulation
• Advantages
• Visually presents task concepts.
• Easy to learn.
• Errors can be avoided more easily.
• Encourages exploration.
• High subjective satisfaction.
• Recognition memory (as opposed to cued or free recall memory)
• Disadvantages
• May be more difficult to programme.
• Not suitable for small graphic displays.
• Spatial and visual representation is not always preferable.
• Metaphors can be misleading since the “the essence of metaphor is understanding and experiencing one kind
of thing in terms of another” (Lakoff and Johnson 1983: p. 5), which, by definition, makes a metaphor
different from what it represents or points to.
• Compact notations may better suit expert users.
Internationalization
• Internationalization is the process of designing and developing your
software or mobile application product so it can be adapted and
localized to different cultures, regions, and languages.
• Internationalization helps you build your software or mobile
application product with future markets and languages in mind.
Interactive Systems and SDLC
1. Obtain user ideas about the proposed system
Discuss the system with the prospective users/customers. Compare it
to an existing one, (if there is one), and identify the weaknesses and
strengths of the existing system. Detailed questionnaires to targeted
prospective users. Task analysis.
2. Decide general design approach
May depend on hardware and software to be used, and past
conventions, as well as suitability to task in hand.
Questions that may have to be considered: WIMP interface or
command line? What input/output devices, what hardware, software
tools? Interface guidelines?
SDLC
3. Initial requirements specification
User requirements (what the user wants it to do: enter this, display
that). May also include initial attempt at architectural design (how
the system will provide the services).
4. Design
Interaction design and interface design how the system responds to
things, how and what information is presented and entered. Ties in
to architectural design and detailed design i.e. structure and detail
of code modules.
SDLC
5. Prototype
Produce a developmental version to check that designers ideas meet customers
requirements, and to try out novel concepts to see if they work, and so on.
Prototypes are not necessarily functional, particularly if they are trying out new
interface/interaction ideas - they can be mocked up, perhaps first on paper, then
on the machine, before ever being attached to pieces of code.
6. Evaluate
Prototypes and near-working systems, in alpha or beta release, should be
carefully evaluated to see if they meet the clients requirements and are easy,
intuitive and sensible to use. It is often the case that prospective users are very
different to the actual designers and so find certain things particularly difficult
with the current system, and the aim of evaluating the system at this stage is to
catch these errors.
SDLC
7. Redesign
The system should be redesigned to correct the problems found earlier this
may be minor or may be major, depending on what was discovered.
8. Re-implement
The re-implementation may be to produce the final version, or another
prototype for another round of refinement of ideas. It is sometimes the
case that many prototypes are tested, until finally the design is agree.
• For some projects, the prototype is then discarded and the system re-
implemented from scratch, often in a different language, with considerations
of efficiency and functionality as well as interaction and interface.