Chapter 5
Chapter 5
1
Outline
• Interaction Design
• Process of interaction design
• HCI in software Process
2
Interaction design is about developing high
quality interactive systems and products that
support, enhance, and extend the way people
work, communicate, and interact
3
What is Design?For police station employer and plaintiff
Goals of our system
5
for Human–Computer Interaction
• understand computers
• limitations, capacities, tools, platforms
• understand people
• psychological, social aspects
• human error
6
• and their interaction …
To err is human
• accident reports ..
• aircrash, industrial accident, hospital mistake
• enquiry … blames … ‘human error’
• but …
• concrete lintel breaks because too much weight
• blame ‘lintel error’ ?
… no – design error
we know how concrete behaves under stress
• human ‘error’ is normal
• we know how users behave under stress
• so design for it! 7
the user
• The core of interaction design: put the user first, keep the
user in the center and remember the user at the end.
8
Interaction design process
scenarios
task analysis
what is guidelines
wanted principles
precise
analysis specification
what is there
vs.
design
what is
dialogue
wanted implement
notations
and deploy
evaluation
heuristics prototype
architectures
documentation
9
help
Steps …
• requirements
• what is there and what is wanted …
• analysis
• ordering and understanding
• design
• what to do and how to decide
• iteration and prototyping
• getting it right … and finding what is really needed!
• implementation and deployment 10
• making it and getting it out there
Interaction Design Processes
11
… but how can I do it all ! !
• limited time design trade-off
• usability?
• finding problems and fixing them?
• deciding what to fix?
• Which usability problem is worth fixing??
13
User Focus
It is the way of identifying your users
• Who are they?
• Probably not like you!
• Talk to them
• Watch them
• Where they are going to use the product
• Kind of activities people are doing while interacting with the
product.
14
Activity 1
• How does making of a phone call differs when using
• A public phone box
• A cell phone?
15
User focus Cont.
• Gather as much information as possible about the future users of the
system.
• Stakeholders: people affected directly or indirectly by a system.
• Participatory design: bringing a potential user fully into the design
process
• Persona: rich picture of an imaginary person who represents your
core user group.
• Cultural probes provide a way of gathering information about
people and their activities.
• Use your imagination. 16
persona
• description of an ‘example’ user
• not necessarily a real person
• use as surrogate user
• what would Betty think
• details matter
• makes her ‘real’
17
example persona
Betty is 37 years old, She has been Warehouse Manager for five years and
worked for Simpkins Brothers Engineering for twelve years. She didn’t go to
university, but has studied in her evenings for a business diploma. She has two
children aged 15 and 7 and does not like to work late. She did part of an
introductory in-house computer course some years ago, but it was interrupted
when she was promoted and could no longer afford to take the time. Her vision
is perfect, but her right-hand movement is slightly restricted following an
industrial accident 3 years ago. She is enthusiastic about her work and is happy
to delegate responsibility and take suggestions from her staff. However, she
does feel threatened by the introduction of yet another new computer system
(the third in her time at SBE).
18
cultural probes
• direct observation
• sometimes hard
• in the home
• psychiatric patients, …
• probe packs
• items to prompt responses
• e.g. glass to listen at wall, camera, postcard
• given to people to open in their own environment
they record what is meaningful to them
19
• used to …
• inform interviews, prompt ideas, enculture designers
20
Scenarios
• are stories for design
Explore the depth
• Explore interaction-what happens when
• Explore cognition-what are the users thinking
• Explore architecture-what is happening inside
• scenarios are linear – they represent a single path amongst all
the potential interactions
• easy to understand
• But no alternatives
21
Scenarios Cont.
22
HCI in Software Process
32
HCI in the software process
• Software engineering and the design process for interactive
systems
• Usability engineering
• Design rationale
33
the software lifecycle
• Designing for usability occurs at all stages of the life cycle, not as a
single isolated activity
34
The waterfall model
Requirements
specification
Architectural
design
Detailed
design
Coding and
unit testing
Integration
and testing
35
Operation and
maintenance
Activities in the life cycle
Requirements specification
designer and customer try capture what the system is expected to provide
can be expressed in natural language or more precise languages, such as a
task analysis would provide
Architectural design
high-level description of how the system will provide the services required
factor system into major components of the system and how they are
interrelated needs to satisfy both functional and nonfunctional requirements
Detailed design
refinement of architectural components and interrelations to identify
36
modules to be implemented separately the refinement is governed by the
nonfunctional requirements
Verification and validation
Real-world
requirements
and constraints The formality gap
Verification
designing the product right
Validation
designing the right product
Detailed
design
Coding and
unit testing
38
Operation and
maintenance
Usability engineering
The ultimate test of usability based on measurement of user experience
Usability specification
• usability attribute/principle
• measuring concept
• measuring method
• now level/ worst case/ planned level/ best case
Problems
• usability specification requires level of detail that may not be
39
• possible early in design satisfying a usability specification
• does not necessarily satisfy usability
part of a usability specification for a VCR
• effectiveness
• can you achieve what you want to?
• efficiency
• can you do it without wasting effort?
• satisfaction
• do you enjoy the process?
41
some metrics from ISO 9241
Usability Effectiveness Efficiency Satisfaction
objective measures measures measures
• Prototypes
• simulate or animate some features of intended system
• different types of prototypes
• throw-away
• incremental
• evolutionary
• Management issues
• time
• planning
• non-functional features 43
• contracts
Throw-away Prototyping
The prototype is built and tested. The design knowledge gained from this
exercise is used to build the final product, but the actual prototype is
discarded.
44
Incremental Prototyping
• The final product is built as separate components, one at a time.
• There is one overall design for the final system, but it is partitioned into independent
and smaller components. The final product is then released as a series of products,
each subsequent release including one more component.
45
Evolutionary Prototyping
• The prototype is not discarded and serves as the basis for the next iteration of
design. In this case, the actual system is seen as evolving from a very limited initial
version to its final release
46
Techniques for prototyping
Storyboards
need not be computer-based
can be animated
• Two examples:
• Issue-based information system (IBIS) 49
Sub-issue generalizes
questions
Sub-issue
Sub-issue 51
Design space analysis
• structure-oriented
• QOC – hierarchical structure:
questions (and sub-questions)
– represent major issues of a design
options
– provide alternative solutions to the question
criteria
– the means to assess the options in order to make a choice
Option
Criterion
… Consequent …
Question
Question
53
Psychological design rationale
• to support task-artefact cycle in which user tasks are affected by the systems
they use
• aims to make explicit consequences of design for users
• designers identify tasks system will support
• scenarios are suggested to test task
• users are observed on system
• psychological claims of system made explicit
• negative aspects of design can be used to improve next iteration of design
54
Summary
The software engineering life cycle
• distinct activities and the consequences for interactive system
design
Usability engineering
• making usability measurements explicit as requirements
Iterative design and prototyping
• limited functionality simulations and animations
Design rationale
• recording design knowledge 55
• process vs. structure