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Imat3712 03 Ucd

The document discusses user-centered design in human-computer interaction, emphasizing the importance of involving users throughout the design process. It outlines various approaches to interaction design, iterative development, and the challenges of integrating UX in agile methodologies. Key activities include establishing requirements, designing alternatives, prototyping, and evaluating user feedback to create effective systems.

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Alin Linca
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0% found this document useful (0 votes)
6 views30 pages

Imat3712 03 Ucd

The document discusses user-centered design in human-computer interaction, emphasizing the importance of involving users throughout the design process. It outlines various approaches to interaction design, iterative development, and the challenges of integrating UX in agile methodologies. Key activities include establishing requirements, designing alternatives, prototyping, and evaluating user feedback to create effective systems.

Uploaded by

Alin Linca
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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IMAT 3712

Human Computer
Interaction
User Centred Design
Acknowledgements
 Some slides originated in
 Lectures developed by Howell Istance
 Lectures developed by John Burns
 Supporting PowerPoint materials for Interaction

Design by Sharp, Preece and Rogers


 Chapter 1 of McCracken and Wolfe, User-Centred

Website Development, Prentice Hall, 2003


Overview
 Different approaches to interaction design
 User centred design
 Importance of involving users
 Iterative design
 Agile UX
What is involved in interaction
design?
 Interaction design is a process:
 a goal-directed problem solving activity

informed by intended use, target domain,


materials, cost, and feasibility
 a creative activity involving imagination
 a decision-making activity to balance trade-

offs
Four approaches to interaction
design
 From Dan Saffer Designing for Interaction (2010)
 Extreme caricatures – mixture in real life

 User Centred Design


 The user knows best – focus is user goals and

needs
 Activity Centred Design
 Based on behaviour surrounding particular tasks
 Systems Design
 Structured, rigorous process, focus on context,

good for complex problems


 Genius Design
What is a user centred
approach?
 You don’t know what the users want and need
 Even if you’re a user, you’re not a typical user
 There may not be a typical user

 The users don’t know what the users want and


need
 Know a lot about needs and situations
 Don’t know how to tell you – how to turn their

insight into usable requirements


 Don’t know what technology can give them
 Think of new requirements when they see

prototypes
What is a user centred
approach?
 User-centred approach is based on:
 Early focus on users and tasks: directly studying

cognitive, behavioural, anthropomorphic &


attitudinal characteristics
 Empirical measurement: observing and

analysing users’ reactions and performance to


scenarios, manuals, simulations & prototypes
 Iterative design: when problems are found in

user testing, fix them and carry out more tests


 Talking to users: users know things you don’t

about what they want and need


Importance of involving users
 Understand user needs
 Functionality
 Matching system to human capabilities
Importance of involving users
 Expectation management
 Realistic expectations
 No surprises, no disappointments
 Timely training
 Communication, but no hype
Importance of involving users
 Ownership
 Make the users active stakeholders
 More likely to forgive or accept problems
 Can make a big difference to acceptance and

success of product
Clashes with needs and
expectations
 Within-function interactions – speed, memory load,
behaviour of controls, format of information
displays…
 Functions – operations don’t match users’
conception of tasks
 Tasks – developers haven’t identified all the tasks
the users want or need to perform
Clashes with needs and
expectations
 Activities – developers have misunderstood the
nature of some or all of the users’ activities
 Architecture – system design can’t support
workload, or enable modification of feature sets, or
is incompatible with other systems
 Development process – developers and users have
clashing expectations of project, or process can’t
support identification of requirements
Who are the
users/stakeholders?
 Not as obvious as you think:
 those who interact directly with the product
 those who manage direct users
 those who receive output from the product
 those who make the purchasing decision
 those who use competitors’ products

 Three categories of user (Eason, 1987):


 primary: frequent hands-on
 secondary: via someone else
 tertiary: affected by its introduction, or will

influence its purchase


Who are the stakeholders?
Check-out operators

Suppliers

Local shop
owners

Customers
Managers and owners
Degrees of user involvement
 Member of the design team
 Full time: constant input, but lose touch with

users
 Part time: patchy input, and very stressful
 Short term: inconsistent across project life
 Long term: consistent, but lose touch with users
 Consultant
 Interviewed, shown prototypes, as needed
 Newsletters and other dissemination devices
 Reach wider selection of users
 Need communication both ways
 User involvement after product is released
Four basic activities
1. Establishing requirements
2. Designing alternatives
3. Prototyping
4. Evaluating

 How should these be organized?


Iterative development
 Setting your requirements in concrete at beginning
doesn’t work well for interactive systems

 Iterative interaction design…


 Your first interface designs aren’t your best
 You can’t fully understand user requirements for

interactive systems before you’ve tested


prototypes
 There will be usability glitches

 Repeating design, development, testing


 Recognize mistakes, quickly

Iterative development
 After preparatory phase, REPEAT
 ANALYSE
 DESIGN
 PROTOTYPE
 EVALUATE

UNTIL satisfactory, or out of time

 Test-and-revise is planned in

 RAD is an example of an iterative development


methodology
Iterative development

DESIGN

PROTOTYPE

EVALUATE

MEET USER READY TO


SPECIFICATIONS? IMPLEMENT
NO YES
Rapid Application Development
 RAD
1. Methodology proposed by James Martin
2. More general term for rapid iterative
development

 User Design employs


Joint Application
Development techniques
(developers collaborate with
users to produce models and
prototypes)
UX in Agile Development
 Agile and UX don’t mix… easily

 Agile Manifesto didn’t involve UX practitioners


 About the problems faced by programmers
 UX doesn’t turn up in the rhetoric of agile
 Development methodologies in all industries
address problems their instigators find
challenging…
 Main agile software methodologies (Scrum, XP,

etc) focus on solving problems that make coding


hard
 Technology-centric, not user-centric
 Not obvious how to get interface design
UX in Agile Development:
Problems
 Tight turnround times for new versions make
interaction design hard to do right
 Idea that you can divide development into small

units of functionality – doesn’t always fit UX


perspective
 Idea that changes in functionality can happen

quickly
 Idea that whole team can work on the same

aspect of a project at once


 Creates pressure to create, test, refine, deliver

interface designs unrealistically fast


 Cuts out space for big picture thinking and

understanding context
UX in Agile Development:
Needs
1. Managers and stakeholders get it
 Leaders understand why UX is important and

what good UX needs


2. UX people show leadership
 Point out assumptions
 Teach, explain, so developers get it

3. Agile process is actually flexible


 Don’t do rigid scrum without getting the point of

agile!
4. UX pros and developers are part of the same team
 Ownership of project and mutual respect
 Interact as much as needed
UX in Agile Development:
Solutions
 Get UX perspective into project planning
 Get UX perspective into setting sprint goals

 You CAN have a UX team using Scrum, figuring out


the designs, a few sprints ahead of the dev teams
 Do you have enough interaction, mutual respect,

mutual support?
The guiding principle
 Design cost-effectively!
 Explore alternatives
 Find out what users want to do with your system
 Find problems and weaknesses with design

proposals
 Avoid premature commitment
 Don’t invest effort into elaborating or

implementing a design before you’ve done what


you can (with earlier versions) to make sure it’s
the right design

 Don’t work harder, work smarter!


Pixar:
Iterative development of films
 “Early on, all of our movies suck. That's a blunt
assessment, I know, but I… choose that phrasing
because saying it in a softer way fails to convey
how bad the first versions of our films really are.
I'm not trying to be modest or self-effacing by
saying this. Pixar films are not good at first, and
our job is to make them go… from suck to non-
suck. We are true believers in the iterative process
- reworking, reworking and reworking again, until a
flawed story finds its throughline or a hollow
character finds its soul.”

-- Ed Catmull, the president of Pixar


Reading
 Chapter 2 of Rogers, Sharp, Preece, Interaction
Design, 6th ed. (Otherwise the chapter on
development process in earlier editions.)
 (Also useful) Chapter 1.4-1.6 of Stone, Jarrett,
Woodroffe, Minocha, User Interface Design and
Evaluation
Reading
 Short web article by Page Laubheimer, Agile Is not
Easy for UX: (How to) Deal with It
 https://www.nngroup.com/articles/agile-not-easy-ux/
 Very short video by Hoa Loranger on making agile
UX dev work by getting UX focus into project
planning
 https://www.nngroup.com/videos/does-agile-destroy-ux/
 Very short video by Anna Kaley on how to do UX
design at a sprint
 https://www.nngroup.com/videos/design-sprints/
 Very short video by Rachel Krause on how to get a
user focus in sprint reviews
 https://www.nngroup.com/videos/sprint-reviews/
The textbook
Yvonne Rogers
Helen Sharp
Jenny Preece
Interaction Design,
6th ed
Wiley, 2023
ISBN 978-1-119-90109-9

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