Imat3712 03 Ucd
Imat3712 03 Ucd
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
offs
Four approaches to interaction
design
From Dan Saffer Designing for Interaction (2010)
Extreme caricatures – mixture in real life
needs
Activity Centred Design
Based on behaviour surrounding particular tasks
Systems Design
Structured, rigorous process, focus on context,
prototypes
What is a user centred
approach?
User-centred approach is based on:
Early focus on users and tasks: directly studying
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
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
Test-and-revise is planned in
DESIGN
PROTOTYPE
EVALUATE
quickly
Idea that whole team can work on the same
understanding context
UX in Agile Development:
Needs
1. Managers and stakeholders get it
Leaders understand why UX is important and
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
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