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SBD: Activity Design CS 3724 - HCI Chris North Usability Engineering - Chapter 3.

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Presentation on theme: "SBD: Activity Design CS 3724 - HCI Chris North Usability Engineering - Chapter 3."— Presentation transcript:

1 SBD: Activity Design CS 3724 - HCI Chris North Usability Engineering - Chapter 3

2 Hall of Fame/Shame Presentations

3 Homework Revisited

4 Project: Req’s Analysis revisited

5 Activity design Conceptual models –Abstract objects –Abstract operations

6 e.g. communication Phone: voice, sync, 2 way, remote, 1-1, immediate, –Metaphor: Face to face Cell text IM: text, sync Email: text/files, stored, editable, 1 way, async, 1-M, impersonal, not interupting, ignore –Metaphor: snail mail

7 e.g. project metaphors Find needle in haystack Reading a book, creating mystery novel, choose your own Identifying trends, e.g fashion, stock Multiple Puzzle –Sorting out pieces, categorizing –Border, framework –Pick focus area, unique –Filling in gaps –Show it off

8 e.g. more project ideas Browsing the web Googling, hits To-do lists Notes in margin, textbook Piling, filing, folders Timelines, calendars

9 e.g. project claims Search box –+ narrows list of files –+ flexible, can type any keyword –- searching in wrong files –- irrelevant optoins –- no stemming (“flower(s)”) –- no organization of hits list –- copy&paste, mispelling Piling: –+ focus the searches within piles –- must pre-sort piles Browsing the web: –+ select the hyperlink, no retyping or copy&paste –- less flexible –+ shows us what is ‘searchable’, avoid 0 hit query Googling –+ give hints about similar searches

10

11 Problem scenarios summative evaluation Information scenarios claims about current practice analysis of stakeholders, field studies Usability specifications Activity scenarios Interaction scenarios iterative analysis of usability claims and re-design metaphors, information technology, HCI theory, guidelines formative evaluation DESIGN ANALYZE PROTOTYPE & EVALUATE

12 Summaries: stakeholder, task, and artifact analyses, general themes Root concept: vision, rationale, assumptions, stakeholders Problem scenarios: illustrate and put into context the tasks and themes discovered in the field studies Claims analysis: find and incorporate features of practice that have key implications for use Field studies: workplace observations, recordings, interviews, artifacts SBD and Requirements Analysis

13 Problem scenarios summative evaluation Information scenarios claims about current practice analysis of stakeholders, field studies Usability specifications Activity scenarios Interaction scenarios iterative analysis of usability claims and re-design metaphors, information technology, HCI theory, guidelines formative evaluation DESIGN ANALYZE PROTOTYPE & EVALUATE Functionality Look and feel

14 product data browsing searching ordering payment customer data SYSTEM FUNCTIONALITY LOOK & FEEL icons links menus layout navigation labels fields security feedback The Two Faces of HCI Design Activity Design Information & Interaction Design

15 Problem scenarios: work from current practice to build new ideas Activity design scenarios: transform current activities to use new design ideas SBD: Activity Design Transform old activities to new activities that use technology Focus on system “ what ”, not “ how ” (why?) “conceptual design”, “task-level design” Focus on improvements Iterative Goal: work from problems and opportunities of problem domain to envision new activities

16 Problem scenarios: work from current practice to build new Activity design scenarios: transform current activities to use new design ideas Claims analysis: identify, illustrate, and document design features with key implications Activity design space: brainstorm implications of metaphors and technology Problem claims: look for design ideas that address negatives, but keep positives HCI knowledge about activity design SBD: Activity Design +/-

17 Envisioning new activities Effectiveness: meets users’ needs Innovative technology vs. tried-and-true Generality vs. specific tasks Comprehension: understandable, predictable Mental models Metaphors Satisfaction: accomplishment, motivating Automation vs. user control Individual vs group needs

18 Activity design process 1.Design alternatives Focus on fixing -’s, preserving +’s Informal methods: –Brainstorm –Try metaphors –Apply technologies –Explore “what if”s, Be creative, out of the box Systematic methods: –Identify design space -- Morphological Box 2.Rework scenarios with new design ideas Participatory design Coherence, completeness 3.Track claims +/-, rationale 4.Iterate

19 The Morphological Box  Identify dimensions of the design space  Enumerate all possible solutions PBJ sandwich, on whole wheat, no butter

20 Designer’s Model User’s Mental Model Cashier Systematic, logical, comprehensive Ad hoc, informal, incomplete The Web Cart +-+- Metaphors bridge the gap

21 Brainstorming  Developed in response to “group think”  Basic rules:  Someone keeps list so everyone can see  No idea is too wild  No evaluation  Silence does not mean “DONE”  Fun and “light weight”

22 Grocery shopping – Reqs analysis review? Soccer mom: Shopping cart: + - Shelves/Aisles: + -

23 Metaphors for Grocery Shopping?

24 New activity scenario? Online grocery Soccer mom story:

25 Grocery shopping – Reqs analysis review Soccer mom: Screaming kids Large quantity search strategy, lists Browsing strategy? weekly repeats Large Shopping cart: + 1 slot for 1 kid + Pile stuff, big stuff underneath - >1 kid? - must push, heavy Shelves + see lots of stuff fast - hard to find stuff - lots of walking

26 Metaphors for grocery shopping Pizza delivery + stay home - no browsing Cookbook + meal oriented - no customization? Vending machine Menu for search stuff + Automating retrieval of items - get top item only, can’t pick unbruised fruit…

27 New activity scenario Online grocery Soccer mom story: Puts screaming kids outside Repeating purchases using order template Search for items quickly Gets helpful linked recommendations: beer + diapers How does she Browse? Online coupons/specials… Items get packed for her and delivered to her door (or maybe she picks up, they load into her van for her) But She notices some items are not correct.

28 The Morphological Box  Identify dimensions of the design space  Enumerate all possible solutions PBJ sandwich, on whole wheat, with butter

29 Grocery Shopping – design dimensions?

30 Grocery Shopping – design dimensions Online vs. Store Browse vs. Search Deliver vs. Pickup

31 Morph. Box for Grocery Shopping onlinestore Browse llbeankroegers Search Ebay, Pizza by phone Mcdonalds location navigation Possible new ways to grocery shop?

32 Problem scenarios summative evaluation Information scenarios claims about current practice analysis of stakeholders, field studies Usability specifications Activity scenarios Interaction scenarios iterative analysis of usability claims and re-design metaphors, information technology, HCI theory, guidelines formative evaluation DESIGN ANALYZE PROTOTYPE & EVALUATE

33 Execution Action plan System goal Last month’s budget... ? Interpretation Perception Making sense GULF OF EVALUATION GULF OF EXECUTION Stages of Action in HCI Information design Interaction design Human- computer interaction Task goal

34 Homework #2 Due Thurs Study Usability Case library Garden.com Requirements analysis Create an HTA for planning a garden Use existing analysis – stuff you didn’t know Add own/friends’ knowledge Hierarchical decomposition Be thorough

35 Project Step 2 – Reqmts Analysis Due next Thurs Do the UE process Identify stakeholders Observe, interview, survey Analyze data Develop representations Users Problem scenarios Claims What’s the REAL problem?


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