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5. IxD - fördjupning av tekniker Interaktionsdesign i digitala medier - HT09 Daniel Nylén, Institutionen för Informatik.

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Presentation on theme: "5. IxD - fördjupning av tekniker Interaktionsdesign i digitala medier - HT09 Daniel Nylén, Institutionen för Informatik."— Presentation transcript:

1 5. IxD - fördjupning av tekniker Interaktionsdesign i digitala medier - HT09 Daniel Nylén, Institutionen för Informatik

2 Contextual Design - definition ©Daniel Nylén, 2009 Institutionen för Informatik 2 “Contextual Design starts by recognizing that any system embodies a way of working. A system’s function and structure force users to accept particular strategies, language, and work flow. Successful systems offer a way of working that customers want to adopt.” “Contextual Design is a method that helps a crossfunctional team come to agreement on what their customers need and how to design a system for them.” (Beyer & Holtzblatt, 1999)

3 Contextual Design & IxD ©Daniel Nylén, 2009 Institutionen för Informatik 3 Insamlade data från kunderna är underlaget som vi grundar våra beslut på Dvs: Vilka behov ska vi försöka tillfredställa? Vad ska systemet göra? Hur ska det vara strukturerat? Under FL 2 tog vi upp ett flertal metoder och tekniker som kan användas i olika delar av designprocessen. CD är en metod som tar ett samlat grepp om designprocessen.

4 Contextual Design - 6 steg ©Daniel Nylén, 2009 Institutionen för Informatik 4 1. Contextual Inquiry 2. Work modeling 3. Consolidation 4. Work redesign 5. User Environment Design (UED) 6. Mock-up & test with customers (Beyer & Holtzblatt, 1999)

5 1. Contextual Inquiry ©Daniel Nylén, 2009 Institutionen för Informatik 5 Reveals the details and motivations implicit in people’s work Makes the customer and their work needs real to the designers Introduces customer data as the basis for making decisions Creates a shared understanding of the data throughout the team (Beyer & Holtzblatt, 1999)

6 2. Work modelling ©Daniel Nylén, 2009 Institutionen för Informatik 6 Provides a language for talking about work that can be shared across teams Shows structure of work and makes data from interview coherent Grounds the team conversation in explicit representations (Beyer & Holtzblatt, 1999)

7 3. Consolidation ©Daniel Nylén, 2009 Institutionen för Informatik 7 Provides a map of the customer population Makes sense of vast amounts of qualitative data quickly Identifies the needs of the customer Shows underlying structure of work across customers without losing variation Results in corporate data that can be reused by future projects (Beyer & Holtzblatt, 1999)

8 4. Work redesign ©Daniel Nylén, 2009 Institutionen för Informatik 8 Focuses the team on improving work, not delivering technology Ensures that systems, business alliances, and services fit into the customers’ overall work practice Collects and integrates ideas from the whole team (Beyer & Holtzblatt, 1999)

9 5. User Environment Design (UED) ©Daniel Nylén, 2009 Institutionen för Informatik 9 Maintains coherence of the system from the user’s point of view Captures the structure, function, and flow of the system Focuses the design team on what the system does, not the user interface or implementation Allows for planning and keeps team members focused on the whole system, not just their part (Beyer & Holtzblatt, 1999)

10 6. Mock-up & test with customers ©Daniel Nylén, 2009 Institutionen för Informatik 10 Finds and fixes errors in the new design before any commitment to code Makes users a design partner in developing the new system Shortens arguments in the team through a quick way to resolve disagreements Keeps the team from arguing over user interface detail before the basic structure is right (Beyer & Holtzblatt, 1999)


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