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Interaction Design Dr. Jim Rowan Foley Introduction What’s in the Book that we’ll cover.

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Presentation on theme: "Interaction Design Dr. Jim Rowan Foley Introduction What’s in the Book that we’ll cover."— Presentation transcript:

1 Interaction Design Dr. Jim Rowan Foley Introduction What’s in the Book that we’ll cover

2 From the Forward by Jim Foley You will find these things being discussed in just about any discussion of HCI – Know the user The user and the context of operation – Consider the alternatives Generate multiple possibilities to be tested Test these alternatives – Prototype early and often Don’t spend a lot of time developing high fidelity prototypes without testing your ideas against low fidelity prototypes

3 Four phases of a project Know the user and his task Develop low fidelity prototypes of your best initial ideas Test the low fidelity prototypes and select one for further development Develop a higher fidelity prototype, then run more detailed user studies

4 The Book Layout Chapter 2 Understanding the Design Space Design Space? – Stanford University: given the the design parameters that relate to a set of project objectives and goals, design space is the set of possible options that meet objectives and requirements of a specific project. Exploring a design space means evaluating the various design options possible with a given range of possible product, organization and process designs and optimizing with respect to project objectives and constraints such as required spaces and cost.

5 The Book Layout Chapter 1 Interaction Design Overview The user The context The task at hand Were do HCI and ID intersect? What is the user experience? Affective computing… How do you know if you hit the mark?

6 The Book Layout Chapter 3 Understanding the User Understanding human cognition – (How we think about stuff) Mental models – Norman’s Gulfs among them Quan Tran’s Cook’s Collage (p109-110) – Wizard of Oz prototype

7 The Book Layout Chapter 4 Collaboration and Communication – (May skip this one… ) – More on this later Supporting communication and collaboration (You can’t go wrong giving humans another way to talk to one another!)

8 The Book Layout Chapter 5 Affective computing – (May skip this one too… ) The effects of emotion on HCI design – “Warm and Squishy” HCI – Of Kismet, Paperclips and avatars

9 The Book Layout Chapter 6 Interface options The front of the wave… Mixing the Physical and the Electronic

10 The Book Layout Chapter 7 Data Gathering – Direct observation? – Take notes? – Take pictures? – Audio recording? – Video recording? – Questionnaire?

11 The Book Layout Chapter 8 Data Analysis – How do you analyze what we collected – We will pick and choose what to read here… maybe skip entirely

12 The Book Layout Chapter 9 The ID process – We will look at this… right after we discuss Chapter 1

13 The Book Layout Chapter 10 Needs and Requirements – How do you identify user needs? – How do you translate them into requirements? – How do you describe tasks to be performed?

14 The Book Layout Chapter 11 Prototyping – Low fidelity vs high fidelity – Paper prototypes – Wizard of Oz prototypes – You can tell the story to test the design within the team… looking for inconsistencies Scenarios as design descriptions Storyboarding

15 The Book Layout Chapter 12 Evaluation Four Case studies of evaluation

16 The Book Layout Chapter 13 Evaluation process – A practical approach to getting it done – Ethical issues – Institutional Review Board (IRB) Approval is required for involving human subjects! – Informed consent? – Ecological validity in research Neats vs the Messies

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