Information System Design Info-440

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Presentation transcript:

Information System Design Info-440 Autumn 2002 Session #2

Agenda Admin: Assignments & deliverable guidelines registration Norman’s design vocabulary Assignment #1 Break Mental and conceptual models Norman’s model of interaction: Seven stages of interaction Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Quick review Definitions Gatorade bottle case Design Method Usability: Learnability, Efficiency, etc. Gatorade bottle case Small, near transparent, details matter a lot Challenge to look beyond the surface Designing a mere bottle is very complicated Quick overview of syllabus – Questions? Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Admin: Deliverable guidelines Standard cover sheet Standard formatting Grading guidelines Late policy Re-grading policy Academic honesty *See website for details Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Assignments Design exercises (4 assignments) Studying artifacts Organize facts and deriving concepts (group) Conceptual modeling & system specification Usability assessment Interactive prototype project Four intermediate deliverables during quarter Final deliverable: 13 December Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Assignments (cont.) Weekly quizzes Participation 20min Short answers Ask questions, give answers Show work, accept criticism Develop an on-line journal (Catalyst Portfolio) Post to discussion board Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Norman’s design vocabulary

Affordances Will the ball roll? Yes! But, how do you know? Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Affordances Objects have certain natural tendencies (push, pull, roll, etc.) Which of these doors can you pull? Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

My Watch What do the buttons do? Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

My Watch Lots of functions Timer Calendar Alarm Stop watch Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

My Watch Goal: Does this watch have a light? Its not easy to decide. Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Using Norman’s vocabulary The watch light has no visibility It’s hidden at the edge of the watch No mapping between button and function Nothing indicates which button is for the light The feedback from the buttons is very subtle and confusing Display changes, sound, light mine if there is a light The mode button has an affordance (appropriate cue) but it is fairly weak Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Key terms from Norman’s Chapter Afforance Natural mappings Feedback Constraint Visibility Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Criticizing designs A key problem: Language poverty Solution: Examples: user friendly, intuitive, natural, consistent.. Different people, interpret concepts differently Solution: Language that identifies common problems More rigorous meanings Open to non-specialists (everyone) Norman’s language is a superb contribution Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Design Exercise #1

Part I Identify a breakdown in the world Document it Spend time observing people Look for interesting interactions Document it Explain it with Norman’s vocabulary Propose a solution Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

My bad day at the gas pump Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Part II Select a scene where an object is being used by a person Boring example: Lance Armstrong drinking from Gatorade bottle Describe Person and object Tasks that can be carried out with object New features (you invent them) Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Deliverable A presentation (powerpoint) Audience Seven slides Your peers Assume informal presentation Seven slides Say only what is important Simple, direct presentation Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Conceptual Models

Definitions Conceptual model An account of the entities and relationships in a system Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Nuclear power plan (normal) Relief value Pressurizer Level Reactor Liquid water Pump Vincent, K. (1999). Cognitive Work Analysis. New York: Lawrence Erlbaum Associates. Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Nuclear power plan (abnormal) Relief value Pressurizer Level (high) Reactor Liquid water Steam Pump Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Definitions Mental model User model vs. design model The knowledge of a system within a person’s head You can elicit a mental model from a user User model vs. design model Designers usually have different mental models than users Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Models: Others are possible Document: Conceptual model DESIGNER: Design Model USER: User Model System: System Image PLUS manual watch Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Summary Know the differences between: Conceptual model Mental model User model Design model System image More on Conceptual models in Week #4 See Benyon, Green & Bental (1999) Copyright David Hendry (INFO-440 session 2 - 10/02/2002)

Next time Work on Read Next week Design Exercise #1 (Due: 9 Oct) Beyer & Holtzblatt, chapter #3 Interactive prototyping project Next week Requirements analysis Copyright David Hendry (INFO-440 session 2 - 10/02/2002)