CHAPTER 3: Managing Design Processes

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CHAPTER 3: Managing Design Processes
Presentation transcript:

CHAPTER 3: Managing Design Processes Designing the User Interface: Strategies for Effective Human-Computer Interaction Fifth Edition Ben Shneiderman & Catherine Plaisant in collaboration with Maxine S. Cohen and Steven M. Jacobs

Organizational Design and Support Usability Design is inherently creative and unpredictable. Interactive system designers blend technical feasibility with a mystical aesthetic sense of what attracts users. Carroll and Rosson characterize design as a process, not a state nonhierarchical radically transformational intrinsically involves the discovery of new goals

Organizational Design and Support Usability “Usability engineering” now a recognized discipline with maturing practices and a growing set of standards Usability engineers and user-interface architects are gaining experience in organizational change Numerous papers and reporting address return on investment (ROI) for usability testing The Usability Professional's Association (UPA) holds annual meetings called the “World Usability Day”

The Four Pillars of Design

The Four Pillars of Design User Interface Requirements Soliciting and clearly specifying user requirements is a key to success in any development activity Laying out the user-interface requirements is part of the overall requirements development and management process User interface requirements describe system behavior Ethnographic Observation Identifying and observing the users in action Discussed later

The Four Pillars of Design Guidelines, documents and processes Each project has different needs, but guidelines should be considered for: Words, icons, and graphics Terminology (objects and actions), abbreviations, and capitalization Character set, fonts, font sizes, and styles (bold, italic, underline) Icons, graphics, line thickness, and Use of color, backgrounds, highlighting, and blinking

The Four Pillars of Design Screen-layout issues Menu selection, form fill-in, and dialog-box formats Wording of prompts, feedback, and error messages Justification, white space, and margins Data entry and display formats for items and lists Input and output devices Keyboard, display, cursor control, and pointing devices Audible sounds, voice feedback, touch input, and other special devices Response time for a variety of tasks

The Four Pillars of Design Action sequences Direct-manipulation clicking, dragging, dropping, and gestures Command syntax, semantics, and sequences Programmed function keys Error handling and recovery procedures Training Online help and tutorials Training and reference materials

The Four Pillars of Design Guidelines creation should be a social process within an organization to help it gain visibility and build support

Process of Design Usability is designed in from the start use a developmental methodology that is user centered don’t call in HCI experts at the end

User-interface software tools Storyboards can use simple drawing tools Paint, Word, Powerpoint can be animated Flash, Ajax Limited functionality simulations some part of system functionality provided by designers Visual Studio, Java LightWeight UI Toolkit Wizard of Oz technique

Expert reviews and usability testing Rehearsals and previews for critics important for opening night of a theatrical production UI designers also need reviews, pilot tests with users and automated testing tools for their interfaces prior to release Chapter 4 covers in more detail

Developmental Methodologies IBM’s Ease of Use development methodology specifies activities by roles and phases

Rapid Contextual Design From Holtzblatt, et al., Rapid Contextual Design: A How-To Guide to Key Techniques for User-Centered Design

Ethnographic Observation Preparation Understand organization policies and work culture. Familiarize yourself with the system and its history. Set initial goals and prepare questions. Gain access and permission to observe/interview. Research Methods Field Study Establish rapport with managers and users. Observe/interview users in their workplace and collect subjective/objective quantitative/qualitative data. Follow any leads that emerge from the visits.

Ethnographic Observation Analysis Compile the collected data in numerical, textual, and multimedia databases. Quantify data and compile statistics. Reduce and interpret the data. Refine the goals and the process used. Reporting Consider multiple audiences and goals. Prepare a report and present the findings.

Participatory Design

Participatory Design Controversial One the positive side, more user involvement brings: more accurate information about tasks more opportunity for users to influence design decisions potential for increased user acceptance of final system

Participatory Design On the negative side, extensive user involvement may: be more co$tly l e n g t h e n the implementation period build antagonism with people not involved or whose suggestions rejected force designers to compromise their design to satisfy incompetent participants show that organizational politics and preferences of certain individuals are more important than technical issues

Participatory Design The two blue levels represent stages of participatory design.

Scenario Development Day-in-the-life scenarios: characterize what happens when users perform typical tasks can be acted out as a form of walkthrough videotape may be used as basis useful tools table of user communities across top, tasks listed down the side table of task sequences flowchart or transition diagram

Social Impact Statement for Early Design Review Describe the new system and its benefits Convey the high level goals of the new system. Identify the stakeholders. Identify specific benefits

Social Impact Statement for Early Design Review Address concerns and potential barriers Anticipate changes in job functions and personnel. Address security and privacy issues. Discuss accountability for system misuse and failure. Avoid potential biases. Weigh individual rights vs. societal benefits. Preserve democratic principles. Ensure diverse access. Promote simplicity and preserve what works.

Social Impact Statement for Early Design Review Outline the development process Present an estimated project schedule. Propose process for making decisions. Discuss expectations of how stakeholders will be involved. Recognize needs for more staff, training, and hardware. Propose plan for backups of data and equipment. Outline plan for migrating to the new system.

Legal Issues Potential Controversies What material is eligible for copyright or patents? What constitutes copyright infringement? Should user interfaces be copyrighted? Evolving public policies related to: Privacy Liability related to system safety/reliability Freedom of speech

Summary Usability engineering novel ideas  standard practices important in product planning now can use developmental methodologies from other fields ethnographic study provides data to guide scenario helps understanding and in developing usability tests need to consider social impacts and legal issues