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Prof. James A. Landay University of Washington Spring 2008 Web Interface Design, Prototyping, and Implementation Ubicomp Design Pre-Patterns May 29, 2008.

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Presentation on theme: "Prof. James A. Landay University of Washington Spring 2008 Web Interface Design, Prototyping, and Implementation Ubicomp Design Pre-Patterns May 29, 2008."— Presentation transcript:

1 Prof. James A. Landay University of Washington Spring 2008 Web Interface Design, Prototyping, and Implementation Ubicomp Design Pre-Patterns May 29, 2008

2 CSE490L - Spring 2008Web Interface Design, Prototyping, & Implementation2 Hall of Fame or Shame? http://www.dol.wa.gov/

3 CSE490L - Spring 2008Web Interface Design, Prototyping, & Implementation3 Hall of Fame http://www.dol.wa.gov/ UI is clean & uncluttered Multiple language options are clearly indicated Similarity & connectedness to present strong aesthetic & indicate navigation –ex. of Gestalt Principles Use of red/green troubling, but not an issue in this UI White/gray contrast poor

4 Prof. James A. Landay University of Washington Spring 2008 Web Interface Design, Prototyping, and Implementation Ubicomp Design Pre-Patterns May 29, 2008

5 CSE490L - Spring 2008Web Interface Design, Prototyping, & Implementation5 Outline Review user testing Design Patterns vs. Pre-Patterns Ubicomp Design Pre-Patterns Digital Home Pre-Patterns Meet with Project Groups

6 CSE490L - Spring 2008Web Interface Design, Prototyping, & Implementation6 Review of User Testing Examples of bottom line data are? –time, error rate, task completion %, … Using bottom line data requires ???? to get statistically reliable results –more participants Want to know what people are doing & why? collect –process data Between vs. within groups? –between groups: everyone participates in one condition –within groups: everyone participates in multiple conditions Automated usability. What are the tradeoffs? –faster than traditional techniques –can involve more participants  convincing data –tradeoff with losing observational data

7 What Are Design Patterns? Design patterns communicate common design problems and good solutions in a compact form

8 Design Patterns for Ubicomp? Ubicomp pushes computing into physical world –Wireless networking, sensors, devices Still in early phases of ubicomp, so why create a pattern language now? Speed up diffusion of interaction techniques and evaluation results Help us see links between ideas, see what’s missing –Like first periodic table Help designers avoid bad standards –Avoid blue links and poor privacy

9 Our Work on Ubicomp Design Patterns Developed 45 patterns for ubicomp Evaluation with sixteen pairs of designers (32 total) –9 pairs in first round of eval, 7 pairs in second round –Compared the design of a location- enhanced app with and without patterns –Better communication? Novices and experts? Privacy?

10 Method for Creating the Patterns Iterative process over three months Literature review to extract ideas –Tried to do top-bottom, too hard –Bottom-up much easier, card sorting to organize into groups 80 pattern candidates, focusing on interaction design –2 pages each –Critiqued by four other researchers Cut to 45 patterns for the first evaluation

11 Example Pattern A12 – Enabling Mobile Commerce

12

13 CSE490L - Spring 2008Web Interface Design, Prototyping, & Implementation13 Design Patterns Moving Beyond Web

14 CSE490L - Spring 2008Web Interface Design, Prototyping, & Implementation14 Design Patterns Moving Beyond Web

15 Images

16 A – Ubiquitous Computing Genres B – Physical-Virtual Spaces C – Developing Successful Privacy D – Designing Fluid Interactions Describes broad classes of emerging applications, providing many examples and ideas Associating physical objects and spaces with information and meaning; location-based services; helping users navigate such spaces Policy, systems, and interaction issues in designing privacy- sensitive systems How to design for interactions involving dozens or even hundreds of sensors and devices while making users feel like they are in control Upfront Value Proposition (A1) Personal Ubiquitous Computing (A2) Ubiquitous Computing for Groups (A3) Ubiquitous Computing for Places (A4) Guides for Exploration and Navigation (A5) Enhanced Emergency Response (A6) Personal Memory Aids (A7) Smart Homes (A8) Enhanced Educational Experiences (A9) Augmented Reality Games (A10) Streamlining Business Operations (A11) Enabling Mobile Commerce (A12) Active Map (B1) Topical Information (B2) Successful Experience Capture (B3) User-Created Content (B4) Find a Place (B5) Find a Friend (B6) Notifier (B7) Fair Information Practices (C1) Respecting Social Organizations (C2) Building Trust and Credibility (C3) Reasonable Level of Control (C4) Appropriate Privacy Feedback (C5) Privacy-Sensitive Architectures (C6) Partial Identification (C7) Physical Privacy Zones (C8) Blurred Personal Data (C9) Limited Access to Personal Data (C10) Invisible Mode (C11) Limited Data Retention (C12) Notification on Access of Personal Data (C13) Privacy Mirrors (C14) Keeping Personal Data on Personal Devices (C15) Scale of Interaction (D1) Sensemaking of Services and Devices (D2) Streamlining Repetitive Tasks (D3) Keeping Users in Control (D4) Serendipity in Exploration (D5) Context-Sensitive I/O (D6) Active Teaching (D7) Resolving Ambiguity (D8) Ambient Displays (D9) Follow-me Displays (D10) Pick and Drop (D11)

17 Bus Stops for Relating Patterns

18 CSE490L - Spring 2008Web Interface Design, Prototyping, & Implementation18 Digital Home Design Pre-Patterns http://tonio.cs.washington.edu/

19 Summary Design patterns for ubicomp –30 patterns in current set Evaluation with 16 pairs of designers –Generally useful in design task for generating and communicating design ideas –Still didn’t use privacy patterns

20 CSE490L - Spring 2008Web Interface Design, Prototyping, & Implementation20 Next Time The Future of the Web


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