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CS 321 Human-Computer Interaction

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Presentation on theme: "CS 321 Human-Computer Interaction"— Presentation transcript:

1 CS 321 Human-Computer Interaction
Today Design from Data Reading: CD Ch. 11, 12, & 13 Thursday Group Discussion: Reading Questions Due ©2001 Southern Illinois University, Edwardsville All rights reserved.

2 Demographic for E-Scheduling
What demographics should you be interested in being sure you interview for the E-Scheduling Project? ©2001 Southern Illinois University, Edwardsville All rights reserved.

3 Design of the System comes from the Customer Data
BUT Design is NOT explicit in the data, it requires a creative leap ©2001 Southern Illinois University, Edwardsville All rights reserved.

4 Data guides, constrains, and suggests directions
See a fact about work See why that fact matters Recognize opportunities and implications of applying technology Turn into concrete design ideas Example: “The Electronic Napkin” ©2001 Southern Illinois University, Edwardsville All rights reserved.

5 Example: The Electronic Napkin
Note to Instructor: The “Electronic Napkin” clearly shows an example of making a creative leap from seeing the implications of how technology could be applied to how people work. In this case recognizing that business lunches usually result in people using napkins to make notes or jot down ideas. ©2001 Southern Illinois University, Edwardsville All rights reserved.

6 Don’t Just Automate Re-Engineer
The design team is in a unique position to re-design the work practice Consolidated models provide an overall picture of the current work practices Redefining roles, lines of communication, physical layouts, sequence of activities, and useful artifacts. Note to Instructor: It is important for students to recognize that just going into a company and automating a current paper process is likely to result in a computer system that will not only have the same problems as the paper one, but is likely going to introduce new ones because it alters the dynamics of a system. The dynamics of the current system likely had ad hoc fixes that may no longer be possible after it is automated, so new ad hoc fixes will have to be created. Design is about recognizing how a system works. The work models are to help designers recognize the different aspects of the work and how people go about their tasks and what problems they encounter. This is to help them see the implications to design of the system they are creating. ©2001 Southern Illinois University, Edwardsville All rights reserved.

7 Consolidated Flow Model
Look for Role Switching Reduce context switch overhead Reduce redundant data entry Support interface consistency across roles Consider role separation Automate roles Look for Role Sharing Tailor data and interface to user Look for Communication Problems between Roles Support lines of communication ©2001 Southern Illinois University, Edwardsville All rights reserved.

8 Consolidated Physical Model
The physical model shows constraints imposed by the environment and the structure people create within the constraints to get their work done. Look for Communication Problems Account for work being spread over various locations Improve the flow of artifacts ©2001 Southern Illinois University, Edwardsville All rights reserved.

9 Consolidated Sequence Model
Reveals structure of the work Intents, triggers, activities, strategies What is the primary intent, and is it worth doing? If it is worth doing, can the sequences and triggers be redesigned? Eliminate steps Automate steps Eliminate breakdowns Provide appropriate triggers ©2001 Southern Illinois University, Edwardsville All rights reserved.

10 Consolidated Artifact Model
Reveals structure and intent of artifacts Information content, organization, usage Look for ways to support intent Support intent more directly Support intents indicated by informal usage Look for Information Content Provide data automatically Support Communication between roles Look for Structure Maintain the distinctions that matter to the user (implies strategy) ©2001 Southern Illinois University, Edwardsville All rights reserved.

11 Getting the Team to be Creative
What is creative thinking? Use crazy, foolish, or impractical ideas as stepping stones to practical new ideas Open yourself up to new possibilities and change. Break the rules occasionally ©2001 Southern Illinois University, Edwardsville All rights reserved.

12 ©2001 Southern Illinois University, Edwardsville All rights reserved.
Creative Interfaces There are many examples of what could be considered creative interfaces. The three on the top are “Skins” created by individuals for RealPlayer. They break many of the design concepts such as visibility of function. But they do so for a reason. Innovation or changing a design should somehow enhance the user experience and/or productivity. In this case it is about expressing individuality just like people’s choices of music. The screen on the bottom is an innovative interface for Unix Network Administration. It uses a first-person shooter game control to control the network and processes running on the network. Again it enhances the user interaction. ©2001 Southern Illinois University, Edwardsville All rights reserved.

13 ©2001 Southern Illinois University, Edwardsville All rights reserved.
Creative Interfaces This web interface creates an interconnected graph to show the relationship between concepts. This is a unique interface that enhances the exploration of a topic. ©2001 Southern Illinois University, Edwardsville All rights reserved.

14 ©2001 Southern Illinois University, Edwardsville All rights reserved.
Creative Interfaces The thumbnail view that MS Windows included in their last couple of releases is an innovation for viewing graphics files. Prior to this users had to come up with lengthy descriptive names or open and close dozens of files looking for the right one. With the thumbnail view it is easy to quickly identify which graphics file you are searching for. ©2001 Southern Illinois University, Edwardsville All rights reserved.

15 ©2001 Southern Illinois University, Edwardsville All rights reserved.
Creative Interfaces This is a graphical programming language developed for creating control systems. It uses a flow chart approach similar to the way non-programmers would think about control. ©2001 Southern Illinois University, Edwardsville All rights reserved.

16 ©2001 Southern Illinois University, Edwardsville All rights reserved.
Creative Interface ©2001 Southern Illinois University, Edwardsville All rights reserved.


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