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Chapter 3 Managing Design Processes. 3.1 Introduction Design should be based on: –User observation Analysis of task frequency and sequences –Prototypes,

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Presentation on theme: "Chapter 3 Managing Design Processes. 3.1 Introduction Design should be based on: –User observation Analysis of task frequency and sequences –Prototypes,"— Presentation transcript:

1 Chapter 3 Managing Design Processes

2 3.1 Introduction Design should be based on: –User observation Analysis of task frequency and sequences –Prototypes, usability, and acceptance testing Usability engineering is becoming a recognized discipline The LUCID (Logical User-Centered Interaction Design) methodology –A framework for scheduling: ObservationDesign Scenario Development Possibly, Social Impact Statement

3 3.2 Organizational Design to Support Usability Organizations are creating usability laboratories Some organizations maintain a centralized human-factors group or a usability laboratory as a source of design and testing techniques (Gould et al., 1991; Nielsen, 1994) The Three Es (Management Strategies) –Enforcement –Exemption –Enhancement

4 3.2 Continued Carroll and Rosson (1985) characterized design in this way: –Design is a process –The design process is nonhierarchical –The process is radically transformational –Design intrinsically involves the discovery of new goals

5 3.3 The Three Pillars of Design 3.3.1Guidelines documents and processes –Words and icons –Screen-layout issues –Input and output devices –Action sequences –Training 3.3.2 User-interface software tools –Software can help customers and users get a clear idea of what a system will look like when it is finished: Menu system Form-filling system –HyperCard and MacroMind Director are two examples of graphical design environments

6 3.3 Continued 3.3.3 Expert reviews and usability testing –Interactive-system designers are doing more testing of system components before release to customers Tests with the intended users Surveys Automated analysis tools

7 3.4 Development Methodologies LUCID Methodology (Six stages) –Stage 1: Develop product concept+ –Stage 2: Perform research and needs analysis –Stage 3: Design concepts and key-screen prototype –Stage 4: Do iterative design and refinement –Stage 5: Implement software –Stage 6: Provide rollout support 12 Areas of Activity

8 3.5 Ethnographic Observation Guidelines for preparing evaluations, field study, analyzing data, and reporting: –Preparation Understand organizational and work culture Familiarize yourself with the system and its history Set initial goals and prepare questions Gain access and permission to observe or interview –Field Study Establish rapport with managers and users Observe or interview users, collect subjective, objective quantitative, qualitative data Follow any leads that emerge from the visits Record your visits –Analysis Compile the collected data Quantify data and compile statistics Reduce and interpret the data Refine the goals and process used –Reporting Consider multiple audiences and goals Prepare a Report and present findings

9 3.6 Participatory Design Involving system users in the design process helps make the design better PICTIVE approach: –Plastic interface for collaborative technology initiatives through video exploration

10 3.7 Scenario Development Scenario development can be conducted by using the following process: –Choosing a scenario of how the software is supposed to be used –Getting user-collaboration through surveys –Presenting common or emergency situations to them

11 3.8 Social Impact Statement for Early Design Review Similar to an environmental impact statement, helps to promote high-quality systems in government-related applications Outline for social impact statement: –Describe the new system and its benefits –Address concerns and potential barriers –Outline the development process

12 3.9 Legal Issues Copyright issues are critical to software development pertaining to user interfaces: –Privacy –Safety and reliability –Copyright protection –Freedom of speech User interfaces, being designs, can be copyrighted simply by putting the copyright on the interface itself


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