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7/30/2019 ID Ppt_Block 1_Unit 3-2
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DESN S364
Fundamentals of Interaction Design (ID)
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Block 1: Unit 3
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Unit 3: The process of interaction design,
and being user-centered
This unit discusses some of the practical issues involved in
developing interactive products In particular, it considers the
importance of being user-centered and the different ways of
achieving this II also discusses different lifecycle models for
developing interactive products, concentrating on the ID
lifecycle that underpins this course.
This discussion is supported by a substantial case study.This is based upon a UK company called Tokairo and the
approach they look to designing the interaction for a record-
keeping system for lorry drivers.
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Learning Aims:
When you have finished study of theBlock 1- Unit 3
, you will be able to do thefollowing:
Identify stakeholders.
Create simple designs and choose between.
Understand a variety of different lifecycle models, in particular the lifecyclemodel for interaction design.
Interpret a case study using the ID activities and characteristics of the ID process.
Explain the principles underpinning user-centred development.
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Block 1: Unit 31 What is interaction
design about?
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What is interaction design about?
In interaction design, we investigate the
artifacts use and target domain by taking
a user-centered approach to development.
This means that users concern direct the
development rather than technical
concerns,
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What is interaction design about?
Interaction design involves developing aplan which is informed by the products
intended use, target domain, and relevant
practical considerations.
Alternative designs need to be generated,
captured, and evaluated by users.
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Four basic activities of interaction design(p. 17 of the Set Book)
1. Identifying needs and establishing requirements
2.Developing alterative designs
3.Building interactive versions of the designs
4.Evaluating designs
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QuestionImagine that you want to design an electronic
calendar or diary for yourself.
You might use this system to plan your time, recordmeetings and appointments, mark down peoples
birthdays.
Draw a sketch of the system outlining itsfunctionality and its general look and feel.
Activity:
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MONTH
DAY
9:30
Meeting John (notes)
DAY
To do:
contact Daniel
turn to next page
link to address book
link to notes section
Notes section
address and telephone section
An outline sketch of an electronic calendar
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Answer
Design is influenced by the paper-based book.
This calendar should allow me to record meeting and appointments,
so I need a section representing the days and months.
I need a section to take notes as I am a prolific note-taker.
Enter contact details in my address book.
Ive tried to incorporate electronic capabilities.
Mixed features of different systems or other record-keeping support
together .
Activity:
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Sketches are an essential designers tool for capturing preliminary observations
and ideas. If they are fluent and flexible they support creativity. Sketches can be
concrete or abstract, representational or symbolic, loose or tight, improvisational or
rehearsed.
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If an idea is criticized before being expressed it dies prematurely. Design as
opposed to craft has this quality of separate phases or modes. For example, an
Express mode, producing many choices can be followed by a Test phase, followed
by a Cycle phase where the next strategy is chosen. The basic design process is
seen as cyclic or iterative.
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There is a danger in iteration if alternatives are not
considered, if you are only working on one design at a time,comparisons are never drawn, criteria are never challenged.
At the core of invention might be a hunch followed by a hack
followed by another hunch (craft) but an idea orgeneralization is needed for generating alternatives,
prototypes and tests (design). The goal is principles, which
organize the value of a product which creates a market
which creates a paradigm and we are back to a fixed orbit.
Design is the transfer orbit that gets us out of a small orbitinto a larger one.
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http://www.youtube.com/watch?v=VPv5PmY9BZw7/30/2019 ID Ppt_Block 1_Unit 3-2
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Human-Computer Interaction Guidelines
http://www.youtube.com/watch?v=VPv5PmY9BZwhttp://www.youtube.com/watch?v=VPv5PmY9BZwhttp://www.youtube.com/watch?v=VPv5PmY9BZw7/30/2019 ID Ppt_Block 1_Unit 3-2
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Human Computer Interaction with Shadow
http://www.youtube.com/watch?v=tsalpQyct5Uhttp://www.youtube.com/watch?v=tsalpQyct5Uhttp://www.youtube.com/watch?v=tsalpQyct5U7/30/2019 ID Ppt_Block 1_Unit 3-2
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Video 1: Interaction Design
http://www.youtube.com/watch?v=C3rxCLhzmXYhttp://www.youtube.com/watch?v=C3rxCLhzmXYhttp://www.youtube.com/watch?v=C3rxCLhzmXY7/30/2019 ID Ppt_Block 1_Unit 3-2
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Video 2: Interaction Design Interactive Prototype
http://www.youtube.com/watch?v=TXzqXAGvmAYhttp://www.youtube.com/watch?v=TXzqXAGvmAYhttp://www.youtube.com/watch?v=TXzqXAGvmAY7/30/2019 ID Ppt_Block 1_Unit 3-2
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Video 3: Video Sketching Presentation
http://www.youtube.com/watch?v=MVB3IwgUsuwhttp://www.youtube.com/watch?v=MVB3IwgUsuwhttp://www.youtube.com/watch?v=MVB3IwgUsuw7/30/2019 ID Ppt_Block 1_Unit 3-2
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Video 4: Sketch Based Rapid Interaction Prototyping
http://www.youtube.com/watch?v=WK4h9Goa7qchttp://www.youtube.com/watch?v=WK4h9Goa7qchttp://www.youtube.com/watch?v=WK4h9Goa7qchttp://www.youtube.com/watch?v=WK4h9Goa7qc7/30/2019 ID Ppt_Block 1_Unit 3-2
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Video 5: Interaction Design
http://www.youtube.com/watch?v=dQk3pmXpP0Ehttp://www.youtube.com/watch?v=dQk3pmXpP0Ehttp://www.youtube.com/watch?v=dQk3pmXpP0E7/30/2019 ID Ppt_Block 1_Unit 3-2
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Block 1: Unit 3
2 Some practical issues
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Identifying stakeholders
People or organisations who will be affected by the
system or who have a direct or indirect influence
on the system requirements.
(Kotonya and Sommerville, 1998)
A ti it
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Draw a stakeholder diagram for the supermarket check-out
system. You diagram should be similar to the following one.
Activity:
BeneficiariesCustomers/users
Shareholders
Senior management
Decision makersManagement providing
access to resources
WorkersFront-line staff
Development and
implementation team
GatekeepersManagers providing
access to front-line staff
in order to establish the
requirements
At Home website
Stakeholder diagram for theAt Home website
Stakeholder diagram for the supermarket check-out system
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BeneficiariesCheck-out operators
Customers
Supermarket ownersSuppliers (if sales increase)
Decision makersSupermarket managers
IT managersSuppliers (may need to
modify packaging)
Workers
Check-out operators(involved in establishing
the requirements and
testing)
Development team
Warehouse staff (if sales
increase)
GatekeepersManagers providing
access to front-line staff
in order to establish the
requirements
Supermarket
check-outsystem
Stakeholder diagram for the supermarket check out system
Activity:
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Draw a design for an electronic calendar system that is
radically different to the outline sketch. Three photographs are
included to help inspire you for this task. You only need to draw
a single sketch in order to illustrate your design.
Activity:
Inspiring images
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March
Now enter the
date:
3.Display shows month.
1. Select calendar
using menus.
4.Press keys to choose date
Display will then show inplain text the bookings for
the day.
2.Press keys to choose
month e.g. 3 for March.Default is the current year.
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Block 1: Unit 3
3 Lifecycle models: showinghow the activities are related
A simple interaction design model
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A simple interaction design model
Identify needs/establish requirements
Evaluate
Build aninteractive
version
Design
Final product
The waterfall life cycle model of
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The waterfall life cycle model of
software development model
Requirements analysis
Code
Maintenance
Design
Test
A basic Rapid Applications Development (RAD)
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A basic Rapid Applications Development (RAD)
lifecycle model of software development
Project initiation
Iterative design and build
Implementation
review
Joint Application Development (JAD) workshops
Evaluate final system
The Star lifecycle model
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The Star lifecycle model
Evaluation requirements/
specification
Conceptual design/formal
design representation
Implementation
Task analysis/
functional analysis
Prototyping
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Block 1: Unit 3
4 A worksheet processing system fordistributed logistics depot networks:
Tokairo case study.
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Block 1: Unit 3
5 Why is it important toinvolve users at all?
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Block 1: Unit 3
6 What is a user-centred approach?
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The five principles of user-centred development
1. Users tasks and goals are the driving force behind the development.
2. Users behaviour and context of use are studied and the system is
designed to support them.
3. Users characteristics are captured and designed for.4. Users are consulted throughout development from the earliest phases
to the latest, and their input is seriously taken into account.
5. All design decisions are taken within the context of the users and
tasks.
These all expand the principle of early focus on users and tasks.
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Assume that you are involved in developing a new e-commerce site for selling
garden plants. Suggest ways of applying the above principles in this task.