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=VPv5PmY9BZw
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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=VPv5PmY9BZw
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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=tsalpQyct5U
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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=C3rxCLhzmXY
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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=TXzqXAGvmAY
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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=MVB3IwgUsuw
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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=WK4h9Goa7qc
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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=dQk3pmXpP0E
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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.