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Principles of User-Centered Design CSCI 4800/6800 Feb. 1, 2006

Principles of User-Centered Design

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Principles of User-Centered Design. CSCI 4800/6800 Feb. 1, 2006. What is design?. Finding the right components of a physical structure A goal-directed problem-solving activity - PowerPoint PPT Presentation

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Page 1: Principles of User-Centered Design

Principles of User-Centered Design

CSCI 4800/6800

Feb. 1, 2006

Page 2: Principles of User-Centered Design

What is design?

Finding the right components of a physical structure A goal-directed problem-solving activity Simulating what we want to make or do before we

make or do it – as many times as may be necessary to feel confident in the final result

Engineering design: “the use of scientific principles, technical information and imagination in the definiton of a mechanical structure, machine or system to perform pre-specified functions with the maximum efficiency and economy.

Page 3: Principles of User-Centered Design

Approaches

Formal specifications Custom crafted / creative

Page 4: Principles of User-Centered Design

User-Centered Design

Principles– Make user issues central in the design process– Carry out early testing and evaluation with users– Design iteratively

Page 5: Principles of User-Centered Design

Methods for UCD

Soft Systems Methodology (SSM) Open Systems Task Analysis (OSTA) Multiview Star Life Cycle

Page 6: Principles of User-Centered Design

Soft Systems Methodology

Focuses on planning Approach developed by Checkland, Schloes

’81, ’91 Emphasis : understand the problem and its

situation

Page 7: Principles of User-Centered Design

SSM

Page 8: Principles of User-Centered Design

Stages in SSM

Stages 1 and 2 – obtain “rich expression” of the problem: meetings with stakeholders

Stage 3 – obtain precise definition of the system

Stage 4 – produce conceptual models: abstract representation, “root definition”

Page 9: Principles of User-Centered Design

SSM, “root definition”

• C - Clients (people who will benefit/suffer) • A - Actors (who is involved with system) • T - Transformation (purpose) • W - Weltanschauung/World View

(perspective from which root definition is formulated)

• O - Owners (who has commissioned system) • E - Environment

Page 10: Principles of User-Centered Design

SSM

Stage 5 – compare “root definition” of stage 4 with “rich expression” of stage 2; iterate until gaps are filled

Stage 6 – identify changes Stage 7 – recommend an action

Page 11: Principles of User-Centered Design

SSM

Benefits for HCI engineering:– Identifies people, constraints, view of system– Develops conceptual models

Page 12: Principles of User-Centered Design

Cooperative Design

Participative design – users participate in design process

Sociotechnical design – considers both social and technical alternatives/solutions to/ aspects of problems

OSTA – Open Systems Task Analysis (Eason, Harker ’89)

Page 13: Principles of User-Centered Design

OSTA

Page 14: Principles of User-Centered Design

OSTA

Specified together:– Technical requirements

System structure, functionality

– Social system requirements Usability, acceptability

Goal:– Provide method for understanding what occurs

when computer system is introduced into a working environment

Page 15: Principles of User-Centered Design

OSTA – Systems Analysis (top)

1. Primary task stated (goals of group of workers identified) 2. Task inputs identified - usually come from outside the system - character of inputs

may vary & affect way system behaves 3. External environment - including physical environment, economic, political

conditions, demand for task output 4. Transformation processes described typically - object/action flowchart of objects

to be transformed & actions neccessary to transform them with annotations

Page 16: Principles of User-Centered Design

OSTA – technical and social

5. Social system analyzed • Roles of people in relation to one another • Characteristics & qualities of users of new system

6. Technical system analyzed - how will new system be integrated with others systems & what remains of the old system?

7. Performance satisfaction – for social system under new technical systems

8. Requirements for new technical system, based on the task analysis• Functionality, usability, acceptability

Page 17: Principles of User-Centered Design

Problems:

Need expert to guide the design process Ability to integrate with other design

processes/methods Need “right” organizational and political climate Cost-effective???

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Multiview

Combines sociotechnical and soft-systems approaches Stage 1: create PTM (primary task model) – similar to

“root def” Stage 2: conceptual modeling of info flows/ structure,

produce FM (functional model), ER model, dataflow models

Stage 3: design people tasks (PT), role sets (RS), and computer task requirements (CTR)

Stage 4: design the HCI Stage 5: technical design

Page 19: Principles of User-Centered Design

Multiview

Page 20: Principles of User-Centered Design

Multiview

Provides more direction for system designers

Page 21: Principles of User-Centered Design

Star Life Cycle

No prescribed ordering of activities Based on actual design practive of HCI

designers Emphasis on prototyping and evaluation Rapid prototyping, incremental development

Page 22: Principles of User-Centered Design

The Star Life Cycle

Page 23: Principles of User-Centered Design

Star Life Cycle

Conceptual design – what is required? What should system do? What data is required? What will users need to know?

Physical design (formal design) : how to achieve the conceptual design …

Page 24: Principles of User-Centered Design

Methods for UCD

Page 25: Principles of User-Centered Design

Example: Olympic Messaging Service (1984 Los Angeles Olympic Games)

Kiosks at which athletes could send & receive voice messages among themselves

Or people from around the world could send messages in to athletes & official

Twelve languages (no translation)

Page 26: Principles of User-Centered Design

OMS - Process

Paper scenarios of user interface prepared – Comments from designers, management, prospective

users – Some functions altered, others dropped

Brief user guides prepared, tested, developed iteratively (~200 iteratives)

– Simulations constructed & evaluated; help messages designed

– Simulations tested with users

Page 27: Principles of User-Centered Design

OMS - Process

Needed to add undo/backup button Visit to village site, demos & interviews with

ex-olympians & others involved Prototype developed & tested

– "Hallway" method to collect info on height & layout of prototype kiosk

– "Try-to-destroy-it" tests of robustness (CS students)

Page 28: Principles of User-Centered Design

OMS – summary

Focus on users & tasks early in design process, including user guides, help, & ensuring that user's cognitive, social, & attitudinal characteristics are understood & accomodated

Measure reactions by using prototype manuals, interface, & other simulations of the system

Design iteratively All usability factors must evolve together and be

under the responsibility of one control group

Page 29: Principles of User-Centered Design

Example: Air Traffic Control System

Original system – Variety of info needed, each from own source -

some on desk, some on ceiling, some not in line of sight

– Dials – Closed Circuit TV – Temporary instructions

Page 30: Principles of User-Centered Design

Air Traffic Control

Desire: Integrated data display system SAFETY (major concern) "Upgradeable" Variety of airports/local requirements Modified info requirements Layouts specific to controller & task More color Ability to add pages for specific local conditions Simple editing facilities for updates

Page 31: Principles of User-Centered Design

Example – Air Traffic Control System

Process:– Evaluate controller’s task– Develop first-cut design– Establish user-systems design group– Concept testing, user feedback– Produce upgraded prototype– Road-show to five airports– Develop systems specification– build and install system– establish new needs