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CS 147 Course Midterm Review CS 147 Course Midterm Review

CS 147 Course Midterm Review - PowerPoint Presentation

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CS 147 Course Midterm Review - PPT Presentation

Design Thinking for User Experience Design Prototyping amp Evaluation November 13 2017 Heuristic Evaluation Grades See Piazza tonight or tomorrow still grading November 13 2017 dt UX Design Thinking for User Experience Design Prototyping amp Evaluation ID: 714371

amp design prototyping user design amp user prototyping thinking experience evaluation november 2017dt 2017 model discovery http important customers

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Slide1

CS 147 Course Midterm ReviewDesign Thinking for User Experience Design, Prototyping & Evaluation

November 13, 2017Slide2

Heuristic Evaluation GradesSee Piazza tonight or tomorrow (still grading)November 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation2Slide3

November 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

3b a l a n c e designtechnologySlide4

HCI Approach to UX Design

November 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

4Slide5

Why is HCI Important?

Major part of work for “real” programsapproximately 50%Bad user interfaces costmoney5% satisfaction  up to 85%profitsfinding problems early makes them easier to fixreputation of organization (e.g., brand loyalty)lives (Therac-25)User interfaces hard to get rightpeople are unpredictableintuition of designers

often wrong

5

November 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & EvaluationSlide6

How to Design and Build Good UIsIterative development process

Usability goalsUser-centered designDesign discoveryRapid prototypingEvaluationProgrammingNovember 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation6Slide7

User Interface Development Process

November 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation7DesignExplorationEvaluate

Production

Proposal:

Demos/

Lo Fi Prototypes

(How)

Work together to

realize the design

in detail

Evaluate with

Customers

Design

Discovery

Customers, Products,

Business, Marketing

Customers, Products,

Business, Marketing

Design Definition:

- Design Problem Statement

- Targeted User Roles (Who)

- Targeted User Tasks (What)

- Design Direction Statements

Specification:

Hi Fidelity, Refined Design

- Based on customer feedback

- Foundation in product reality

- Refined Design description

Storyboard

Customers:

- Roles (Who)

- Tasks (What)

- Context (Stories)

Marketing:

- Business Priorities

- Messages

Technology:

- Products

- Architecture

Design:

- Leading/competing

technologies

Review & Iterate

based on slide by Sara

Redpath

, IBM &

Thyra

Trauch

, TivoliSlide8

Iteration

At every stage!November 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation8DesignPrototype

Evaluate

Sketch

Paper

Video

Tool

Program

Gut

Crit

Expert

Eval

Lo-fi Test

User StudySlide9

DesignDesign is driven by requirements

what the artifact is fornot how it is to be implementede.g., phone not as important as mobile appA design represents the artifactfor UIs these representations include (?)screen sketches or storyboardsflow diagrams/outline showingtask structureexecutable prototypes

representations

simplify

November 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

9Slide10

Usability(?)

According to the ISO:The effectiveness, efficiency, and satisfaction with which specified users achieve specified goals in particular environmentsThis doesn’t mean you have to create a “dry” designNovember 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

10Slide11

Usability/User Experience Goals

Learnablefaster the 2nd time & so onMemorablefrom session to sessionFlexible multiple ways to do tasksEfficientperform tasks quickly Robustminimal error ratesgood feedback so user can recoverDiscoverablelearn new features over timePleasinghigh user satisfaction

Fun

November 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

11

Set goals early & later use to measure progress

Goals often have tradeoffs, so prioritize

Example goals

(?)Slide12

Design Process: Discovery

Assess Needsunderstand client’s expectationsdetermine scope of projectcharacteristics of customers & tasksevaluate existing practices & products

November 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

12

Production

Design Refinement

Design Exploration

DiscoverySlide13

Design Thinking Processdt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

13November 13, 2017Slide14

User-centered Design“Know thy User”

Cognitive abilitiesperceptionphysical manipulationmemoryFitts’ Law, MHP: processors? Cycle times?Organizational / educational job abilities Keep users involved throughoutdevelopers working with target customersthink of the world in users termsNovember 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

14Slide15

Design Discovery

Needfinding, Contextual Inquiry & Task AnalysisObserve existing practices for inspirationMake sure key questions answered

Tuned CI participant

Tuned field work in record store

November 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

15Slide16

WE

MET . . .(user – possibly extreme – you are inspired by)

WE

WERE

AMAZED

TO

REALIZE

.

.

.

(what

did

you

learn

that’s

new

?)

(frame

up

an

inspired

challenge

for

your team.)

(don’t

dictate

the

solution.)

Reframing the Problem as a Point of View

November 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

16

IT

WOULD BE GAME-CHANGING TO . . .Slide17

Design Discovery Summary

Know thy user & involve them in designNeedfindingbuild empathy with customerslisten to them to discover interesting insightsNovember 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation17Slide18

http://dschool.stanford.edu/wp-content/uploads/2012/05/HMW-METHODCARD.pdf

Break POV into piecesAmp up the good/Remove the badExplore the oppositeQuestion an assumptionGo after adjectives

ID unexpected resources

Create an analogy from need or context

Change a status quo

Ideate: From POV to How Might We

November 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

18

POV: Harried mother of 3, rushing through the airport only to wait hours at the gate, needs to entertain her playful children because “annoying little brats” only irritate already frustrated fellow passengers. Slide19

Brainstorm “How Might We”s SolutionsNovember 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation19Slide20

November 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation20EXPERIENCE PROTOTYPESlide21

Design Process: ExplorationNovember 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation21ProductionDesign RefinementDesign Exploration

Discovery

Expand Design Space

brainstorming

sketching

storyboarding

prototypingSlide22

From Sketch to Prototype

22

Courtesy Bill Buxton

Difference in

intent

rather than in

formSlide23

Design Exploration SummarySketching allows exploration of many concepts in the very early stages of designAs investment goes up, need to use more and more formal criteria for evaluation

Experience prototyping allows us to try many ideas quickly & learn more about the problem & solution space (prototype to learn)November 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation23Slide24

Concept VideosIllustrate context of use rather than specific UI

Quick to buildInexpensive Forces designers to consider details of how users will react to the designMore important when context is not traditional work scenarioNovember 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation24Slide25

Context – Computing in 1945

Harvard Mark I : 55 feet long, 8 feet high, 5 tonshttp://piano.dsi.uminho.pt/museuv/indexmark.htmNovember 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

25Slide26

Computing in 1965

IBM System/360360-91-panel. Licensed under Public Domain via Wikimedia Commons.November 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation26Slide27

Augmenting Human Intellect

November 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

27Slide28

Dynabook – Kay (1974)

November 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

28Slide29

Xerox Star – 1st Commercial GUI (1981)

November 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

29Slide30

Rapid Prototyping

Build a mock-up of design so you can test itLow fidelity techniquespaper sketchescut, copy, pastelow-fi testing allows us to quickly iterateget feedback from users & change right awayInteractive prototyping toolsHTML, SketchFlow, Balsamiq, Axure, proto.io, etc.UI builders

Expression Blend + Visual Studio, etc.

November 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

30

Fantasy BasketballSlide31

ESP

Evaluation

November 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

31

Test with real customers (participants)

w/ interactive prototype

low-fi with paper

computer

Build models

GOMS

Low-cost techniques

expert evaluation

walkthroughs

online testingSlide32

Heuristic Evaluation Decreasing Returns

* Caveat: graphs for a specific exampleNovember 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation32

problems found

benefits / costSlide33

Heuristic Evaluation Summary

Have evaluators go through the UI twiceAsk them to see if it complies with heuristicsnote where it doesn’t & say whyCombine the findings from 3 to 5 evaluatorsHave evaluators independently rate severityAlternate with user testingNovember 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation33Slide34

User Testing DataProcess dataobservations of what users are doing & thinking

qualitativeBottom-line datasummary of what happenedtime, errors, successi.e., the dependent variablesquantitativeNovember 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation34http://allazollers.com/discovery-research.php

http://www.fusionfarm.com/content/uploads/2012/10/analyzing-data.jpgSlide35

User Testing SummaryUser testing is important, but takes time/effort

Use ????? tasks & ????? participantsreal tasks & representative participantsBe ethical & treat your participants wellWant to know what people are doing & why? collectprocess dataBottom line data requires ???? to get statistically reliable resultsmore participantsDifference between between & within groups?between groups: everyone participates in one conditionwithin groups: everyone participates in multiple conditionsNovember 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

35Slide36

November 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

36David McCandless

http://

www.informationisbeautiful.net

How well does it work?

How well does it communicate?Slide37

The Art of BalancePromotion & demotion of important objectsFirst Question for any design

What are the most important things?Information should be prioritized based on its importance to the userNovember 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation37Slide38

Using Proximity to Indicate RelationshipsNovember 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation38Information blocks should be grouped together if related, but unrelated elements should be located at some distance from each other. “The whole is greater than the sum of the parts.” – David HothersallGestalt Psychology in information designSlide39

http://

builtbybuffalo.com/

White Space = Value

November 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

39Slide40

Grid SystemsA key pattern for implementing rationality, modernism, asymmetry

Note that no elements are “centered”November 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

40

Java Look and Feel Design GuidelinesSlide41

Complementary

Analogous

Triad

Split

Complementary

Rectangle

(

Tetradic

)

Square

Using Appropriate Color “Harmonies”

November 13, 2017

dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

41Slide42

Human Abilities: RetinaDistribution of rods & types of cones has major impact on our visual abilities

November 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation42http://webvision.med.utah.edu/imageswv/Ostergr.jpeg

http://

www.webexhibits.org

/

causesofcolor

/1G.html

http://archive.cnx.org/contents/d42c807d-a9fa-4e3d-83d0-0f7c745b51a0@4/color-and-color-vision#import-auto-id1844887Slide43

The Model Human ProcessorDeveloped by Card,

Moran & Newell (’83)based on empirical dataBasic model underlies other HCI techniquesAllows us to make predictions w/o usersKnow the processors, memories, cycle times, and decay times100ms!November 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation43Slide44

Fitts

’ Law Experimental ResultsTask: Quickly tap each target 50 times accurately30 sec48 sec31 sec21 sec (lots of spread)November 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation44Slide45

Fitts’ LawMoving hand is a series of

microcorrectionscorrection takes Tp + Tc + Tm = 240 msec Time Tpos to move the hand to target size S which is distance D away is given by:Tpos = a + b log2 (D/S + 1)Summarytime to move the hand depends only on the relative precision requiredNovember 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

45Slide46

Conceptual Models SummaryConceptual models ?

mental representation of how the object works & how interface controls effect it Design model should equal customer’s model ?mismatches lead to errorsuse customer’s likely conceptual model to designDesign guides ?make things visiblemap interface controls to customer’s modelprovide feedbackNovember 13, 2017dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation46

Design Model

Customer Model

System Image