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Human-Centered Interaction Design (the very basics) Contact: Koen Peters| kp@namahn.com | November 2010
Introduction:Human-Centered Interaction Design
3 Interaction design... It needs to matter to you, but to your customer, it doesn’t matter, because good interaction is natural and should be totally transparent. Source: R. Brummer & S. Emery, 2009
4
Namahn’sHuman-CenteredInteraction Design Process
Namahn Poster http://www.namahn.com/resources/poster.htm
Overview of HCID techniques Understand Field study Assessment Explore Ideation Storytelling (Mental modeling) Conceptual design Prototyping ( & visual design) Define Engineering specification 7
field study Stills fromKitchenStories (...)
Defining field studies Collecting data in the field cfr. anthropology,  ethnography & ethnomethodology Study of… the user in his/her natural habitat (“context of use”) while using the digital product in the present Aka “site visit” “field research” “ethnographic study” 10
11 Observationsof pump users, image by Namahn
assessment
IPMM assessment Information Process Maturity Model, by JoAnnHackos 13
Usability testing Observation session during which participants interact with (an existing version of) the digital product while performing real-life tasks Following a protocol (test case) Managed and interpreted by a usability expert Typology Formative / summative testing Qualitative / quantitative evaluation 14
heat maps, reports from formal testing with eye trackingsource: http://www.jasonmorrison.net/content/2006/formal-usability-testing-with-eye-tracking-mealographer/
16 Testing  the design for a mobile application, image by Namahn
ideation
19 About ideation... Ideation is the systematic search for targeted opportunities in the form of new features, new products, new markets, and new services
Creative thinking -  brainstorm 20 Post-it sessions
Presenting ideas - rapid prototyping Prototype material Post-its, large paper (flip chart), thick markers Lego, Playmobil, wood blocks, … Modelling clay, pipe cleaners, … 21
storytelling
23
Scenarios of use - definition Story in which one or more users (e.g. a persona) use an artefact (digital application) in order to execute a task Narrative style; informal, natural language Describes: Context, actors, objects, actions, events, feed-back
Personas “(…) fictional, detailed archetypical characters that represent distinct groupings of behaviours, goals and motivations observed and identified during the research phase Characteristics Focus on goals, needs, attitudes Made concrete by name, picture, personality... But NOT market segments, user profiles, stereotypes or use case actors Sources: Goodwinn & Reimann (2002)
mental modeling
valve? switch?
Mental model definition For the designer, it is a target mental model Is a theory of reality that the designer offers to the user. This theory can consist of objects, states, or sequences. May take liberties with the underlying reality Can be made easier to grasp if analogous to mental models that the user has acquired already: metaphors Different types of users may need different mental models. 28
conceptual design
Conceptual design steps 30 Being aware of the interface idioms Classifying the information, and defining the application structure Selecting the high-level patterns Drawing the navigation scheme What platform are we designing for?
Interface idiom: Windows Office 2007 http://blogs.msdn.com/jensenh/
Application structure- example 32
High-level patterns – examples Source: Tidwell (2005) 33
Navigation scheme Where am I? – Where do I go? – How do I get there? Every “context switch” involves a new cognitive effort, so: Keep distances short Most frequent tasks => strive for less context switches Less frequent tasks  =>  hide at first 34
2.0 contextualnavigation:  levels-reward; feedback loop
prototyping
Definition Definition: The prototype is a refinement of the conceptual design and results in a more or less realistic, possibly working, simulation of the user interface.  Design ideas and concepts are made more concrete, visible and tangible, resulting in low-fidelity or high-fidelity simulations of the future experience Can be used for usability testing Terminology: Mock-up, prototype, wireframe, interaction design, detailed design
What kind of mock-up do I need? What is the purpose of the mock-up? (Brief the developers? Conduct usability tests?) How interactive does it need to be? (Linking? Dropdowns that work? Transition animations?) How much visual refinement is necessary? (Do I need to convince management?) (What tool will I use?)
http://code.google.com/p/viscomlib/
engineering specification
A definition A description of the detailed designthat wishes to capture design decisions, solutions and elementsas if it were a blueprint for the productto be able to communicate the design as effectively as possible aka design specification, functional specification, form & behaviour specification, style guide, ... 42
43 Ready to go...
44 Koen Peterskp@namahn.comwww.namahn.com

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The very basics of human-Centered Interaction Design (sigchi.be 11/2010)

  • 1. Human-Centered Interaction Design (the very basics) Contact: Koen Peters| kp@namahn.com | November 2010
  • 3. 3 Interaction design... It needs to matter to you, but to your customer, it doesn’t matter, because good interaction is natural and should be totally transparent. Source: R. Brummer & S. Emery, 2009
  • 4. 4
  • 7. Overview of HCID techniques Understand Field study Assessment Explore Ideation Storytelling (Mental modeling) Conceptual design Prototyping ( & visual design) Define Engineering specification 7
  • 8.
  • 9. field study Stills fromKitchenStories (...)
  • 10. Defining field studies Collecting data in the field cfr. anthropology, ethnography & ethnomethodology Study of… the user in his/her natural habitat (“context of use”) while using the digital product in the present Aka “site visit” “field research” “ethnographic study” 10
  • 11. 11 Observationsof pump users, image by Namahn
  • 13. IPMM assessment Information Process Maturity Model, by JoAnnHackos 13
  • 14. Usability testing Observation session during which participants interact with (an existing version of) the digital product while performing real-life tasks Following a protocol (test case) Managed and interpreted by a usability expert Typology Formative / summative testing Qualitative / quantitative evaluation 14
  • 15. heat maps, reports from formal testing with eye trackingsource: http://www.jasonmorrison.net/content/2006/formal-usability-testing-with-eye-tracking-mealographer/
  • 16. 16 Testing the design for a mobile application, image by Namahn
  • 17.
  • 19. 19 About ideation... Ideation is the systematic search for targeted opportunities in the form of new features, new products, new markets, and new services
  • 20. Creative thinking - brainstorm 20 Post-it sessions
  • 21. Presenting ideas - rapid prototyping Prototype material Post-its, large paper (flip chart), thick markers Lego, Playmobil, wood blocks, … Modelling clay, pipe cleaners, … 21
  • 23. 23
  • 24. Scenarios of use - definition Story in which one or more users (e.g. a persona) use an artefact (digital application) in order to execute a task Narrative style; informal, natural language Describes: Context, actors, objects, actions, events, feed-back
  • 25. Personas “(…) fictional, detailed archetypical characters that represent distinct groupings of behaviours, goals and motivations observed and identified during the research phase Characteristics Focus on goals, needs, attitudes Made concrete by name, picture, personality... But NOT market segments, user profiles, stereotypes or use case actors Sources: Goodwinn & Reimann (2002)
  • 28. Mental model definition For the designer, it is a target mental model Is a theory of reality that the designer offers to the user. This theory can consist of objects, states, or sequences. May take liberties with the underlying reality Can be made easier to grasp if analogous to mental models that the user has acquired already: metaphors Different types of users may need different mental models. 28
  • 30. Conceptual design steps 30 Being aware of the interface idioms Classifying the information, and defining the application structure Selecting the high-level patterns Drawing the navigation scheme What platform are we designing for?
  • 31. Interface idiom: Windows Office 2007 http://blogs.msdn.com/jensenh/
  • 33. High-level patterns – examples Source: Tidwell (2005) 33
  • 34. Navigation scheme Where am I? – Where do I go? – How do I get there? Every “context switch” involves a new cognitive effort, so: Keep distances short Most frequent tasks => strive for less context switches Less frequent tasks =>  hide at first 34
  • 35. 2.0 contextualnavigation: levels-reward; feedback loop
  • 37. Definition Definition: The prototype is a refinement of the conceptual design and results in a more or less realistic, possibly working, simulation of the user interface. Design ideas and concepts are made more concrete, visible and tangible, resulting in low-fidelity or high-fidelity simulations of the future experience Can be used for usability testing Terminology: Mock-up, prototype, wireframe, interaction design, detailed design
  • 38. What kind of mock-up do I need? What is the purpose of the mock-up? (Brief the developers? Conduct usability tests?) How interactive does it need to be? (Linking? Dropdowns that work? Transition animations?) How much visual refinement is necessary? (Do I need to convince management?) (What tool will I use?)
  • 40.
  • 42. A definition A description of the detailed designthat wishes to capture design decisions, solutions and elementsas if it were a blueprint for the productto be able to communicate the design as effectively as possible aka design specification, functional specification, form & behaviour specification, style guide, ... 42
  • 43. 43 Ready to go...

Notas do Editor

  1. design disciplines.We are well-known for our long-standing mastery of Interaction Design and Information Architecture, while Product Design, Safety-Critical Designand Service Design are fairly new additions to our offering. 
  2. Understand: the user of the product, the context he is working in, hismaintasks, hismain goals, (+ the goals of the stakeholders)Explore: exploresolutions, create design concepts, prototype and iterateDefine: specify, document the (final) design solutionyou have constructed
  3. Film (2003,Norway/Sweden): A scientific observer's job of observing an old single man's kitchen habits is complicated by his growing friendship with him.Story: In post war Sweden it was discovered that every year, an average housewife walks the equivalent number of miles as the distance between Stockholm and Congo, while preparing her family meals. So the Home Research Institute sent out eighteen observers to a rural district of Norway to map out the kitchen routines of single men. The researchers were on twenty-four-hour call, and sat in special strategically placed chairs in each kitchen. Furthermore, under no circumstances were the researchers to be spoken to, or included in the kitchen activities.let's say you're an employee of an enterprise that's looking forward to optimize the arrangement of people's houses to make their life more comfortable (???). You just sit there and watch your assigned "specimen". No talking, no communication between you and him. Now imagine you're the "specimen", and that there's a man sit on your kitchen observing your behavior!!!
  4. What is a field study? Basically, - collection of “raw data” in the fieldFocus and study ofThe actual user of the product always taking place at the user’s location you want to knowfocus on current use and contextno need to hypothesis on future useconduct on site, as contrasted with studies of behaviour in isolated environments (e.g. lab)User date you gather should beAccuratebSources:- Holtzblatt K., Contextual design, Defining customer-centered systems (1995)- Courage C. & Baxter K., Understanding your users, A practical guide to user requirements (2005)
  5. = a model to measure the process maturity of the information development in an organisation.IPMM describes the practices that make an information development organization successful
  6. Heat map fromaneye-trackingsession
  7. EXPLORE
  8. Ideation is different than traditional validation market research. Ideation is about exploring possibilities, generating new concepts and discovering new opportunities,
  9. Good to get current thinking on the table and share ideasUsually not enough to generate high-potential opportunities
  10. Left: ideas for connecting a car with the cloudRight: interface modelling of a dental implant application
  11. Painting: The Boyhood of Raleigh by Sir John Everett Millais, oil on canvas, 1870.A seafarer tells the young Sir Walter Raleigh and his brother the story of what happened out there at sea.
  12. Storyboards
  13. Example of idioms: Office 2007Office menu buttonContextual barRich dropdown4. SQL diagnostic manager by Idera (USA): Database performance monitoring and diagnostics.Taken from:10 Best ApplicationUis(http://www.useit.com/alertbox/application-design.html )Office 2007 Ribbon Sees Fast UptakeSeveral winners employed a ribbon as their main control, taking a lead from Microsoft Office 2007's new user interface. Considering how revolutionary it is to abandon traditional pull-down menus, having additional applications implement this idea only For decades, we've heard enterprise users say, "just give me a UI that looks like Office." There is definitely much to be said for familiarity and for leveraging users' existing knowledge and expectations, but we've been a bit cautious about following this request for several reasons.Based on this year's winners, however, it seems that the ribbon has legs and transfers beyond its document-editing origins.
  14. 2.0contextualnavigation design patterns1) Linkedin: levels – reward2) (public) feedback loop = ouractionswillmodify feature results (zie ook Amazon, BBC)3) (individual) feedback loop = myactionswillmodifyresult: I looked at a book, so I mightalsoconsider…(=Seduction in web 2.0)Zie onderaan bbc artikel
  15. ><graphic designQuote: “Regardless of the fidelity, creating a prototype helps us get a closer look at the intended design. The process of building one removes ambiguity by crystalizing a number of decisions into a design that can be experienced, just like the real software.”(designer @ Microsoft, workingon SharePoint 2010)http://blogs.technet.com/office2010/archive/2009/11/16/ux-design-tools-techniques.aspx
  16. Different possibilities:- Detailedspecification of a single application- Company styleguide- Patternlibrary
  17. Hope this was helpfull, and thatyou are ready to getstartedwith HCIDPick up a poster