Z556_S10

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ILS Z556
Z556 Systems
Analysis & Design
Session 10
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Creating a Vision (Solution)
• Encourages you to think more systemically about your
redesign
• Is both a “grounded brainstorm” and storytelling
session
• A method to lead groups in future scenario building
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• Visioning:
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• How do you choose among multiple visions?
• Instead of choosing, synthesize a new solution
• Create a better solution by
• Identifying elements that work
• Recombining them to preserve the best parts
• Extending them to address more of the work and overcome
any defects
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Creating a Common Direction
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• Identify the core parts of each vision that you
don’t want to lose  Think how to combine them
• If two visions support the work well, choose the
simpler or the easier to implement
• Choose the ones that are supported by data or
test both
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Evaluation and Integration
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Process & Organization Design
• Consider using a catch phrase
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• The business structure may have to change to
adopt a new way of working, e.g., ???
• E.g., Toyota’s vision
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• A vision describes what the new work practice
will be
• The vision in storyboards will show how the
system works
• Each frame in the storyboard captures a single
scene, i.e., an interaction between two people, a
person and the system, a person and an artifact,
or a system step
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Storyboards
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Storyboard Example
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Storyboard Example
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• Understand the structure of work as it exists &
issues implicit in the work
• Become knowledgeable about possibilities for
redesign
• Vision a new world
• Work out specifics in storyboards
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Redesigning Work
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Next Step
• A system design
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• The vision & storyboards
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Usability
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The Difficulty of Communicating a
Design
• Presenting a demo
• Requirements specifications
• Text-oriented
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• Hard to envision new work practice in the presence of
the new system
• Work models
• Hard for customers to understand the work models ???
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• Customers need not just an artifact but an event,
a process that will allow them to live out their own
work in the new system and articulate the issues
they identify (c.f., participatory design)
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The Difficulty of Communicating a
Design
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Including Customers in the Design
Process
• No one articulates their own work practices
• Users have not spent time studying all of the proposed
system use
• Users aren’t technologists
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• We want to co-design the system with the users
• 3 obstacles:
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• The challenge for design is to include users in the
process to iterate, refine, and extend the initial
design concept
• The starting point is an initial design concept 
an initial prototype
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Including Customers in the Design
Process
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• Design “goes beyond the
object and cannot be
thought of independent of
the larger physical,
emotional, social, and
experiential ecology within
which it exists” (p. 97)
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The Question of Design (Buxton,
2007)
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Designing the Connected
Everyday (Giaccardi, 2015)
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Designing the Connected
Everyday (Giaccardi, 2015)
• Commensurate in the connected everyday:
• 1st Pillar: materials
• Invite, suggest, facilitate, and collaborate w/ the
unfolding of our activities
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• Proportionate, appropriate, consensual
• 2nd pillar: practice
• Situated-ness
• 3rd pillar: constellations
• Objects, practices, and values mutually influence
and constitute each other
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Designing the Connected
Everyday (Giaccardi, 2015)
• 2nd principle: Ground flows in the practices of
everyday life
• 3rd principle: arrange practices in ways that are open
ended.
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• 1st principle: create a rich texture of material
experiences
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Exeprience Design vs. Interface
Design (Buxton, 2007)
• Mighty OJ Manual
Juicer
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• OrangeX Manual
Juicer
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Exeprience Design vs. Interface
Design (Buxton, 2007)
• Mighty OJ Manual
Juicer
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• OrangeX Manual
Juicer
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Usability has nothing to do with their differences!
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The Dynamics of the Design Funnel
(Buxton, 2007, Fig 51, p. 138)
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Interacting with Paper (Buxton,
2007)
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http://www.nngroup.com/reports/prototyping/video_stills.html
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http://www.snyderconsulting.net/article_paperprototyping.htm
Interactive Paper Interfaces (Buxton,
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2007)
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http://www.gdoss.com/images/lmf_paper_prototype.gif
Interacting with Paper (Buxton,
2007)
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• The role of design is to find the best design
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Interacting with Paper (Buxton,
2007)
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• The role of usability engineering is to help make
that design the best
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Interacting with Paper (Buxton,
2007)
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• What other important points in this chapter by
Buxton?
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Using Paper Prototypes to Drive
Design
• are not a demo
• are prop in a contextual interview
• enable the user to play out the experience of living with
the new system
• act as a language for communicating between user and
designer
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• Prototypes:
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• To look at structure, the first prototypes are
paper
• Paper prototypes are easy to change
• Working through a prototype of a new system
and discussing the interaction of the system with
the work reveals issues that would otherwise
remain invisible
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Using Paper Prototypes to Drive
Design
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• The prototyping process not only brings the users
into the design process, but it changes the design
process itself
• Paper prototyping reduces the cost of getting
data so low that the team can demand on having
it
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Prototyping as a Communication
Tool
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Discussion
• To get feedback from users about the usability of a
product.
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• What Is Usability Testing?
• What kind of usability testing experience do you
have?
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• Testers must be people who currently use or will
use the product in the future
• “If the participants in the usability test do not
represent the real users, you are not seeing what
will happen when the product gets to the real users”
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Real Users
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• “The tasks that you have users do in the test must
be ones that they will do with the product on their
jobs or in their homes”
• “The tasks that you include in a test should relate
to your goals and concerns and have a high
probability of uncovering a usability problem”
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Doing Real Tasks
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Observing & Recording
• Measure: learning time, time to perform, errors, ease of
remembering and amount remembered, subjective
measures
• Ask the participant for opinions about the product
• Usability testing is NOT focus groups, surveys, or
beta testing
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• Test one person at a time
• You record both performance and comments
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• Develop a prototype of a system
• List several tasks that users should be able to
accomplish with the system
• Make a list of potential usability testers
• Plan for data collection
• Schedule the test
• Listen and observe
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Guideline for Usability Testing
• think-aloud, video-taping
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User Experience Professionals’ Association: http://www.uxpa.org/
Feedback Session (HWW Ch 13)
• Do not have too much attachment to your ideas
• Open to your users/clients’ ideas
• Provide ownership to the users
• Develop the ideas that would work
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• The goal is co-design
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Group Project Activity
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• With fellow team project members, come up with
the strategies for usability testing/client feedback
session
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