Interaction design, industrial design, design management, service design, information design, experience

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HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Interaction design, industrial design, design
management, service design, information
design, experience design, graphic design,
furniture design, destination design, product
design, ergonomics design, innovation design,
packaging design, retail design, automotive
design, eco design, sustainable design, user
centred design, workplace design, inclusive
design, instructional design, exhibition design,
building design, interior design, brand design,
architectural design, engineering design, fashion
design, landscape design, urban design
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Our goal is to design interactive systems that
are enjoyable to use, that do useful things
and that enhance the lives of the people who
use them. We want our interactive systems
to be accessible, usable and engaging. In
order to achieve this […] designers need to
put people rather than technology at the
centre of their design process.
» Benyon, Turner & Turner (2005, p. 3)
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Human-Computer Interaction
(HCI)
TDDB91: 4.5 ECTS (3 poäng)
Introduction
Stefan Holmlid
Prerequisite: An introductory course on usability
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Topic areas in the course
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Evaluation
Prototyping
Interaction
Usability
• You should be able to prototype and evaluate an
interactive system with focus on system usability.
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Detailed topics
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Principles and theories of HCI
Prototyping
Quality in HCI
Interaction technique
Visual UI-design/direct manipulation
HCI in systems development
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Formalities
• Some rescheduling will be done today!
• Check the course web page for updates:
– http://www.ida.liu.se/~TDDB91/
• Designing Interactive Systems, by Benyon,
Turner and Benyon, published by Addison
Wesley in 2005. The book will be called
PACT.
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Project formalities
• Project groups will be formed here and today
• You will be given an advisor with whom you
will have review meetings
• All group members must be present during
the final project presentation
• Read the instructions on the web
carefully!
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Project work
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Choose system, and technology base!
Paper prototyping, evaluation plan, usability goals
Computer prototyping, evaluation
Formal presentation
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Examination
• Group work
• Individual work
• Carefully document all your work
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Deadlines
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Paper prototyping before 26 March
Evaluation on 26 March
Redesign before 16 April
Concept review on 16 April
Computer prototype before 15 May
Final presentation on 15 May
• Individual assignments, 23 May
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Overall structure
Paper
prototype
Ch 5-6, 8-11
Redesign
Cooperative
evaluation
Ch 12, 21-22
Ch 5-6, 15-17
Computer
prototype
Peer review
of concept
Ch 15-20, 23-25
Evaluation
Ch 12, 18-22
Final presentation
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
The craft and science
of Human-Computer Interaction
• The interdisciplinary field of design, evaluation,
implementation, and study of interactive computing
systems for human use.
• Combines knowledge and methods from:
– Psychologists, social scientists, computer and
informatics scientists, industrial, instructional and
graphical designers, technical writers, human
factors experts.
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Previous course dealt
mainly with usability
• Synonyms to ‘user-friendly’ in MS Word: easy to use,
accessible, comprehensible, intelligible, idiot-proof,
available and ready.
• A friend is helpful, valuable, not understandable, but
understanding, reliable, does not hurt you, and
pleasant to be with
• ‘User-friendliness’ is vague. We use the concept
‘usability’ if we do not explicitly mean ‘friendly’.
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Have you heard it before?
» The video should be so simple to program so
that aunt Daisy could. »
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Same old story
» … without first reading a manual… »
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
And again…
» The video should be so simple to program so
that aunt Daisy could. »
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Is it all just ho-hum?
• Technology savvy
• Manuals
• Exploratory
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Usability in usage, not in the
product!
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
True novice users or
professional first-time users
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Instruction
Dialogue boxes
Task-oriented online help
Restricted terminology and consistently used
concepts
• Restricted space for action
• Constructive and informative feedback
• Manuals and video demonstrations
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Knowledgeable
intermittent users
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Do not burden their memory
Orderly structure
Consistent terminology and sequences
Recognition rather than recall
Guide to frequent patterns of use
Meaningful messages
Protection from danger supports exploration
Context dependent help to fill in the blanks
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Expert frequent users
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Rapid response times
Brief, non-distracting feedback
Strings of commands
Shortcuts
Macros
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
PROJECT WORK
• Groups of 5!
• Sign up your group during the break, and
choose your product
– MP3 for listening to books
– New concept for dating
– Cell-phone supported urban impulse
shopping
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Compulsory
• Lectures
• ”Lektion” 1 & 2
• Final presentation
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Prototyping and system
development
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Scrum, XP, etc
Models are used to design, specify and test
Models are suggestions and hypothesis
It allows us to estimate what we need to do
Models become means to construct the final
solution
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Iterative development
• People are complicated, so you won’t get it right the
first time
• Design alternatives can be evaluated by designers
and users via low-fidelity paper mockups or highfidelity computer prototypes
• Getting feedback and making changes early is less
expensive than having a more authentic interface
evaluated later on
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Prototypes: objective and
audience
• Communication
– With oneself to drive
design
– In the team to stay tuned
to the same vision
– With a client to clarify
requirements or solutions
– Sales pitch
• Test
– To test if a solution
fits the practice of
usage
– To test feasibility
– Evaluate a solution
empirically or
heuristically
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
What prototypes prototype
Practical function
Construction
• Houde & Hill
Integration prototypes
Look & feel
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Different kinds of prototypes
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Material: Computer or paper
Linear demo (movie)
Stop-motion demo
Vertical (T-prototype) or horisontal
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Paper prototypes (LoFi)
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Early in the process to explore ideas
Interactive
Cheap, quick and portable
Easy to change
Involves users
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Paper prototyping tests
• Representative users perform realistic tasks
by interacting with a paper version of the
interface. The interface is run by a person
who acts as if she were a computer and
refrain from telling how it works.
• Realistic content
• Realistisk tasks
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Roles in testing
User
• Solves the task by directly
interacting with the prototype
Observer(s)
• Takes notes and stays quiet
UI manager
• Knows the logic of the
application and controls the
interface
• Simulates the response of
the computer without
commenting it
Facilitator
• Manages the session
• Give necessary instructions,
and promotes thoughts and
opinions
HUMAN-CENTERED SYSTEMS
Stefan Holmlid
Or Murphy’s design principle
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If there are two or more ways to do something, and one of those ways
can result in a catastrophe, then someone will do it.
– don't make a two-pin plug symmetrical, then label it “THIS WAY
UP”; if it matters which way it is plugged in, then you make the
design asymmetrical
Edward A. Murphy, Jr. was one of McDonnell-Douglas's test engineers
on the rocket-sled experiments that were done by the U.S. Air Force in
1949 to test human acceleration tolerances (USAF project MX981).
One experiment involved a set of 16 accelerometers mounted to
different parts of the subject's body. There were two ways each sensor
could be glued to its mount, and somebody methodically installed all 16
in a replacement set the wrong way around.
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