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 • • • • 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 • • • • • • 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 • • • • 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 • • • • • • 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 • • • • 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 • • • • • • • • 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 • • • • • 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 • • • • • 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 • • • • Material: Computer or paper Linear demo (movie) Stop-motion demo Vertical (T-prototype) or horisontal HUMAN-CENTERED SYSTEMS Stefan Holmlid Paper prototypes (LoFi) • • • • • 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 • • 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.