TDDC64 Interaktionsdesign Interaktionsdesign: Användarstudier, design och prototypning av interaktiva produktioner.

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TDDC64
Interaktionsdesign
Historia, nutid och framtid
Mattias Arvola
Institutionen för datavetenskap
http://epedestrian.blogspot.com/2010/08/multi-touch-light-table.html
INTERAKTIONSDESIGN, 6 HP
HT 2011
Interaktionsdesign: Användarstudier, design och prototypning av07.00
interaktiva produktioner.
Välkommen till att lära dig
mer om metoder för att göra
användarstudier, design och
prototyper av interaktiva
produktioner.
Lärare
• Mattias Arvola, examinator,
mattias.arvola@liu.se
• Lisa Malmberg, studiolärare,
lisa.malmberg@.liu.se
• Bertil Carlsson, studiolärare,
berca955@student.liu.se
• Håll koll på kurshemsidan:
http://www.ida.liu.se/~TDDC64
2
Tidigare har ni läst kurser som Typografi
och layout, Visuell retorik och Grafisk
design projekt 1 – tryckta medier. De
handlar primärt om statiska media och har
haft ett fokus på designprodukten. I denna
kurs lyfter vi blicken till metoder som
används i en användarnära designprocess
och tittar på hur interaktiva produktioner
ter sig för användare och kunder. Det är ju
dem vi ska skapa nytta och nöje för. Det är
ett sådant användarperspektiv som gör att
vi vet vad som ska byggas, programmeras
och produceras i ett projekt. De mest
beprövade metoderna för att nå dit är
användarstudier med intervjuer och
observationer som ger en god grund för ett
kreativt designarbete och ett iterativt
prototypningsarbete. Det är dessa metoder
som denna kurs handlar om.
Examinationen sker dels i tre
gruppuppgifter, som tillsammans utgör
examinationsmomentet Designarbete, och
dels i en individuell uppgift, kallad
Designteori.
Designarbete
I momentet Designarbete, som sker i
grupper om 5-6 studenter, jobbar ni er
igenom en användarstudie (Designarbete
1), design (Designarbete 2), och
användbarhetstestning av en
pappersprototyp (Designarbete 3).
Grupparbetet är tätt kopplat till
3
föreläsningarna och kurslitteraturen.
Föreläsningarna introducerar och
fördjupar ämnen som beskrivs i
kurslitteraturen.
Upplägg
Var och en av de tre
designarbetsuppgifterna tar två veckor. De
har introducerande föreläsningar och
designstudios. Uppgifterna avslutas med
skriftlig och muntlig redovisning.
Designarbetet förväntas utföras på
schemalagd grupparbetstid (GU i
schemat).
Designstudios
På våra designstudios (LE och RE i
schemat) sker handledning och
redovisning genom att grupperna sätter
sig och jobbar på sina uppgifter och lärare
går runt och ger feedback. Vissa
gemensamma övningar genomförs också.
Det är två designstudios för varje uppgift.
Även redovisningar sker i
designstudioformat i mindre grupper för
att vi ska få lite diskussion och dynamik.
Vid varje skriftlig inlämning ska ni
tydligt redovisa om ni eftersträvar
bonuspoäng eller ej, t.ex. i en fotnot. Syftet
är att ni tydligt ska tänka igenom vilken
nivå ni strävar efter så tidigt som möjligt i
arbetet, och sedan kunna stå för det. Det
gör det också tydligare för er, dvs ni måste
kunna motivera för er själva varför ni ska
ha ett givet betyg. Därmed inte sagt att
man automatiskt får det betyg man strävar
efter, då lärare kanske gör en annan
bedömning.
Designteori
Den individuella uppgiften Designteori är
en rapport där du diskuterar vad du lärt
dig i designarbetet och kursen i övrigt. Det
finns en fråga du måste besvara om du vill
ha betyg 3 på Designteori, sedan finns det
ytterligare en för chans till betyg 4, och
sedan en till för chans till betyg 5.
Därutöver krävs en allmän
kvalitetshöjning för högre betyg.
Undervisas och examineras
Kursbetyg
Både Designarbete och Designteori har
graderade betyg (U, 3, 4, 5), och kursbetyg
Betygssättning
beror till 2/3 på den individuella uppgiften
• niSkissningsmetoder
i interaktionsdesign
På varje designarbetsuppgift kan
samla
och 1/3 på gruppuppgifterna
(avrundas till
bonuspoäng och dessa poäng omvandlas
närmsta heltal). Alltså: har man 3 i
•
Interaktionsdesign
sedan till ett betyg på Designarbete:
Designarbete och 5 i Designteori så får
För betyg 3 på Designarbete ska alla tre
4
• Begrepp iman
ochkursbetyget
perspektiv
på
designarbetsuppgifter vara godkända.
((3 ⁄ 3) + ((5 × 2) ⁄ 3) = 4,33). Man måste
grafisk
design
För betyg 4 ska gruppen ha fått interaktionsdesign
dock ha minstjmf.
3 på båda
momenten
för att
bonuspoäng på två designarbetsuppgifter.
kursbetyg ska registreras.
•
Designmetodik
För betyg 5 ska gruppen ha fått
bonuspoäng på alla designarbetsuppgifter.
• Metod, teknik och processer i brukar-/
Bonuspoängen kräver dels en större
aktörsnära interaktionsdesign
arbetsinsats och dels en kvalitetshöjning.
• Skissering
• Designkritik och reflekterande
4
Dessutom
Förra årets kursomgång hade för hög arbetsbelastning om man ville ha fyra eller
femma. Det har åtgärdats genomförhållningssätt
att minska omfattningen på både Designteori och
Designarbete. Framförallt har mängden rapportskrivning och mängden kurslitteratur
minskats. Kopplingen mellan föreläsningar och Designarbete har stärkts och ett par
lektioner har utgått. Examinator för kursen är Mattias Arvola, universitetslektor i
interaktionsdesign. Mattias har en bakgrund i kognitionsvetenskap och design. Du når
Mattias på mattias.arvola@liu.se. Studiolärare är dessutom Lisa Malmberg och Bertil
Carlsson som är masterstudenter i design.
Relation till resten av terminen
• Introduceras:
• Centrala begrepp ur människa-datorinteraktion
• Används:
• Kommunikationsteori
• Grafisk formgivning
• Förmåga att arbeta i grupp (grupparbete)
Rörliga medier
Interaktionsdesign
Interaktiva medier:
Projektgenomförande
Projektmetod
• Förmåga att kommunicera (muntliga och
skriftliga redovisningar)
• Förmåga att kommunicera på främmande
språk (ges på engelska vid behov. engelsk
litteratur)
5
Onlineproduktion
6
Kursinformation
• Läs den noga
Välkommen till att lära dig
mer om metoder för att göra
användarstudier, design och
prototyper av interaktiva
produktioner.
Kursbetyg
7
År
Betyg
Timmar
• Läs den tillhörande
litteraturen innan ni
börjar
2008
4,35
41,7
• Fråga om ni undrar
2009
3,29
40,9
• Håll koll på
kurshemsidan för
uppdateringar
2010
2,71
37,5
• Gå igenom
examinationsuppgifterna
Designteori
Designarbete
Kursutvärderingar
× Förra årets kursomgång hade för hög arbetsbelastning om man ville ha fyra eller
femma. Det har åtgärdats genom att minska omfattningen på både Designteori och
Designarbete. Framförallt har mängden rapportskrivning och mängden kurslitteratur
minskats. Kopplingen mellan föreläsningar och Designarbete har stärkts och ett par
lektioner har utgått. Examinator för kursen är Mattias Arvola, universitetslektor i
interaktionsdesign. Mattias har en bakgrund i kognitionsvetenskap och design. Du når
Mattias på mattias.arvola@liu.se. Studiolärare är dessutom Lisa Malmberg och Bertil
Carlsson som är masterstudenter i design.
8
Kursförändringar pga.
utvärderingsresultat
Designuppdrag
• Minskad omfattning i både Designteori och
Designarbete
• Webbplats om våra nationalparker
• Tydligare och mindre uppgifter i
Designarbete, som i stort ska genomföras på
schemalagd tid
• Campus Norrköpings infokiosk
• Mängden rapportskrivning och mängden
kurslitteratur har minskats
• Leksakseditor i spel
• Mobil reseguide för Östergötland
• Anslagstavalan i TV:n
• Telefonsvarare
• Kopplingen mellan föreläsningar och
Designarbete har stärkts
• Ett par lektioner som inte upplevdes som
givande har utgått
9
10
Designarbete
Designteori (21 oktober)
1. Användarstudie (16 september)
• För betyg 3: Vad är det viktigaste som du
personligen bidragit med i designarbetet?
a. Datainsamling och analys
• Dessutom för betyg 4: Vilka är de
viktigaste lärdomarna som du gjort i
kursen?
b. Konceptuell modell
c. Personor
2. Design (30 september)
• Dessutom för betyg 5:
a. Koncept
• Hur hänger dina lärdomar från kursen
ihop med relevanta tidigare lästa
universitetskurser (minst två)?
b. Designspecifikation
3. Prototyp (14 oktober)
a. Konstruktion
• Vad är lärdomarnas roll i din utbildning
som helhet?
b. Användbarhetstestning
11
12
Bedömning och instruktioner
Schemalagda tillfällen
• Läs kursinformationen för mer
information om betygskriterier och
närmare instruktioner
• Fö: Introducerande och/eller fördjupande
• Le: Designstudios – desk crits
• Re: Designstudio – redovisning.
Obligatoriska
• Fråga om något är oklart
• Gu: tid för att göra designarbete
• Kursbetyget beror till 2/3 på Designteori
och till 1/3 Designarbete:
• Läsning av litteratur och genomförande
av Designteori ligger ej på schemalagd
tid
• Designarbete 3 och Designteori 5 ger
((3 ⁄ 3) + ((5 × 2) ⁄ 3) = 4,33) ≈ 4
13
14
Missad redovisning
• Meddela studioläraren i förväg
IxD: Historia
• Intervjua ett par gruppmedlemmar om
redovisningen. Sammanställ intervjun på
ett par sidor och lämna in till
studioläraren.
15
Fördjupande föreläsning
Två synsätt (Löwgren, 2008)
• Komplementerande perspektiv till det ni
kan läsa er till i kurslitteraturen
17
• Interaktionsdesign som designdisciplin
• Inteaktionsdesign som en förlängning av
människa-datorinteraktion
18
Interaktionsdesign som en
designdisciplin
Gemensamt mellan
designdiscipliner (Löwgren, 2008)
• Som industridesign eller grafisk design
fast för digitala design material
(mjukvara, elektronik och
telekommunikation) i syfte att forma
interaktiva produkter och tjänster
• Utforskar möjliga framtida situationer
• Förbättrar situationen genom en produkt
eller tjänst
• Inbegriper praktiska, tekniska, etiska och
estetiska kvaliteter
• Två rötter:
• Förståelsen för designproblemet
utvecklas parallellt med förståelsen för
möjliga lösningar
• Industridesign och grafisk design
• Deltagande (skandinavisk) design i
informationssystem
19
• Idéer gestaltas på ett konkret sätt i
skisser och modeller
20
Interaktionsdesign som en
förlängning av MDI
Människa-datorinteraktion
• Ett tvärvetenskapligt ämne som handlar om design, utvärdering
och konstruktion av interaktiva system för mänskligt bruk, vilket
t.ex. inkluderar:
• Ett forskningsfält med rötter i 70-talets
tekniska psykologi och datavetenskap,
med en nära relation till
kognitionsvetenskap
• Vad människor och datorer kan åstadkomma tillsammans som
ett system
• Hur människor och datorer kommunicerar med varandra
• Människans förmåga att hantera datorer (inklusive lärbarhet för
gränssnitt)
• Algoritmer i gränssnitt
• Specifikation, design och implementation av gränssnitt
• Kompromisser i design
21
22
Delvetenskaper i MDI
• Datavetenskap: applikationsdesign och
utveckling av användargränssnitt
• Psykologi: kognitiva processer och analys
av användares beteende
• Sociologi och antropologi: interaktion
genom teknik, arbete och organisation
Användning
Social organisation
Människa-maskinsystem
Applikationer
Människa
Dator
Interaktionstekniker
Kognition
och emotion
Språk, kommunikation
och interaktion
Ergonomi
Interaktiv
form
In- och
utmatningsenheter
Grafik
Arkitektur
• Design: interaktiva produkter och tjänster
Utvärderingstekniker
Designexempel
Designansatser
Utvecklingsprocess
23
Implementationstekniker och verktyg
Användning
Grudin & Poltrock (i tryck)
Social organisation
Människa-maskinsystem
Dator
Applikationer
Människa
Interaktionstekniker
Kognition
och emotion
Språk, kommunikation
och interaktion
Interaktiv
form
In- och
utmatningsenheter
Ergonomi
Designexempel
Utvärderingstekniker
Grafik
Arkitektur
Implementationstekniker och verktyg
Designansatser
Utvecklingsprocess
26
5 fokus för gränssnittsutveckling
90-talet:
MDI och design knyts samman
(Grudin, 1990)
CHI 90 Ptmeedim
• Internet
• Mobiler
• Digitala konsumentprodukter
• Spel
• Användning av IT för ro skull och inte
bara jobb
• Estetik, lekfullhet och sociala kvaliteter
blir viktigare
Figure
1.
The five foci
of interface
development.
27
28
THE TRAJECTORY
OF INTERFACE
AND DEVELOPMENT
The Shifting
Focus
Of Computer
RESEARCH
Development
Twenty years ago, hardware remained the undisputed
monarchof computer development. The major computer
companies produced hardware and lived or. died by its
success.Simple processingbenchmarkswere the critical
measureof new products. Microcoderswere “soft” [ 161.
This changed in the late 1970s and early 1980s with the
successof the spreadsheet,word processing,and licensed
operating systems. True, this software primarily drove
hardwaresales,where the profits remained highest -- the
major beneficiarieswere IBM, Wang, and Digital, whose
proprietary hardware was the hardwareof choice for key
softwareproductsin theseareas.
Hardware innovation has a considerable future. Many
computer companiesstill compete primarily at the level
of hardware,acceptingforeign ,compeGtionand declining
margins. But many companies that established
themselves in the 1980s sell primarily software:
Microsoft, Lotus. Ashton-Tate, and others. Debates go
on within major companies over the wisdom of relying
exclusively on profits from sales of “iron.” For many
companies, the business is changing. A manager of
hardware engineering at a major computer company
conhded, “I wouldn’t say this to my people, but a lot of
hardwareengineeringthesedays consistsof knowing how
to usecatalogs.” The.spreadof workstationsand standard
platforms will extend the software focus that already
exists in the PC world to more powerful machines.
Software is moving to center stage.
IxD: Nutid
The last five years have seen the beginning of the next
step:a shift of marketplaceattention to the user interface.
The Macintosh interface producedprofits first by driving
the saleof proprietaryhardware,but the myriad third-party
Macintosh developers have used the interface to drive
software sales. Software alone is profitable enough to
justify a shift of attention to the user interface as a means
of accelerating sales. This process is still at an early
stage. The userinterface draws more attention in mature
software product areas. The appearanceof new markets,
where unadorned functionality oft.enpredominates, will
slow the overall shift of focus toward the user interface.
But the movementin that direction is inexorable.
The Shifting
Focus
Of Interface
Development
Of course, systemshave always had user interfaces: how
have they evolved, prior to and since attracting attention?
Again we find a seriesof changesin the focus of research
and design, influenced by the changing backdrop of
computer development. Figure 1 summarizesthe shift in
the principle focus of interface work. Initially, the user
interface was located at the hardware itself -- most users
were engineersworking directly with the hardware. The
focus then moved to the programm:ingtask -- higher-level
programming languagedand environments progressively
freed usersfrom the needto be familiar with the hardware.
Next, with the widespread appearance of interactive
systems and non-programming “end users,” the user
interface shifted to the display and keyboard, with early
attention to perceptual and motor issues. Recent years
have seen increasing research focus on the users’
“conversational”dialogueswith systemsand applications,
involving deepercognitive issuesunderlying the learning
and use of systems: the user interface is extending past
the eyes and fingers, into the mind. Finally, with the
advent of “groupware” and systems to support
organizations, we are beginning to see the focus of user
‘interface design extend out into the social and work
environment, reaching even further from its origin at the
heart of the computer.
Interaktionsdesign:
En definition av Löwgren (2008)
• Interaction Design refers to the shaping
of interactive products and services with
a specific focus on their use
262
30
Vad interaktionsdesigners designar
Interaktiva produkter och tjänster
• Erbjuder folk att samverka och samspela
med dem, genom dem eller med hjälp av
dem
• Webbsajter, intranät, och communities
• Interaktiva miljöer och utställningar
• Mjukvarugränssnitt
• Att samspela betyder här att brukare,
produkter och tjänster samverkar på ett i
bästa fall harmoniskt och lekfullt enkelt sätt
• Mobila appar och operativ
• Kontrollrumsdisplayer
• Brukare och produkter eller tjänster handlar
gemensamt i förening mot ett gemensamt
mål och på ett samordnat sätt
• Gränssnitt för interaktiva
konsumentprodukter och mediasystem
• Datorbaserade produkter och tjänster kan
svara på eller initiera handlingar vilket skapar
en dialog i form av ett tidsmässigt flöde
31
32
according to Bill Verplank
SOLUTIONS
Future state
ABSTRACTION
Current state
THE USER-CENTERED DESIGN OF DIGITAL PRODUCTS
Write user-centered
requirements specifications
Research user interface topics
Create user interface style guides
Conceptual and detailed design
of user interfaces
Review and test usability
Information architecture
for large bodies of content
Write and edit documentation
It stands almost complete
and finished in my mind so
that I can survey it like a fine
picture or a beautiful statue.
Wolfgang Amadeus Mozart, from
Information Design, edited by Robert
Jacobson
CONCEPTUAL
MODEL
An ounce of action is worth
a ton of theory.
Friedrich Engels (1820 - 1895)
USE
CASES
“An architect is defined as
someone who forgets to put
in the staircase.”
Gustave Flaubert, French novelist
(1821-80), Dictionnaire des idées
reçues (1881).
“Rules are sparse; we forget
them. Stories, being rich in
details, are multiply indexable...Moreover, if a rule fails,
it can be reassessed only
with great difficulty because
rules hang in the air, unattached to experience. But if
the lesson attached to a specific story fails, the events of
the story can be reassessed
to figure out why the lesson
failed and what other lesson
might have been drawn.”
“If you want to know what
happens when you throw
a stone into a pond, it is infinitely better to make a trial
and film it than to attempt
to theorize about it.”
Dilbert as quoted in Paper
Prototyping, Carolyn Snyder
“Igloo: an indigenous home
constructed of local building
materials. Bavarian castle:
a home constructed to impress
the neighbours. Space station:
a mobile home with a view.”
René Thom, Physicist
MOCK-UP
USER
REQUIREMENTS
Tell Me a Story, Roger C. Schank
SCENARIOS
OF USE
CONTENT
INVENTORY
SCENARIOS
OF USE
Donald C. Gause & Gerald M. Weinberg,
Exploring Requirements: Quality Before
Design
FUTURE STATE
USABILITY
TEST
PROTOCOL
“I write scripts to serve as
skeletons awaiting the flesh
and sinew of images.”
“Just wait, Gretel, until the
moon rises, and then we shall
see the crumbs of bread
which I have strewn about;
they will show us our way
home again.”
TAXONOMY
AND METADATA
Ingmar Bergman, NY Times 22 Jan 78
“Our burgeoning digital culture is heading for oblivion,
and fast…future anthropologists will find our pottery but
not our e-mail.”
CURRENT STATE
Hansel and Gretel
INFORMATION
ARCHITECTURE
James Gleick, Faster: the
Acceleration of Just about
Everything
Woody Allen (one of the greatest
personas of the 20th century… good
thing he didn’t take the plane to
Paris)
USABILITY
TEST
“Technical work needs
reviewing for the same
reason that pencils need
erasers: to err is human.”
Freedman and Weinberg, Handbook
of Walkthroughs, Inspections and
Technical Reviews
PERSONAS
“Break it, stretch it, bend it,
crush it, crack it, fold it.”
Anonymous. Featured in the film
Reach for the Sky (UK, 1956).
EXPERT
REVIEW
GRAPHIC
DESIGN
TEST
REPORT
Ben Franklin
COMMUNICATION PLAN
“Sight, even though used by
all of us so naturally, has not
yet produced its civilization.
Sight is swift, comprehensive,
simultaneously analytic and
synthetic. It requires so little
energy to function, as it does,
at the speed of light, that it
permits our minds to receive
and hold an infinite number
of items of information in
a fraction of a second. With
sight infinities are given at
once; wealth is its description.”
DETAILED
SPECIFICATION
THE USER-CENTERED DESIGN OF DIGITAL PRODUCTS
Observation
“A little manure on the boots
may disturb city folks, but in
requirements work, you learn
not to mistake appearance
for value.”
The men of experiment are
like the ant, they only collect
and use; the reasoners
resemble spiders, who make
cobwebs out of their own
substance. But the bee takes
the middle course: it gathers
its material from the flowers
of the garden and field, but
transforms and digests it by
a power of its own. Not unlike
this is the true business of
philosophy (science).
Donald C. Gause & Gerald M.
Weinberg, Exploring Requirements:
Quality Before Design
STYLE
GUIDE
“Those things that hurt,
instruct.”
RESEARCH
REPORT
FIELD
STUDIES
“Regulations [are] written for
the obedience of fools and
the guidance of wise men.”
Bruce Mau, Lifestyle
“First, the taking in of scattered particulars under one
Idea, so that everyone
understands what is being
talked about…Second, the
separation of the Idea into
parts, by dividing it at the
joints, as nature directs,
not breaking any limb in
half as a bad carver might.”
Caleb Gattegno, Toward a Visual
Culture
Plato, Phaedrus, 265D
DOCUMENTATION
“He who every morning plans
the transaction of the day
and follows out that plan,
carries a thread that will
guide him through the maze
of the most busy life. But
where no plan is laid, where
the disposal of time is surrendered merely to the chance
of incidence, chaos will soon
reign.”
“To determine whether or not
a spark is being delivered to
the spark plug, hold a spark
plug wire approximately 1/4
inch away from the cylinder
head as the engine is cranked
with the starting motor…If a
spark is noted from each of
the wires, the trouble is not
likely to be with the ignition
system.”
Victor Hugo (1802 - 1885)
from Ford’s 1941 Deluxe and Super
Deluxe Reference Book (Ford did not
caution the reader against getting
shocked or performing this quick-fix
while standing in a puddle.).
Future state
ABSTRACTION
Current state
34
COMMUNICATION PLAN
A document describing the scope and the
planning of the communication project: what
is to be communicated, for whom and how;
where the challenges and opportunities lie.
It stands almost complete
and finished in my mind so
that I can survey it like a fine
picture or a beautiful statue.
CONCEPTUAL DESIGN
A set of sketches illustrating the main interaction
concept of a digital product. The conceptual
design starts with paper and pencil.
CONTENT INVENTORY
A structured list of all content (documents, digital
assets, information chunks, etc.) that must be
considered for publication in a digital product.
Wolfgang Amadeus Mozart, from
Information Design, edited by Robert
Jacobson
CONCEPTUAL
MODEL
An ounce of action is worth
a ton of theory.
CONCEPTUAL MODEL
The concepts that the design must communicate
in order for the user to understand and operate
the product. The conceptual model
differs from the technical model, which is the
way the developer understands the product.
It also differs from the mental model, which is
the concept that an individual user develops
in order to understand the product.
Deliverables
DETAILED SPECIFICATION
A detailed specification describes the components and behaviour of the user experience
in sufficient detail for the developer, and may
include the design rationale.
Future state
Current state
Francis Bacon
33
FIELD STUDIES
Observing users in the environment in which
they will work with the digital product that is
being designed.
GRAPHIC DESIGN
The design of the look and feel of the digital
product. The graphical design usually consists
of a specification of standard colours, icons, the
location of graphical elements and typography.
DOCUMENTATION
The final deliverables of a documentation
project. Usually the writing process of documentation takes three iterations: draft version,
pre-final version, and final version.
PERSONAS
Personas are lively descriptions of typical users.
They are based on patterns and findings
gathered during field studies. Using personas
prevents designers from drifting towards an
idealized view of users that lacks nuance.
STYLE GUIDE
A document describing the formal conventions
to be followed within a family of digital products. Conventions can be lexical (what are the
codes, both visual and linguistic) and syntactical (how the codes can be assembled to form
practical wholes).
USABILITY TEST
A method by which users of a product are asked
to perform tasks in an effort to measure the
product’s ease-of-use, task time, and the user’s
perception of the product.
USE CASES
A use case defines a set of use-case instances
in which each instance is a sequence of actions
a system performs that yields an observable
result of value to a particular actor, often a user.
USABILITY TEST PROTOCOL
The protocol describes scope, goals, settings,
instructions and tasks to be performed by
a test participant.
USER REQUIREMENTS
User requirements are a formal expression
of the desired functions and qualities of the
future digital product. Not only product features,
but also non-functional requirements, such
as reliability and usability, are included.
Write user-centered
requirements specifications
Research user interface topics
Create user interface style guides
Conceptual and detailed design
of user interfaces
Review and test usability
Information architecture
for large bodies of content
Write and edit documentation
MOCK-UP
A more or less realistic simulation of the user
interface that combines the scenarios of use
with the conceptual design into real-life stories
of use. A mock-up can be created in such
a way that it can be used in usability tests.
EXPERT REVIEW
During expert reviews, a number of experts
review a product, first individually, then in
a group, noting issues and recommending
remedial action. Experts readily use rules of
thumb (heuristics) but challenge each other’s
accepted wisdom.
TIME
SOLUTIONS
INFORMATION ARCHITECTURE
Document describing the information architecture of a digital product. In some cases, the
information architecture specification offers
two perspectives:
• User’s side: what the user sees —the taxonomy
and structuring of the information on the pages.
• Authoring/Storage side: describing the authoring and storage of the information, workflows,
metadata, topics and information types.
Activities
RESEARCH REPORT
A document that expresses the findings of a
research project. Creative and rational at the
same time, it provides insight into murky territory.
SCENARIOS OF USE
[current state/future state]
An engaging, richly textured story of one or
more users who use tools to achieve goals.
Current-state scenarios cover how users
accomplish those goals now, before introducing
the new product. Future-state scenarios explore
how the envisaged product would affect the
storyline.
TAXONOMY AND METADATA
Design of the information structure, the labelling
and the terminology that will be applied to the
content of a digital product. The information
structure is usually a tree or a matrix (faceted
classification).
NAMAHN
TEST REPORT
The report summarizes the results of the usability tests, identifies the design issues that need to
be re-considered, and offers recommendations
for improvement.
Minding the user throughout.
Grensstraat/rue de la Limite 21
B-1210 Brussels T +32 2 209 08 85
info@namahn.com www.namahn.com
Design by Jean-Marc Klinkert and Sander Vermeulen - Photo credits: Geert Allegaert, Joannes Vandermeulen and Karolien Taverniers - Thanks to Alain Schiffeleers and Andreea Chelaru
I’m going to kill myself.
I should go to Paris and jump
off the Eiffel Tower. I’ll be
dead. You know, in fact, if
I get the Concorde, I could
be dead three hours earlier,
which would be perfect. Or
wait a minute. It – with the
time change, I could be alive
for six hours in New York but
dead three hours in Paris.
I could get things done, and
I could also be dead.
CONCEPTUAL
DESIGN
Dilbert: “Your user requirements include four hundred
features. Do you realize that
no human would be able to
use a product with that level
of complexity?”
Feature Creep: “Good point.
I’d better add ‘easy to use’
to the list.”
THE USER-CENTERED DESIGN OF DIGITAL PRODU
Friedrich Engels (1820 - 1895)
USE
CASES
“An architect is defined as
someone who forgets to put
in the staircase.”
Dilbert: “Your user requirements include four hundred
features. Do you realize that
no human would be able to
use a product with that level
of complexity?”
Feature Creep: “Good point.
I’d better add ‘easy to use’
to the list.”
S
Wr
req
Re
Cr
Co
of
Re
Inf
for
Wr
It stands almost complete
and finished in my mind so
that I can survey it like a fine
picture or a beautiful statue.
Wolfgang Amadeus Mozart, from
Information Design, edited by Robert
Jacobson
“If you want to know what
happens when you throw
a stone into a pond, it is infinitely better to make a trial
and film it than to attempt
to theorize about it.”
Dilbert as quoted in Paper
Prototyping, Carolyn Snyder
An ounce of action is worth
a ton of theory.
“Igloo:
Friedrich Engels (1820
- 1895)an
indigenous home
constructed of local building
materials. Bavarian castle:
a home constructed to impress
the neighbours. Space station:
a mobile home with a view.”
René Thom, Physicist
MOCK-UP
USE
CASES
SCENARIOS
OF USE
USER
REQUIREMENTS
Tell Me a Story, Roger C. Schank
Future state
“Rules are sparse; we forget
them. Stories, being rich in
details, are multiply indexable...Moreover, if a rule fails,
it can be reassessed only
with great difficulty because
rules hang in the air, unattached to experience. But if
the lesson attached to a specific story fails, the events of
the story can be reassessed
to figure out why the lesson
failed and what other lesson
might have been drawn.”
Current state
ABSTRACTION
Gustave Flaubert, French novelist
(1821-80), Dictionnaire des idées
reçues (1881).
CONCEPTUAL
DESIGN
Donald C. Gause & Gerald M. Weinberg,
Exploring Requirements: Quality Before
Design
FUTURE STATE
CONCEPTUAL
MODEL
“An architect is defined as
someone who forgets to put
in the staircase.”
Gustave Flaubert, French novelist
(1821-80), Dictionnaire des idées
reçues (1881).
CONTENT
INVENTORY
SCENARIOS
OF USE
CURRENT STATE
“I write scripts to serve as
skeletons awaiting the flesh
and sinew of images.”
Ingmar Bergman, NY Times 22 Jan 78
“Our burgeoning digital culture is heading for oblivion,
and fast…future anthropologists will find our pottery but
not our e-mail.”
“Rules are sparse; we forget
them. Stories, being rich in
details, are multiply indexable...Moreover, if a rule fails,
it can be reassessed only
with great difficulty because
rules hang in the air, unattached to experience. But if
the lesson attached to a specific story fails, the events of
the story can be reassessed
to figure out why the lesson
failed and what other lesson
might have been drawn.”
James Gleick, Faster: the
Acceleration of Just about
Everything
Woody Allen (one of the greatest
personas of the 20th century… good
thing he didn’t take the plane to
Paris)
USABILITY
TEST
PROTOCOL
PERSONAS
FIELD
STUDIES
Donald C. Gause & Gerald M.
Weinberg, Exploring Requirements:
Quality Before Design
see the crumbs of bread
which I have strewn about;
they will show us our way
home again.”
TAXONOMY
AND METADATA
Hansel and Gretel
“If you want to know what
happens when you throw
INFORMATION
a stone into a pond, it is infinitely better to make a trial
ARCHITECTURE
and film it than to attempt
to theorize about it.”
USABILITY
TEST
“Technical work needs
reviewing for the same
reason that pencils need
erasers: to err is human.”
Freedman and Weinberg, Handbook
of Walkthroughs, Inspections and
Technical Reviews
EXPERT
REVIEW
CURRENT STATE
PERSONAS
RESEARCH
REPORT
MOCK-UP
SCENARIOS
GRAPHIC
OF
USE
DESIGN
Ben Franklin
“Sight, even though used by
all of us so naturally, has not
yet produced its civilization.
Sight is swift, comprehensive,
simultaneously analytic and
synthetic. It requires so little
energy to function, as it does,
at the speed of light, that it
permits our minds to receive
and hold an infinite number
of items of information in
a fraction of a second. With
sight infinities are given at
once; wealth is its description.”
James Gleick, Faster: the
Acceleration of Just about
Everything
36
Caleb Gattegno, Toward a Visual
Culture
CONCEPTUAL MODEL
The concepts that the design must communicate
DETAILED SPECIFICATION
A detailed specification describes the compo-
FIELD STUDIES
Observation
Observing
users
in the
environment in which
“A little manure
on the
boots
USABILITY
TEST
PROTOCOL
COMMUNICATION PLAN
“I write scripts to serve as
skeletons awaiting the flesh
and sinew of images.”
DETAILED
SPECIFICATION
“First, the taking in of scattered particulars
under one
“Technical
work needs
Idea, so that
everyone
reviewing
for the
same
understands
what need
is being
reason
that pencils
talked about…Second,
erasers:
to err is human.”the
separation of the Idea into
Freedman
and
Weinberg,
parts, by
dividing
it Handbook
at the
of Walkthroughs, Inspections and
joints, as nature directs,
Technical Reviews
not breaking any limb in
half as a bad carver might.”
“He who every morning plans
the transaction of the day
and follows out that plan,
carries a thread that will
guide him through the maze
of the most busy life. But
where no plan is laid, where
the disposal of time is surrendered merely to the chance
of incidence, chaos will soon
reign.”
“To determine whether or not
a spark
is being
delivered
to it,
“Break
it, stretch
it, bend
the spark
holdit,afold
spark
crush plug,
it, crack
it.”
plug wire approximately 1/4
Lifestyle
inch Bruce
awayMau,
from
the cylinder
head as the engine is cranked
with the starting motor…If a
spark is noted from each of
the wires, the trouble is not
likely to be with the ignition
system.”
Victor Hugo (1802 - 1885)
from Ford’s 1941 Deluxe and Super
“Those things that hurt,
Deluxe Reference Book (Ford did not
instruct.”
caution
the reader against getting
shocked
performing this quick-fix
BenorFranklin
while standing in a puddle.).
USABILITY
TEST
EXPERT
REVIEW
TEST
REPORT
PERSONAS
Personas are lively descriptions of typical users.
Hansel and G
DOCUMENTATION
RESEARCH
REPORT
INFORMATION ARCHITECTURE
Document describing the information architec-
“Just wait,
moon rises
see the cru
which I hav
they will sh
home agai
TAXONOMY
AND METADATA
Ingmar Bergman, NY Times 22 Jan 78
Plato, Phaedrus, 265D
Future state
Current state
COMMUNICATION PLAN
A document describing the scope and the
Donald C. Gause & Gerald M. Weinberg,
Exploring Requirements: Quality Before
Design
STYLE
GUIDE
FUTURE STATE
Francis Bacon
FIELD
STUDIES
Anonymous. Featured in the film
Reach for the Sky (UK, 1956).
“Those things that hurt,
instruct.”
“Our burgeoning digital culture is heading for oblivion,
and fast…future anthropologists will find our pottery but
not our e-mail.”
The men of experiment are
like the ant, they only collect
and use; the reasoners
resemble spiders, who make
cobwebs out of their own
substance. But the bee takes
the middle course: it gathers
its material from the flowers
of the garden and field, but
transforms and digests it by
a power of its own. Not unlike
this is the true business of
philosophy (science).
“Regulations [are] written for
the obedience of fools and
the guidance of wise men.”
Bruce Mau, Lifestyle
CONTENT
INVENTORY
SCENARIOS
OF USE
“Igloo: an indigenous home
constructed of local building
materials. Bavarian castle:
a home constructed to impress
the neighbours. Space station:
a mobile home with a view.”
René Thom, Physicist
“Break it, stretch it, bend it,
crush it, crack it, fold it.”
USER
REQUIREMENTS
TEST
REPORT
Woody Allen (one of the greatest
personas of the 20th century… good
thing he didn’t take the plane to
Paris)
Observation
“A little manure on the boots
may disturb city folks, but in
requirements
work, you learn
35
not to mistake appearance
for value.”
Dilbert: “Your user requirements include four hundred
features. Do you realize that
no human would be able to
use a product with that level
of complexity?”
Feature Creep: “Good point.
I’d better add ‘easy to use’
to the list.”
Dilbert as quoted in Paper
Prototyping, Carolyn Snyder
Tell Me a Story, Roger C. Schank
I’m going to kill myself.
I should go to Paris and jump
off the Eiffel Tower. I’ll be
dead. You know, in fact, if
I get the Concorde, I could
be dead three hours earlier,
which would be perfect. Or
wait a minute. It – with the
time change, I could be alive
for six hours in New York but
dead three hours in Paris.
I could get things done, and
I could also be dead.
CONCEPTUAL
“Just wait, Gretel, until the
DESIGN moon
rises, and then we shall
USABILITY TEST
STYLE GUIDE
The men of experiment are
A method
A document describing the formal conventions
like the ant, they only
collect by which users of a product are asked
“Regulation
the obedie
the guidan
Anonymous. F
Reach for the
GRAPHIC
DESIGN
“Sight, even though used by
all of us so naturally, has not
yet produced its civilization.
Sight is swift, comprehensive,
simultaneously analytic and
synthetic. It requires so little
energy to function, as it does,
at the speed of light, that it
permits our minds to receive
and hold an infinite number
of items of information in
a fraction of a second. With
sight
infinities are given at
use-case
instances
once; wealth is its description.”
TIME
USE CASES
A use case defines a set of
INFOR
ARCH
rniers - Thanks to Alain Schiffeleers and Andreea Chelaru
I’m going to kill myself.
I should go to Paris and jump
off the Eiffel Tower. I’ll be
dead. You know, in fact, if
I get the Concorde, I could
be dead three hours earlier,
which would be perfect. Or
wait a minute. It – with the
time change, I could be alive
for six hours in New York but
dead three hours in Paris.
I could get things done, and
I could also be dead.
STYLE
GUIDE
DETAILED
SPECIFICATION
“First, the taking in of scattered particulars under one
“He who every mornin
the transaction of the
Wolfgang Amadeus Mozart, from
Information Design, edited by Robert
Jacobson
CONCEPTUAL
MODEL
(1820 - 1895)
E
SES
“An architect is defined as
someone who forgets to put
in the staircase.”
“Those things that hurt,
instruct.”
Ben Franklin
“Sight, even though used by
all of us so naturally, has not
yet produced its civilization.
Sight is swift, comprehensive,
simultaneously analytic and
synthetic. It requires so little
energy to function, as it does,
at the speed of light, that it
permits our minds to receive
and hold an infinite number
of items of information in
a fraction of a second. With
sight infinities are given at
once; wealth is its description.”
Gustave Flaubert, French novelist
(1821-80), Dictionnaire des idées
reçues (1881).
CONCEPTUAL
DESIGN
boots
but in
learn
ance
The men of experiment are
like the ant, they only collect
and use; the reasoners
resemble spiders, who make
cobwebs out of their own
substance. But the bee takes
the middle course: it gathers
its material from the flowers
of the garden and field, but
transforms and digests it by
a power of its own. Not unlike
this is the true business of
philosophy (science).
ments:
“If you want to know what
happens when you throw
a stone into a pond, it is infinitely better to make a trial
and film it than to attempt
to theorize about it.”
“Igloo: an indigenous home
constructed of local building
materials. Bavarian castle:
a home constructed to impress
the neighbours. Space station:
a mobile home with a view.”
MOCK-UP
SCENARIOS
OF USE
USABILITY
TEST
PROTOCOL
“I write scripts to serve as
skeletons awaiting the flesh
and sinew of images.”
CONCEPTUAL MODEL
The concepts that the design must communicate
in order for the user to understand and operate
the product. The conceptual model
differs from the technical model, which is the
way the developer understands the product.
It also
differs from the mental model, which is
“Technical
work needs
reviewing
forconcept
the same that an individual user develops
the
nteractionreason
that pencils need
err is human.”
to understand the product.
eptual erasers:intoorder
Ingmar Bergman, NY Times 22 Jan 78
the
what
how;
s lie.
USABILITY
TEST
EXPERT
REVIEW
CONTENT INVENTORY
A structured list of all content (documents, digital
assets, information chunks, etc.) that must be
considered for publication in a digital product.
TEST
REPORT
RESEARCH
REPORT
DETAILED
SPECIFICATION
“First, the taking in of scattered particulars under one
Idea, so that everyone
understands what is being
talked about…Second, the
separation of the Idea into
parts, by dividing it at the
joints, as nature directs,
not breaking any limb in
half as a bad carver might.”
Plato, Phaedrus, 265D
DOCUMENTATION
“He who every morning plans
the transaction of the day
and follows out that plan,
carries a thread that will
guide him through the maze
of the most busy life. But
where no plan is laid, where
the disposal of time is surrendered merely to the chance
of incidence, chaos will soon
reign.”
“To determine whether or not
a spark is being delivered to
the spark plug, hold a spark
plug wire approximately 1/4
inch away from the cylinder
head as the engine is cranked
with the starting motor…If a
spark is noted from each of
the wires, the trouble is not
likely to be with the ignition
system.”
Victor Hugo (1802 - 1885)
from Ford’s 1941 Deluxe and Super
Deluxe Reference Book (Ford did not
caution the reader against getting
shocked or performing this quick-fix
while standing in a puddle.).
Francis Bacon
Donald C. Gause & Gerald M. Weinberg,
Exploring Requirements: Quality Before
Design
FUTURE STATE
Freedman and Weinberg, Handbook
of Walkthroughs, Inspections and
Technical Reviews
COMMUNICATION PLAN
Future state
Current state
René Thom, Physicist
Caleb Gattegno, Toward a Visual
Culture
TAXONOMY
AND METADATA
DETAILED SPECIFICATION
A detailed specification describes the components and behaviour of the user experience
in sufficient detail for the developer, and may
include the design rationale.
DOCUMENTATION
“Break it, stretch it, bend it,
crush it,deliverables
crack it, fold it.” of a documentation
The final
Bruce Mau, Lifestyle
project. Usually the writing process of documentation takes three iterations: draft version,
pre-final version, and final version.
EXPERT REVIEW
“Those things that hurt,
During
expert reviews, a number of experts
instruct.”
Ben Franklin
review
a product, first individually, then in
a group, noting issues and recommending
remedial action. Experts readily use rules of
“Sight, even
though
used by
thumb (heuristics) but challenge
each
other’s
all of us so naturally, has not
accepted wisdom.
yet produced its civilization.
Sight is swift, comprehensive,
simultaneously analytic and
synthetic. It requires so little
energy to function, as it does,
at the speed of light, that it
permits our minds to receive
and hold an infinite number
of items of information in
a fraction of a second. With
sight infinities are given at
once; wealth is its description.”
37
The men of experiment are
like the ant, they only collect
and use; the reasoners
resemble spiders, who make
cobwebs out of their own
substance. But the bee takes
the middle course: it gathers
its material from the flowers
of the garden and field, but
transforms and digests it by
a power of its own. Not unlike
this is the true business of
philosophy (science).
Caleb Gattegno, Toward a Visual
Culture
TIME
“Just wait, Gretel, until the
moon rises, and then we shall
see the crumbs of bread
which I have strewn about;
they will show us our way
INFORMATION
home again.”
FIELD STUDIES
Observing users in the environment in which
Hansel and Gretel
they will work with the digital product that is
being designed.
ARCHITECTURE
Document describing the information architecture of a digital product. In some cases, the
information architecture specification offers
INFORMATION
two perspectives:
ARCHITECTURE
• User’s side: what the user sees —the taxonomy
GRAPHIC DESIGN
and structuring of the information on the pages.
The design of the look and feel of the digital
“Regulations [are] written for
• Authoring/Storage
side: describing the authorproduct. The graphical design usually consists
the obedience of fools
and
the guidance of wise men.”
ing and storage of the information, workflows,
of a specification of standard colours, icons, the
Anonymous. Featured in the film
Reach for the Sky (UK, 1956).
metadata, topics and information types.
location of graphical elements and typography.
GRAPHIC
DESIGN
STYLE
GUIDE
MOCK-UP
A more or less realistic simulation of the user
interface that combines the scenarios of use
with the conceptual design into real-life stories
of use. A mock-up can be created in such
a way that it can be used in usability tests.
COMMUNICATION PLAN
DETAILED
SPECIFICATION
“First, the taking in of scattered particulars under one
Idea, so that everyone
understands what is being
talked about…Second, the
separation of the Idea into
parts, by dividing it at the
joints, as nature directs,
not breaking any limb in
half as a bad carver might.”
Plato, Phaedrus, 265D
DOCUMENTATION
“He who every morning plans
the transaction of the day
and follows out that plan,
carries a thread that will
guide him through the maze
of the most busy life. But
where no plan is laid, where
the disposal of time is surrendered merely to the chance
of incidence, chaos will soon
reign.”
“To determine whether or not
a spark is being delivered to
the spark plug, hold a spark
plug wire approximately 1/4
inch away from the cylinder
head as the engine is cranked
with the starting motor…If a
spark is noted from each of
the wires, the trouble is not
likely to be with the ignition
system.”
Victor Hugo (1802 - 1885)
from Ford’s 1941 Deluxe and Super
Deluxe Reference Book (Ford did not
caution the reader against getting
shocked or performing this quick-fix
while standing in a puddle.).
Francis Bacon
TIME
INFORMATION ARCHITECTURE
Document describing the information architecture of a digital product. In some cases, the
information architecture specification offers
two perspectives:
• User’s side: what the user sees —the taxonomy
and structuring of the information on the pages.
• Authoring/Storage side: describing the authoring and storage of the information, workflows,
metadata, topics and information types.
MOCK-UP
A more or less realistic simulation of the user
interface that combines the scenarios of use
with the conceptual design into real-life stories
of use. A mock-up can be created in such
a way that it can be used in usability tests.
PERSONAS
Personas are lively descriptions of typical users.
They are based on patterns and findings
gathered during field studies. Using personas
prevents designers from drifting towards an
idealized view of users that lacks nuance.
RESEARCH REPORT
A document that expresses the findings of a
research project. Creative and rational at the
same time, it provides insight into murky territory.
SCENARIOS OF USE
[current state/future state]
An engaging, richly textured story of one or
more users who use tools to achieve goals.
Current-state scenarios cover how users
accomplish those goals now, before introducing
the new product. Future-state scenarios explore
how the envisaged product would affect the
storyline.
STYLE GUIDE
A document describing the formal conventions
to be followed within a family of digital products. Conventions can be lexical (what are the
codes, both visual and linguistic) and syntactical (how the codes can be assembled to form
practical wholes).
TAXONOMY AND METADATA
Design of the information structure, the labelling
and the terminology that will be applied to the
content of a digital product. The information
structure is usually a tree or a matrix (faceted
classification).
TEST REPORT
The report summarizes the results of the usability tests, identifies the design issues that need to
be re-considered, and offers recommendations
for improvement.
USABILITY TEST
A method by which users of a product are asked
to perform tasks in an effort to measure the
product’s ease-of-use, task time, and the user’s
perception of the product.
USE CASES
A use case defines a set of use-case instances
in which each instance is a sequence of actions
a system performs that yields an observable
result of value to a particular actor, often a user.
USABILITY TEST PROTOCOL
The protocol describes scope, goals, settings,
instructions and tasks to be performed by
a test participant.
USER REQUIREMENTS
User requirements are a formal expression
of the desired functions and qualities of the
future digital product. Not only product features,
but also non-functional requirements, such
as reliability and usability, are included.
NAMAHN
Minding the user throughout.
Grensstraat/rue de la Limite 21
B-1210 Brussels T +32 2 209 08 85
info@namahn.com www.namahn.com
IxD: Framtid
PERSONAS
Personas are lively descriptions of typical users.
They are based on patterns and findings
gathered during field studies. Using personas
prevents designers from drifting towards an
idealized view of users that lacks nuance.
RESEARCH REPORT
A document that expresses the findings of a
research project. Creative and rational at the
same time, it provides insight into murky territory.
SCENARIOS OF USE
[current state/future state]
An engaging, richly textured story of one or
more users who use tools to achieve goals.
Current-state scenarios cover how users
accomplish those goals now, before introducing
the new product. Future-state scenarios explore
how the envisaged product would affect the
storyline.
STYLE GUIDE
A document describing the formal conventions
to be followed within a family of digital products. Conventions can be lexical (what are the
codes, both visual and linguistic) and syntactical (how the codes can be assembled to form
practical wholes).
TAXONOMY AND METADATA
Design of the information structure, the labelling
and the terminology that will be applied to the
content of a digital product. The information
structure is usually a tree or a matrix (faceted
classification).
USABILITY TEST
A method by which users of a product are asked
to perform tasks in an effort to measure the
product’s ease-of-use, task time, and the user’s
perception of the product.
USE CASES
A use case defines a set of use-case instances
in which each instance is a sequence of actions
a system performs that yields an observable
result of value to a particular actor, often a user.
USABILITY TEST PROTOCOL
The protocol describes scope, goals, settings,
instructions and tasks to be performed by
a test participant.
USER REQUIREMENTS
User requirements are a formal expression
of the desired functions and qualities of the
future digital product. Not only product features,
but also non-functional requirements, such
as reliability and usability, are included.
TEST REPORT
The report summarizes the results of the usability tests, identifies the design issues that need to
be re-considered, and offers recommendations
for improvement.
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Design by Jean-Marc Klinkert and Sander Vermeulen - Photo credits: Geert Allegaert, Joannes Vandermeulen and Karolien Taverniers - Thanks to Alain Schiffeleers and Andreea Chelaru
S
s
he
y.
TEST
REPORT
NAMAHN
Minding the user throughout.
Grensstraat/rue de la Limite 21
B-1210 Brussels T +32 2 209 08 85
info@namahn.com www.namahn.com
Trender
• Internet of things
• Uppkoppling
• Kontextkänsliga
• Communities
• Intelligenta agenter
• Robotar
• Wearables
• Sensorer
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Etik
Summa summarum
• All design bygger på ett personligt
ställningstagande om hur man vill se på
världen, om vad som är viktigt, och för
vem det är viktigt
• Läs kursinfon
• Kolla hemsidan
• Interaktionsdesign handlar om att forma
förutsättningar för
• Vilken värld vill du bidra till att skapa?
41
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Design by Jean-Marc Klinkert and Sander Vermeulen - Photo credits: Geert Allegaert, Joannes Vandermeulen and Karolien Taverniers - Thanks to Alain Schiffeleers and Andreea Chelaru
action is worth
y.
STYLE
GUIDE
DESIGN
requirements specifications
Research user interface topics
Create user interface style guides
Conceptual and detailed design
of user interfaces
Review and test usability
Information architecture
for large bodies
of content
RESEARCH
Write and edit
documentation
REPORT
It stands almost complete
and finished in my mind so
that I can survey it like a fine
picture or a beautiful statue.
www.liu.se
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