Part –II Development Processes Chapter 3- Managing Design Processes 1 Introduction • Current users are not dedicated to technology, their background is more tied to their work needs. • Design should be based on careful observation of current users, refined by thoughtful analysis of task frequencies and sequences, and validated through early usability and acceptance tests. (observation analysis validation). 2 Organizational Design to support Usability • Many organizations have created usability laboratories to provide expert reviews and to conduct usability tests of products during development. • Usability test subjects perform benchmark(target) task in carefully supervised conditions. • Companies may not yet have chief usability officers(CUOs) or vice presidents for usability, but they often have user-interface architects and usability engineering managers. 3 Organizational Design to support Usability • In most large and small organizations, each project should have its own user-interface architect who • develops the necessary skills, • manages the work of other people, • prepares budgets and schedules, • and coordinates with internal and external human-factors professional when further references or usability tests are required. • This dual strategy balances the needs for centralized expertise and decentralized application. 4 Organizational Design to support Usability • Individuals will become highly skilled in specific problems such as user-interface building tools, graphic-display strategies, voice and tones design and online tutorial writing. • As design moves to implementation, the choice of user-interface building tools is vital to success. • It enables the designers to build novel systems quickly and support the iterative design/test/refine cycle. • Usability engineers and user-interface architects who have a concrete organizational plan, defensible cost/benefit analysis and practical development methodologies are most likely to be winners. 5 Organizational Design to support Usability • Design is inherently creative and predictable. • Carroll and Rosson characterize design in this way : ❖ design is a process, it is not a state and it cannot be adequately represented statically. ❖ the design process is non-hierarchical, neither bottom-up nor top-down. ❖ The process is radically transformational, it involves the development of partial and interim(temporary) solutions that may ultimately play no role in the final design. ❖ Design involves the discovery of new goals. 6 Organizational Design to support Usability • Once the early data collection and preliminary requirements are established, more detailed design and early development can begin. • (data collection requirements design development) 7 The Four Pillars of Design 3-8 The Four Pillars of Design 1-Ethnographic(systematic study of people and culture) Observation provides User-interface Requirements. 2-Theories and Models provide a means of developing Guidelines Documents & Process 3-Algorithms and Prototypes assist the development of User-interface Software Tools which can be used for Rapid-Prototyping. 4-Controlled Experimentation provides Expert Reviews & Usability Testing 3-9 The Four Pillars of Design • User Interface Requirements – Clearly specifying user requirements is a major key to success in any development activity – Laying out the user-interface requirements is part of the overall requirements development and management process – User interface requirements describe system behavior • Ethnographic Observation – Identifying and observing the user community in action 3-10 Examples of user-interface requirements • Performance requirements (The mobile device shall be able to save draft messages when out of the service area) • Functional Requirements(The system shall ensure that the PIN entered matches the one on file) • Interface Requirements(The website shall permit ordering stamps online, the mobile device shall permit downloading of ring tones) 3-11 The Four Pillars Of Design Guidelines Documents and Processes: • Early in the design process, the user-interface architect should generate, or require other people to generate, a set of working guidelines. Guidelines creation should be a social process within an organization to gain visibility and build support. • Guidelines documents are adapted to changing needs and refined through experience. • • Controversial(arguable/hot) guidelines should be reviewed by colleagues or tested empirically(practically).(eg : when to use voice alerts) 12 The Four Pillars Of Design • When the guideline is adapted by the development team, the implementation proceeds quickly and with few design changes. eg : Microsoft Windows and Apple’s guidelines provide a good starting point and an educational experience for many programmers. • The four Es provide a basis for creating a living document and a lively process: • Education, Enforcement, Exemption, Enhancement • Education(how to get it.?): users need training and a chance to discuss the guidelines. 13 The Four Pillars Of Design • Enforcement (who reviews): A timely and a clear process is necessary to verify that an interface adheres(stick) to the guidelines. • Exemption (who decides.?)(omission/freedom/release): When creative ideas or new technologies are used, a rapid process for gaining exemption is needed. • Enhancement (how often.?) : A predictable process for review, possibly annually, will help keep the guidelines up-to-date. 14 The Four Pillars Of Design • Each project has different needs but guidelines should be considered for : • Words, icons and graphics(character set, fonts, font sizes, icons, buttons, graphics, line thickness, backgrounds, abbreviations, etc..) • Screen-layout issues(Menu selection, form filling, dialog box formats, feedback, error messages, use of headers and footers, adapting to small and large displays). • Input and Output devices(keyboard, display, cursor control, pointing devices, response times for a variety of tasks, alternatives for users with disabilities). 15 The Four Pillars Of Design • Action sequences( clicking, dragging, dropping and gestures, command syntax, shortcut and programmed function keys, error handling and recovery procedures) • Training(Online help and tutorials, training and reference materials) 16 The Four Pillars Of Design Recommendations for guidelines documents : • Provides a social process for developers • Records decisions for all parties to see. • Promotes consistency and completeness. • Facilitates automation of design. • Allows multiple levels : Rigid standards, Accepted Practices, Flexible guidelines • Announces policies for : Education, Enforcement, Exemption, Enhancement. 17 The Four Pillars Of Design User-interface software tools : ❖ One difficulty in designing interactive systems is that customers and users may not have a clear idea of what the system will look like when it is done. ❖ It is difficult, costly and time consuming to make major changes to systems once those systems have been implemented. ❖ More serious difficulties can be avoided if at an early stage, the customers and users can be given a realistic impression of what the final system will look like. ❖ Eg : A prototype of menu system have only one or two paths active , instead of thousands of paths envisioned for the final system. ❖ Prototype of form-filling system simply shows the fields but not actually process them. 18 The Four Pillars Of Design ❖ Prototypes have been developed with simple drawing or word-processing tools, but graphical design environments such as Macromedia’s Director and Flash are widely used. ❖ Development environments such as Microsoft’s Visual basic/C++ are easy to get started but have a rich set of powerful features. ❖ Sun’s java provide cross-platform development and a variety of services. 19 The Four Pillars Of Design Expert Reviews and Usability testing ❖ Website designers recognize that they must carry out many small and large tests of components before release to customers. ❖ In addition to a variety of expert review methods, tests with the intended users , surveys and automated analysis tools are proving to be valuable. ❖ Procedures vary depending on the goals of the usability study, the number of expected users , the danger of errors, and the level of investment. 20 Development Methodologies • Many software development projects fail to achieve their goals due to poor communication between developers and their business clients or between developers and their users. • Successful developers work carefully to understand the business needs and refine their skills to obtain the accurate requirements from nontechnical business managers. • Successful developers also know that careful attention to user-centered design issues at the early stages of software development reduces both development time and cost. 21 Development Methodologies • Such systems have low maintenance cost but produce faster performance and reduce user errors substantially. • Small consulting firms that specialize in user-centered design have created innovative design methodologies such as Contextual inquiry to guide developers. (Contextual inquiry is a semi-structured interview method to obtain information about the context of use, where users are first asked a set of standard questions and then observed and questioned while they work in their own environments.) • Large corporations have integrated user-centered design into their practice. eg : IBM’s Ease Of Use Method fits with the existing corporate methods(next slide) 22 Developmental Methodologies IBM’s Ease of Use development methodology specifies activities by roles and phases 3-23 Rapid Contextual Design From Holtzblatt, et al., Rapid Contextual Design: A How-To Guide to Key Techniques for User-Centered Design 3-24 Rapid Contextual Design • The rapid contextual design method involves the following steps: 1. Contextual inquiry: plan for, prepare, and then conduct field interviews to observe and understand the work task being performed. 2. Interpretation sessions and work modeling: conduct team discussions to draw conclusions based on the contextual inquiry, including understanding of the workflow process, cultural and policy impacts on work performed. 3. Model consolidation and affinity diagram building: consolidate the work models to illustrate common work patterns and processes and create affinity diagrams(hierarchical representations of the issues to address user needs). 4. Persona development: This aids the team in communicating the needs of the users and bringing those user need to fruition. Eg: 22-year old male with 5+ years of video game playing experience. 25 Rapid Contextual Design • 5. Visioning : review the consolidated data. The visioning session defines how the system will streamline and transform the work of the users. Capture key issues and ideas using flipcharts.(redesign of user tasks using pictures and graphs) • 6. Storyboarding : defines and illustrates the “to be built” assumptions. • 7. User Environment Design : the single, coherent representation of the users and the work to be performed is expressed in the user environment design. The UEDs are built from the story boards. • 8. Interviews and evaluations with paper prototypes and mock-ups: conduct interviews and test with actual users, beginning with paper prototypes and higher fidelity(reliability) prototypes. 26 Eg: Affinity diagram 27 28 Flip chart 29 Story board –login page 30 Development Methodologies Cognetics Corporation’s well-tested and widely used method , ”The Logical User-Centered Interactive Design Methodology (LUCID)” identifies six stages : Envision, Discovery, Design foundation, Design detail, Build and Release. • 1.Envision. Align the agendas of all stakeholders with organizational strategy • and the need for "extreme usability' and develop a clear, shared product • vision, embodied in a concept sketch. • 2. Discovery. Study users to determine high-level user requirements, terminology, • and mental models. • 3. Design Foundation. Develop a conceptual design and create a key screen prototype to convey the visual style. Usability test the design, revise, and repeat. • 4. Design Detail. Flesh out the high-level design into complete specifications. • 5. Build. Support the production process through review and late-stage change • management. • 6. Release. Develop a roll-out plan to support the users' transition to the new • product; conduct a final usability test, and document the lessons learned. 31 32 33 Ethnographic Observation • Ethnography The branch of anthropology(science that deals with physical and cultural development, biological characteristics,….) that deals with the scientific description of specific human cultures. • Ethnographers join work or home environments to listen and observe carefully, ask questions and participate in activities. • As ethnographers, user-interface designers should gain insight into individual behavior and the organizational context. • UI designers differ from ethnographers in understanding their subjects, they focus on interfaces for the purpose of changing and improving the interfaces 34 Ethnographic Observation • Traditional ethnographers immerse themselves in cultures for weeks or months. UI designers need to limit this process to a period of days or even hours to obtain the relevant data needed to influence the redesign • Guidelines for preparing for the evaluation, performing the field study, analyzing the data, and reporting the findings might include the following : • Preparation, Field Study, Analysis and Reporting • Preparation -- understand organization policies and work culture -- Familiarize yourself with the system and its history -- set initial goals and prepare questions -- Gain access and permission to observe or interview. 35 Ethnographic Observation • Field Study : -- Establish rapport(relation) with managers and users. -- Observe or interview users in their workplace, and collect subjective and objective quantitative and qualitative data. -- Follow any leads that emerge from the visits. -- Record your visits. • Analysis : -- Compile the collected data in numerical, textual and multimedia databases. -- Quantify(compute) data and compile statistics. -- Reduce and interpret the data. -- Refine the goals and the process used. 36 Ethnographic Observation • Reporting -- Consider multiple audiences and goals. -- Prepare a report and present the findings. • A thoughtful applied ethnographic process has proved to have many benefits. Increase trustworthiness and creditability, since designers learn about the complexities of an organization by visits to the workplace. Personal presence allows designers to develop working relationships with several end users to discuss ideas and they will be the active participants in the design of their new interface. 37 Participatory Design Participatory design is the direct involvement of people in the collaborative design of the things and technologies they use. • More user involvement brings: – more accurate information about tasks – more opportunity for users to influence design decisions – potential for increased user acceptance of final system 38 Participatory Design (cont.) On the negative side, extensive user involvement may: -be more costly -lengthen the implementation period -build opposition with people not involved or whose suggestions rejected - force designers to compromise their design to satisfy incompetent(unskilled) participants 39 Participatory Design • A multiple-case study called plastic interface for collaborative technology initiatives through video exploration(PICTIVE) approach exist.(users sketch interfaces, slips of paper, pieces of plastic to create prototypes). • A scenario walkthrough is then recorded on video tape for presentation to managers, users or other designers. • Many variations of participatory design have been proposed that engage participants to create dynamic performances, photography exhibits, games or merely sketches or written scenarios. • Careful selection of users helps to build a successful participatory design experience. A competitive selection increases participants sense of importance and highlight the seriousness of the project. 40 Participatory Design • The sensitive project leader must judge the right level of user involvement. • The experienced user-interface architect knows that organizational politics and the preferences of individuals may be more important than technical issues in governing the success of an interactive system. • Many questions remain to be studied, such as whether homogeneous or diverse groups are more successful, how to tailor processes for small and large groups, and how to balance decision-making control between typical users and professional designers. • Ideas about participatory design are being refined with diverse users, ranging from children to older adult users. 41 PICTIVE 42 Participatory Design (cont.) Druin’s model of the four levels of user participation 3-43 Participatory Design • The levels of participation are becoming more clearer, one taxonomy describes the roles of children in developing interfaces for children, varying from testers to informants to partners. • Testers are observed as they try out novel designs. • Informants comment to designers through interviews and focus groups. • Design partners are active members of a design team. 44 Scenario Development(situation/picture) ❖ When a current interface is being redesigned, reliable data about the distribution of task frequencies and sequences is an enormous asset. ❖ A table with user communities listed across the top and task listed down the side indicates which user performs which task. ❖ Another representation tool is a table of task frequencies, indicating which task follow other tasks. ❖ A flowchart or a transition diagram helps the designers to record and convey the sequences of possible actions. Line thickness indicates the frequency of transitions. Scenario Development • During the early design stages, data about current performance should be collected to provide a baseline. • An early way to describe a novel system is to write scenarios of usage and to act them out as a form of theater (stage/show business) • This technique is especially effective when multiple users should cooperate(control rooms, financial trading rooms) or multiple physical devices are used(eg. Customer-service desks, medical laboratories). • Scenarios can represent common or emergency situations with both novice and expert users. Personas can also be used in scenario generation. Scenario Development • The design team of National Digital Library gives 81 scenarios that portrayed the typical needs of potential users. • Eg : I would like to open a grocery store specializing in organic products in the grater Seattle metropolitan area. What are the trends in production and consumption of organic food products.? • Some scenario writers produce a video tape to convey their intentions. • Apple’s Knowledge Navigator , Starfire scenario for Sun Microsystems gave the realistic impression of a large-screen work environment. Scenario Development • Cell-phone developers were producing scenarios on how personal, family , and commercial relationships would change due to mobile video communications. • Eg : DoCoMO : it shows how a family can realize its goal of remaining in close contact while children go to study far away from home.