ILS Z556 Z556 Systems Analysis & Design Session 10 1 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 ILS Z556 • Visioning: 2 • 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 ILS Z556 Creating a Common Direction 3 • 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 ILS Z556 Evaluation and Integration 4 Process & Organization Design • Consider using a catch phrase ILS Z556 • The business structure may have to change to adopt a new way of working, e.g., ??? • E.g., Toyota’s vision 5 • 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 ILS Z556 Storyboards 6 ILS Z556 Storyboard Example 7 ILS Z556 Storyboard Example 8 • 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 ILS Z556 Redesigning Work 9 Next Step • A system design ILS Z556 • The vision & storyboards 10 ILS Z556 Usability 11 The Difficulty of Communicating a Design • Presenting a demo • Requirements specifications • Text-oriented ILS Z556 • Hard to envision new work practice in the presence of the new system • Work models • Hard for customers to understand the work models ??? 12 • 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) ILS Z556 The Difficulty of Communicating a Design 13 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 ILS Z556 • We want to co-design the system with the users • 3 obstacles: 14 • 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 ILS Z556 Including Customers in the Design Process 15 • 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) ILS Z556 The Question of Design (Buxton, 2007) 16 ILS Z556 Designing the Connected Everyday (Giaccardi, 2015) 17 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 ILS Z556 • Proportionate, appropriate, consensual • 2nd pillar: practice • Situated-ness • 3rd pillar: constellations • Objects, practices, and values mutually influence and constitute each other 18 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. ILS Z556 • 1st principle: create a rich texture of material experiences 19 Exeprience Design vs. Interface Design (Buxton, 2007) • Mighty OJ Manual Juicer ILS Z556 • OrangeX Manual Juicer 20 Exeprience Design vs. Interface Design (Buxton, 2007) • Mighty OJ Manual Juicer ILS Z556 • OrangeX Manual Juicer 21 Usability has nothing to do with their differences! ILS Z556 The Dynamics of the Design Funnel (Buxton, 2007, Fig 51, p. 138) 22 Interacting with Paper (Buxton, 2007) ILS Z556 http://www.nngroup.com/reports/prototyping/video_stills.html 23 http://www.snyderconsulting.net/article_paperprototyping.htm Interactive Paper Interfaces (Buxton, ILS Z556 2007) 24 http://www.gdoss.com/images/lmf_paper_prototype.gif Interacting with Paper (Buxton, 2007) ILS Z556 • The role of design is to find the best design 25 Interacting with Paper (Buxton, 2007) ILS Z556 • The role of usability engineering is to help make that design the best 26 Interacting with Paper (Buxton, 2007) ILS Z556 • What other important points in this chapter by Buxton? 27 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 ILS Z556 • Prototypes: 28 • 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 ILS Z556 Using Paper Prototypes to Drive Design 29 • 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 ILS Z556 Prototyping as a Communication Tool 30 Discussion • To get feedback from users about the usability of a product. ILS Z556 • What Is Usability Testing? • What kind of usability testing experience do you have? 31 • 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” ILS Z556 Real Users 32 • “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” ILS Z556 Doing Real Tasks 33 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 ILS Z556 • Test one person at a time • You record both performance and comments 34 • 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 ILS Z556 Guideline for Usability Testing • think-aloud, video-taping 35 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 ILS Z556 • The goal is co-design 36 Group Project Activity ILS Z556 • With fellow team project members, come up with the strategies for usability testing/client feedback session 37