Upload
doancong
View
219
Download
3
Embed Size (px)
Citation preview
Human Computer Interaction Laboratory
@jonfroehlich Assistant Professor Computer Science
CMSC434 Introduction to Human-Computer Interaction
Week 01 | Lecture 02 | Sept 05, 2013
Design and Design Process I
100%
91%
77%
58%
35%
26% 26% 23% 19% 19%
12% 9% 9% 5% 5% 5% 2%
0%
50%
100%
ProgrammingLanguage What programming languages do you have experience with and feel comfortable using?
100%
91%
77%
58%
35%
26% 26% 23% 19% 19%
12% 9% 9% 5% 5% 5% 2%
0%
50%
100%
ProgrammingLanguage What programming languages do you have experience with and feel comfortable using?
47%
19%
9%
5% 5% 5% 2% 2% 2% 2% 2% 2% 2%
0% 0% 0% 0%
10%
20%
30%
40%
50%
60%
Favorite Programming Language What is your favorite programming language?
23%
19%
16%
14%
9% 9%
7%
2%
0%
10%
20%
30%
I just want a job Other Work as aprogrammer
somewhere (e.g.,government, local
industry, etc.)
Work for amammoth techcompany (e.g.,
Microsoft, Google,Facebook)
Work for a smallsized techcompany
Work for amedium sizedtech company
Start my owncompany
Work for anexisting start-up
Post Graduation Plans What do you want to do with your degree after you graduate?
Response Synthesis
• Want better advising staff
• Better lectures
• Courses on subjects like web programming,
mobile programming, more modern tech like
Node.js
• More sections of popular classes
• A class to help prepare for getting a job
(coding interviews, etc.)
Important to recognize, UMD CS
is just the beginning. Technology
changes fast. You’ve got to get
used to self-learning.
Design is the creation of a plan or convention
for the construction of an object or a system.
http://en.wikipedia.org/wiki/Design
If you are expecting me to give you a clear
definition of design as I use the term, I am
afraid that I am going to disappoint you.
Smarter people have tried and failed. This is a
slippery slope on which I do not want to get
trapped.
Bill Buxton Principal Researcher at Microsoft Research
One of the more influential figures in IxD Quote from: Buxton, Sketching User Experiences, 2007
If you ask a designer for a definition of
design, you are often answered with a smirk,
a joke, or a change of subject, as design is
notoriously difficult to define.
Bill Moggridge Co-Founder of IDEO
Designed first laptop, the GRiD Compass Quote from Designing Interactions p. 647
Design is the conscious and intuitive effort to
impose meaningful order.
Victor Papanek Designer/Educator
As quoted in Cooper, et al., About Face: The Essentials of Interaction Design, 3rd Edition
Design is an act of choosing among or
informing choices of future ways of being.
Professor Eli Blevis Human-Computer Interaction Design
School of Informatics and Computing
Indiana University Quote from: Sustainable interaction design: invention & disposal, renewal & reuse, CHI2007
Blevis, E. Sustainable interaction design: invention & disposal, renewal & reuse, CHI2007, http://doi.acm.org/10.1145/1240624.1240705
Froehlich, J., Sensing and Feedback of Everyday Activities to Promote Environmental Behaviors, PhD Dissertation, University of Washington
Design is… achieving goals within constraints.
Professor Alan Dix Human-Computer Interaction Centre
University of Birmingham, UK Quote from: Dix, Finlay, Abowd, and Beale’s Human-Computer Interaction textbook, 3rd edition, 2004. p. 193
GOALS • What is the purpose of the design
we are intending to produce?
• Who is it for?
• Why do they want it?
Dix et al., Human-Computer Interaction, 3rd edition, 2004, p 193.
CONSTRAINTS • What materials must we use?
• What standards must we adopt?
• How much can it cost?
• How much time do we have to
develop it?
• Are there health and safety issues?
Golden Rule of Design
Dix et al., Human-Computer Interaction, 3rd edition, 2004, p 193.
Understand your materials.
Understand Your Materials
Based on Dix et al., Human-Computer Interaction, 3rd edition, 2004, p 193-194.
Understand computers Understand people Limitations, capacities, tools,
platforms, modalities…
Psychological, sociological,
physical, cultural…
We are all designers.
— Don Norman Emotional Design: Why we love (or hate) everyday things
p. 224, 2004
We are all designers. We manipulate the environment, the
better to serve our needs. We select what items to own,
which to have around us. We build, buy, arrange, and
restructure: all this is a form of design. Through these
personal acts of design, we transform the otherwise
anonymous, commonplace things and spaces of everyday life
into our own things and places.
— Don Norman Emotional Design: Why we love (or hate) everyday things
p. 224, 2004
We are all designers. We manipulate the environment, the
better to serve our needs. We select what items to own,
which to have around us. We build, buy, arrange, and
restructure: all this is a form of design. Through these
personal acts of design, we transform the otherwise
anonymous, commonplace things and spaces of everyday life
into our own things and places. Through our designs, we
transform houses into homes, spaces into places, things into
belongings. While we may not have any control over the
design of the many objects we purchase, we do control which
we select and how, where, and when they are to be used.
— Don Norman Emotional Design: Why we love (or hate) everyday things
p. 224, 2004
Everyone is distinctly not a designer, and a
large part of this book is dedicated to
explaining the importance of including a
design specialist in the process of developing
both things and processes, what their role is,
and what skills they bring.
Bill Buxton Principal Researcher at Microsoft Research
One of the more influential figures in IxD Quote from: Buxton, Sketching User Experiences, 2007, p 97
The point is that we’re not actually experts in
any given area. We’re experts in the
process of how you design stuff. We don’t
care if you give us a toothbrush, a tractor, a
space shuttle, or a chair.
David Kelley Co-Founder of IDEO and Stanford Design Professor
Quote from: ABC Nightline The Deep Dive with Ideo
The point is that we’re not actually experts in
any given area. We’re experts in the
process of how you design stuff. We don’t
care if you give us a toothbrush, a tractor, a
space shuttle, or a chair.
David Kelley Co-Founder of IDEO and Stanford Design Professor
Quote from: ABC Nightline The Deep Dive with Ideo
The point is that we’re not actually experts in
any given area. We’re experts in the
process of how you design stuff. We don’t
care if you give us a toothbrush, a tractor, a
space shuttle, or a chair.
Getting the design right and the right design.
Bill Buxton Principal Researcher at Microsoft Research
One of the more influential figures in IxD Quote from: Buxton, Sketching User Experiences, 2007
Greenberg et al., Sketching User Experiences: The Workbook, p. 8
Reduction
Follow best idea,
refine, and continue
prototyping
Elaboration
Idea generation
& prototyping
Awesomeness
Idea1
PrototypeIDEA1 1
PrototypeIDEA1 N
Adapted from Dix et al., Human-Computer Interaction, 3rd edition, 2004, p 221.
Awesomeness
Idea1
PrototypeIDEA1 1
PrototypeIDEA1 N
Adapted from Dix et al., Human-Computer Interaction, 3rd edition, 2004, p 221.
Awesomeness
Idea1
PrototypeIDEA1 1
PrototypeIDEA1 N
Adapted from Dix et al., Human-Computer Interaction, 3rd edition, 2004, p 221.
Awesomeness
Idea1
PrototypeIDEA1 1
PrototypeIDEA1 N
Idea2
PrototypeIDEA2 1
PrototypeIDEA2 2
PrototypeIDEA2 3
PrototypeIDEA2 N
Adapted from Dix et al., Human-Computer Interaction, 3rd edition, 2004, p 221.
Awesomeness
Idea1
PrototypeIDEA1 1
PrototypeIDEA1 N
Idea2
PrototypeIDEA2 1
PrototypeIDEA2 2
PrototypeIDEA2 3
PrototypeIDEA2 N
Adapted from Dix et al., Human-Computer Interaction, 3rd edition, 2004, p 221.
This is a conceptual design space for a given idea
Best design for idea
Worst design for idea
Design #1
Design #2
Design #3 Optimal
design
Concept from Scott Klemmer and Greenberg et al. Sketching User Experiences, 2012
Consider many ideas to overcome this problem
Concept from Scott Klemmer and Greenberg et al. Sketching User Experiences, 2012
SimulatedAnnealing
Simulated Annealing can escape local minima with chaotic jumps.
Slide adapted from Scott Klemmer
The best way to have a good
idea is to have lots of ideas.
Linus Pauling Professor of Chemistry
Caltech, UC San Diego, Stanford
Only person awarded two unshared Nobel Prizes
Elaboration
Design Process
Original source: Paul Laseau,Graphic Thinking for Architects & Designers, 1980; Ref from Greenberg et al., Sketching User Experiences, 2012
Elaboration and Reduction
Design Process
Original source: Paul Laseau,Graphic Thinking for Architects & Designers, 1980; Ref from Greenberg et al., Sketching User Experiences, 2012
Design Process
Elaboration and Reduction
Design Process Design Process
Original source: Paul Laseau,Graphic Thinking for Architects & Designers, 1980; Ref from Greenberg et al., Sketching User Experiences, 2012
Design Funnel
Original source: Stuart Pugh,Total Design: Integrated Methods for Successful Products Engineering, 1990; Image from Greenberg et al., 2012
The alternating trend between idea generation and convergence with a
process of reduction towards the final concept
Design Funnel
UXBooth, Concerning Fidelity in Design, http://www.uxbooth.com/articles/concerning-fidelity-and-design/
Manifestation progression
Design Funnel
UXBooth, Concerning Fidelity in Design, http://www.uxbooth.com/articles/concerning-fidelity-and-design/
Manifestation progression
Windows CE 3.0 Pocket PC 2000
Windows CE 2.0
1998
Pocket PC 2000
April 2000
Pocket PC 2002
Oct 2001
Win Mobile 2003
June 2003
Win Mobile 5
May 2005
Win Mobile 6
Feb 2007
Windows CE 3.0 Pocket PC 2000
Windows CE 2.0
1998
Pocket PC 2000
April 2000
Pocket PC 2002
Oct 2001
Win Mobile 2003
June 2003
Win Mobile 5
May 2005
Win Mobile 6
Feb 2007
Apple iPhone
June 2007
Awesomeness
Idea1
PrototypeIDEA1 1
PrototypeIDEA1 N
Idea2
PrototypeIDEA2 1
PrototypeIDEA2 2
PrototypeIDEA2 3
PrototypeIDEA2 N
Adapted from Dix et al., Human-Computer Interaction, 3rd edition, 2004, p 221.
Windows CE 3.0 Pocket PC 2000
Windows CE 2.0
1998
Pocket PC 2000
April 2000
Pocket PC 2002
Oct 2001
Win Mobile 2003
June 2003
Win Mobile 5
May 2005
Win Mobile 6
Feb 2007
The worst thing that can happen with a new
product is that it is a failure. The second worst
thing that can happen is that it is a huge success.
Bill Buxton Principal Researcher at Microsoft Research
One of the more influential figures in IxD Quote from: Buxton, Sketching User Experiences, 2007, p 207