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Human Computer InteractionG52HCI
Question:
What is the purpose of user evaluation in systems design?
Human Computer InteractionG52HCI
Learning Outcomes
• A basic understanding of what Participatory Design or ‘PD’ is
• Particularly of PD approaches to active user involvement- From cardboard computers to software prototypes
• The relevance of PD to CW2 - CW2.1 1500 word report on design of a lo-fi prototype- 30% of overall course mark
Human Computer InteractionG52HCI
Participatory Design
• Aims to actively involve users as members of the design team from the start of the design process
• Contrasts with experimental approaches where potential users are treated as passive subjects
• Why include users in the design team?- Because they are the experts in the ‘work’ activities the system is
being designed to support- They can teach us a great deal about what the system should do
then- PD is a mutual learning process
Human Computer InteractionG52HCI
The Origins of PD
• Workplace Democracy in Scandinavia- Reaction to ‘deskilling’ brought about through widespread introduction of
computers in the workplace
• Fostered ‘Collective Resources Approach’ (CRA)- Laws passed to involve unions and workers in design process- In practice little more than passing consultation
• More active forms of user participation explored and resulted in ‘learning by doing’ approach- Cooperative prototyping and analysis- Users actively involved in the design of computing systems- Users (i.e., clients, managers, and frontline workers)
Human Computer InteractionG52HCI
Cooperative Prototyping
• Two key requirements- Understanding the current organization of work (which is where
ethnography helps out)- Envisioning the future (which is where users help out)
• Methodology for envisioning the future - Iterative cooperative development of prototypes- Start with ‘quick and dirty’ prototypes and work up
• Developing quick and dirty prototypes- ‘Low tech’ or ‘low fidelity’ prototypes- ‘Rough sketches’ of a new system (rather than polished finished products),
users fill in the gaps- This is your design task
Human Computer InteractionG52HCI
Quick and Dirty Prototypes
• Rough sketches” = “mock ups” (?)- Mocking IT up
• Fast food
Human Computer InteractionG52HCI
Mocking IT Up
• Solar System
Human Computer InteractionG52HCI
Mocking IT Up
• Shopping Lists
Human Computer InteractionG52HCI
Developing Mock Ups
• Translate study/requirements into a particular design (not yours)- Scenarios (descriptions of the various episodes that constitute ‘use’)- Storyboards (cartoon strips describing sequences of interaction making up ‘use’
episodes)- Use Cases (descriptions of the system’s responses to specific use scenarios and
sequences of interaction)
• Build your mock ups - Make cardboard computers! (booths, shells, signs, displays, etc.)- Implement basic functionality (use laptops, powerpoint slides, webpages, etc.)
• Evaluate your mock ups- Set the scene (role playing)- Get users to get their hands on the mock up (don’t just demonstrate, let
them use it) - Document their experience and views
Human Computer InteractionG52HCI
Supporting Methods (1)
• Scenarios- Descriptions of the various episodes that constitute ‘use’ from the users’ point of
view- May be ‘current’ (and draw on ethnography) or ‘future’ (and be developed with users)
• Scenarios specify the use context, user goals, activities involved in achieving them, and the role of artifacts, tools, and other resources
hiifiivetube ‘Electric eels’, YouTube PirateAnna’s ‘HCI Prototype’, YouTube
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Human Computer InteractionG52HCI
Supporting Methods (2)
• Storyboards (also current and future, and can be developed with users)- Descriptions of the sequences of interaction making up episodes of ‘use’- Derived from the movies, where scripts are first visualized using drawings
- Resources - see the rest of the video for practical tips on making storyboards in PowerPoint- Also, Martin Hardee’s online resources: http://www.designcomics.org/
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luderec, ‘PLAY - concept storyboard’, YouTube mhardee, ‘Building a Design Comic Storyboard’, YouTube
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Human Computer InteractionG52HCI
Supporting Methods (3)
• Use cases (created by designers, for designers)- Descriptions of the system’s responses to specific use scenarios and sequences
of interaction
rmb1905, ‘3.03 A Use Case Diagram for an ATM’, YouTube
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- Resources (Writing Effective Use Case Examples), http://www.gatherspace.com/static/use_case_example.html
Human Computer InteractionG52HCI
Supporting Methods (4)
• Cardboard computers- Paper prototyping
Resources (Paper Prototyping Graphics), http://www.infodesign.com.au/usabilityresources/paperprototypinggraphics
channy, ‘Hanmail Paper Prototype’, YouTube
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Human Computer InteractionG52HCI
Supporting Methods (5)
• Lo-Fi mockups- PowerPoint
Resources (PowerPoint Pallet), http://www.krisjordan.com/category/ux-design/
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KrisJordanDotCom, ‘10 Minute Mock Prototyping’, YouTube
Human Computer InteractionG52HCI
Doing It Yourself
• 3.2 Document their experience and views (out of scope)- Record interaction (audio, video, interview, questionnaire)- Analyse interaction (sense, relevance, appropriation)- Identify changes and improvements (new iteration of prototype)
• 3. Make your own mock up and evaluate it- You are going to do it through ‘evaluation panels’ (Steve will tell you more later)
• 3.1 If you were doing this for real though you would:- Present your mock ups to a group of potential users- Set the use scene (role playing)- Get users to get their hands on the mock ups (don’t just demonstrate, let them
use it)- You should consider these points when doing your evaluation
Human Computer InteractionG52HCI
Who Else Uses PD?
• A wide range of industrial labs, including- IBM, Microsoft, HP, Xerox
• Why do they use PD?- Because it helps them understand user needs, certainly- But also because it is economical and helps avoid making expensive
mistakes in the process• Making paper prototypes and lo-fi mockups is quick and they can be changed
quickly as well
• Participatory techniques are broadly accepted and practiced- It is important to remember, however, that they are participatory- They aren’t just cheap and effective ways of developing ideas, but of involving
users - the real experts in human activity - in design
Human Computer InteractionG52HCI
Reading
• Greenbaum, J. & Kyng, M. (eds.) (1991) Design at Work: Cooperative Design of Computer Systems. Hillsdale, New Jersey: Lawrence Erlbaum Associates.
• Mogensen, P. (1994) Challenging Practice: An Approach to Cooperative Analysis, Ph.D. Thesis, DAIMI PB - 465, Aarhus University, Denmark: Department of Computer Science: http://www.daimi.au.dk/publications/PB/465/PB-465.pdf
• Some practical tips for user evaluation sessions: http://www.infodesign.com.au/usabilityresources/participatorydesign