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7 - Terry Winograd - 1 Lecture 2 – User-oriented Design Terry Winograd Introduction to Human-Computer Interaction Design Computer Science Department Stanford University

Lecture 2 – User-oriented Design Terry Winograd Introduction to Human-Computer Interaction Design

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Lecture 2 – User-oriented Design Terry Winograd Introduction to Human-Computer Interaction Design Computer Science Department Stanford University. Learning Goals for Today. Have an overview of the Interaction Design process in general and the specific way it will be applied in this course - PowerPoint PPT Presentation

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Page 1: Lecture 2 – User-oriented Design Terry Winograd Introduction to Human-Computer Interaction Design

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Lecture 2 – User-oriented Design

Terry WinogradIntroduction to Human-Computer

Interaction DesignComputer Science Department

Stanford University

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Learning Goals for Today

• Have an overview of the Interaction Design process in general and the specific way it will be applied in this course

• Have a broad understanding of what “Design” means for this course

• Learn a first level of detail about the steps we will be employing in the project

• See some examples of design projects

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What is Design (Kelley)

• Not just problem solving – Creative leap• Messy – No right answer• Takes a point of view – or many• Calls for vision and multiple minds• Open attitude – many solutions• Learned from experience with reflection• Requires a feel for the materials• Starts with broadening, followed by

narrowing• Requires ongoing mindfulness

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Design phases (IDEO)

• Understand• Observe• Visualize and Predict• Evaluate and Refine• Implement

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The Interaction Design Process

Adapted from slides by Ron B. Yeh, TA from 2003

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Overview

• Design Process Overview• Idea Generation• Needs Analysis• Exploring Design Ideas• Low-Fidelity “Paper” Prototype• User Testing• High Fidelity “Interactive” Prototype

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Design Process Overview

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Simple Iterative Model

• Modified from p. 186 in Interaction Design

NEEDS

DESIGN

IMPLEMENTEVALUATE

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Know thy User…

• Alice• Bob

• Carrie

• Dan

• Fred • Gloria

• Harry

• Ismelda

• Jack• Kelly

• Loren

• Mary

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Simple Iterative Model

• Modified from p. 186 in Interaction Design

NEEDS

DESIGN

IMPLEMENTEVALUATE

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Participatory Design

• Modified from p. 186 in Interaction Design

NEEDS

DESIGN

IMPLEMENTEVALUATE

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Idea Generation

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Brainstorming

• Group vs. Individual Creativity• More Ideas == More Creative ==

Better• Limited Time• Keep a Record

• Brainstorm in Section next week! Brainstorming is not just a good idea but an inexhaustible source of inspiration and fresh thinking (IDEO)

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The Rules According to IDEO

• Be Visual. • Defer judgment. • Encourage Wild Ideas. • Build on the Ideas of Others. • Go for Quantity. • One Conversation at a Time. • Stay Focused on the Topic.

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Needs Analysis

NEEDS

DESIGN

IMPLEMENTEVALUATE

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Contextual Inquiry

• Users and stakeholders• Context• At the interviewee’s workplace• Partnership• Designer is apprentice to

Interviewee• Can be guided by interviewee

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Contextual Interviews

• Interpretation and elicitation of needs

• Observations must be interpreted by observer and interviewee

• Focus• Short• Inquire about work behaviors• Intention is to design a new system• Focus on design goals

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Capturing the Data

• Observer’s head• Written notes• Sketches and photos of the setting• Audio (or even Video)

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Exploring Design Ideas

NEEDS

DESIGN

IMPLEMENTEVALUATE

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Scenarios

• What are they?• When can you use them?• Why are they useful?

• Scenario vs. Task

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Sketches

From a previous cs147 project…

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Storyboards

http://www.storyboards-east.com/sb_dismoi.htm

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Storyboards

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Storyboards

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Flipbook

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Flipbook

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Flow Diagrams

From a previous cs147 project…

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Woah Nelly…!

• Sketches, Storyboards, Flipbooks, Diagrams

• What’s the Difference?• When to use them?• Why to use them?• Who’s the audience?• Deliverable: Storyboard only• But, try as many as you can

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Prototyping

NEEDS

DESIGN

IMPLEMENTEVALUATE

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Using Prototypes

• Allows multiple parties to envision together– Designers– Users– Engineering, marketing, planning,…..

• Reflective conversation with the materials

• Focus for identifying alternatives and tradeoffs

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Low-Fidelity “Paper” Prototype

NEEDS

DESIGN

IMPLEMENTEVALUATE

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Tools

• Paper, Cardboard, Transparencies• Tape, Glue, Rubber Cement• Pens, Pencils, Markers• Scissors• Plastic Tubes, Paper Cups, CD

“Coasters”• Anything that you can buy in an

arts and crafts store (and that a kindergartener would have fun using).

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Examples: Low-Fidelity Prototype

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Examples: Low-Fidelity Prototype

http://www.mindspring.com/~bryce_g/projects/lo_fi.html

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Examples: Low-Fidelity Prototype

http://bmrc.berkeley.edu/courseware/cs160/fall99/projects/t4/body/low-fi/

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Summary

• What is it?• When can you use it?• Why is it useful?

NEEDS

DESIGN

IMPLEMENTEVALUATE

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User Testing

NEEDS

DESIGN

IMPLEMENTEVALUATE

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Tools

• 4 group members• Greeter/Facilitator• Computer (not necessary for low-fi

testing)• 2 Observers/Note takers• Prototype• Users!!!!

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User Testing

http://www.cs.waikato.ac.nz/usability/facilities.html

http://www.itl.nist.gov/iad/gallery.html

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Summary

• What is it?• When can you use it?• Why is it useful?

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High Fidelity “Interactive” Prototype

NEEDS

DESIGN

IMPLEMENTEVALUATE

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Tools

• HTML & Javascript• Java JFC/Swing• Visual C++, Visual Basic• Flash MX, Director• Mac Interface Builder• others…or a mix of the above!!!

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Examples: Interactive Prototype

From cs160 at UC Berkeley

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Examples: Interactive Prototype

From cs247a at Stanford University

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Examples: Interactive Prototype

From cs160 at UC Berkeley

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Summary

• What is it?• When can you use it?• Why is it useful?

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Examples of Projects

• Automated Menu System• Interactive Academic Planner • ToneDeaf Revolution • N • SleepSoft Tracker • Goober's Marathon