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PROBLEMSTATEMENTS
Design Realization
DesignEvaluation
Problem Analysis
DesignGeneration
CON
CEPTU
AL
SOLU
TION
S
VALI
DAT
ION
APPLIED SOLUTIONS
USE
R EX
PERI
ENC
E D
ESIG
N C
YCLE
THE
BASI
C D
ESIG
N C
YCLE
DRIVING VISIONGround the driving vision in the reality of end-user’s purposes & needs
DRIVING VISIONGround the driving vision in the reality of end-user’s purposes & needs STATE
OF THE ARTDescribe the technological landscape into which the
solution must fit
COMPETITIVE ANALYSIS
STAKEHOLDER INTERVIEWS
EARLY ADOPTER INTERVIEWS
FOCUS GROUPS
TECHNOLOGY SURVEY
MARKET RESEARCH
LITERATURE REVIEW CONTEXT
OF USEDescribe the real-world working
environments in which the
solution must operate
USER PROFILESDescribe the people for whomthe solution must be effective
TASKCHARACTERISTICSDescribe the activities & tasks the users must accomplish
PHOTO-ETHNOGRAPHY
CONTEXTUAL INQUIRY
PARTICIPANT OBSERVATION
CONTEXT MATRIX
PERSONAS
USER STORIES
CHARACTERMATRIX
NEEDS-FINDING
TASKANALYSIS
GOALHIERARCHIES
ACTIVITY MATRIX
SCENARIOSOF USEIllustrate tacit requirements for
case-based reasoning
FORMALREQUIREMENTS
Describe benchmarks foranalytical reasoning
STORYBOARDS
TASK CASES
WORK FLOWSUSER PERFORMANCE
REQUIREMENTS
USER FUNCTIONALREQUIREMENTS
PROBLEMSTATEMENTVERIFICATIONDetermine how well problemdescriptions reflectunderlying realities PERFORMANCE
TESTINGTest aspects of design with
real users performingreal tasks
SIMULATIONTESTING
Test aspects of design with real or simulated users performing
simulated tasks
USA
BILITY
TESTING
A/B
COM
PARISO
N
TESTING
FIELD TESTINGTest implemented design with real users
performing real tasks in
real settings
PERSONA ANDSCENARIO REVIEWS
REQUIREMENTS REVIEWS
MEN
TAL
SIM
ULA
TIO
NS
COG
NIT
IVE
WA
LK-T
HRO
UG
HS
HEU
RIST
IC
EVA
LUAT
ION
S
PILOT STUDIES
USABILITYSTUDIES
USERSURVEYS
CUSTOMERFEEDBACK
EXPE
RTIN
SPEC
TIO
NS
DESIGNREPRESENTATIONSCreate artifacts that demonstrate select dimensions of proposed designs
DESIGNREPRESENTATIONSCreate artifacts that demonstrate select dimensions of proposed designs
DESIGNIMPLEMENTATIONS
Implement parts of or entire design in final form
SOFTWARE CODE
SKETCHES
WIREFRAMES
VARIABLE-FIDELITY MOCKUPS
ICONS
PHYSICAL MODELS
INTERACTIVE PROTOTYPES
SOFTWARE PROTOTYPES
GRAPHICALIMAGERY
DESIGNFRAMEWORKDefine the overarching design concepts and metaphors
DETAILED DESIGN
Describe salient designdimensions in detail
PRODUCTSPECIFICATIONSArticulate specifications and guiding principles of the design
CONCEPTUALDESIGN
SCREEN-FLOW & NAVIGATIONMODEL
PARTICIPATORYDESIGN
INFORMATIONARCHITECTURE
INTERACTIONMODEL
INTERFACEMETAPHORSSTYLE
GUIDELINES
DESIGNSPECIFICATIONS
TEST CASES
VISUALMETAPHORS
YOUR RESEARCHERS TODAY ARE:
Carolanne is an innovative product designer and aprogressive methodologist with over 25 years expe-rience creating highly flexible and responsive userenvironments for complex, data- and technology-intensive systems. She specializes in applying soundresearch methodologies to define users’ goals, tasks,and environments and designing the robust, scala-ble user interfaces, interaction models, and interac-tion architectures needed to support them.
Carolanne earned her Ph.D. in Cognitive Psychologywith a concentration in Computer Science atCarnegie-Mellon University, where she was a Na-tional Science Foundation Fellow. She is currentlythe Chief Design Scientist and Managing Partner atQuintus Design LLC. Her clients include DirecTV,Hewlett Packard, Sun Microsystems, Polycomm,Qwest Communications, and the Department ofDefense.
CAROLANNE FISHER, PhD
Susanne is User Experience Strategist for OOI-CI,where she also advises on and supports team col-laboration and communication. She brings a richand varied background to the project, including 20years of experience in user interface research, designand development, ranging from usability testing forYahoo! to design of sms-based public health systemsin rural Cambodia. Her research interests and con-sulting activities aim to develop effective practicesand support for time-critical problem-solving anddecision-making in ambiguous situations and col-laborative leadership in emergent teams.
Susanne holds a PhD in Computer Science, special-izing in Human-Computer Interaction, from theUniversity of Michigan. She was a National ResearchCouncil Post-Doctoral Fellow at the Pacific DisasterCenter in Hawaii, and is current Vice-Chair of IS-CRAM (the International Association for the Studyof Information Systems for Crisis Response andManagement).
SUSANNE JUL, [email protected]
who
areyou?
wha
t do you do?
whe
re
do you work?
wha
t tools do you use?
how
do you work? A DESIGN SCIENCEDesign is, inherently, both a science andan art. A science because it is a system-atic process based on collection of datathrough observation and experimenta-tion, and formulation and testing of hy-potheses. An art because the processcontains steps that are entirely subjec-tive, and its outcomes are unique. Theformer allows specific design domainsto develop and apply scientific princi-ples and methods, while the lattermakes the human factor essential. Thecombination reflects the wicked natureof design problems.
10 CHARACTERISTICS OF“WICKED” PROBLEMSParaphrased from Rittel, H. W. J., Webber, M. M.(1973). Dilemmas in a General Theory of Plan-ning. Policy Sciences, 4, 155-169.
1. There is no definitive formulation of awicked problem; the problem canonly be understood in terms of pos-sible solutions.
2. There is no way of knowing when awicked problem has been solved.
3. Solutions to wicked problems are notright or wrong, but good or bad.
4. It is not possible to define a definitetest for whether a solution solves theproblem.
5. Every attempt at a solution is uniqueand unrepeatable.
6. A wicked problem has an infinitenumber of possible solutions.
7. Every wicked problem is essentiallyunique.
8. Every wicked problem can be consid-ered to be a symptom of anotherproblem.
9. Every solution depends on subjectivedecisions.
10. Every attempt at a solution incurs acost; being wrong is unacceptable.
DESIGNING USER EXPERIENCES FOR A NATIONAL INFRASTRUCTURE IS DAUNTING!Designing user experience for a single product, product line or family of products entailsunderstanding the end users, their tasks and contexts, and is difficult. Designing user ex-perience for an infrastructure adds a need to understand the products and services the in-frastructure must support, the providers of such services as well as their tasks and contexts,and is challenging. Designing user experience for a national infrastructure increases the di-versity of people, tasks, and contexts to be understood by many orders of magnitude, andis daunting.
And yet, while the number of users and uses is multiplied manifold, we believe that thenumber of designers is also multiplied. By leveraging participatory design approaches,crowd-sourcing techniques, and collaborative technologies, we aim to allow end users tocontribute to design activities and participate in design decisions directly. We also aim toenlist participation from the design and educational communities so that OOI CI can bea truly national scientific effort.
We look forward to working with you!
Ocean Observatories Initiative Cyberinfrastructure
Human beings are wonderfully imaginative, flexible and innovative. Unfortunately, theirperformance, productivity and creativity depend on their state of mind, which, in turn, issensitive to wide range of factors including their physical well-being, emotional circum-stances, intellectual background and surrounding environment. The User Experience is "aperson's perceptions and responses that result from the use or anticipated use of a prod-uct, system or service” [ISO 9241-210], in other words, the state of mind induced by an ar-tifact or design.
OOI CI is committed to providing a user experience that is intellectually stimulating, sci-entifically productive, and conducive to transformative innovation. To achieve this goal, weapply the science of user experience design, which, like all design sciences, draws on a stronginterdisciplinary context, including theories and methods from diverse fields such as ar-chitecture, art, behavioral, social and cognitive sciences, business, computer science, engi-neering, life sciences, and product design.
participatory design
visual metaphor
design guidelines
interactionm
etaphor
screen flow
requ
irem
ents
revi
ew
men
tal s
imul
atio
n
a/b
test
ing
usab
ility
stud
y
cust
omer
feed
back
software code
interactive prototype
physical model
wireframesketch