1
PROBLEM STATEMENTS Design Realization Design Evaluation Problem Analysis Design Generation CONCEPTUAL SOLUTIONS VALIDATION APPLIED SOLUTIONS USER EXPERIENCE DESIGN CYCLE THE BASIC DESIGN CYCLE DRIVING VISION Ground the driving vision in the reality of end-user’s purposes & needs DRIVING VISION Ground the driving vision in the reality of end-user’s purposes & needs STATE OF THE ART Describe 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 USE Describe the real-world working environments in which the solution must operate USER PROFILES Describe the people for whom the solution must be effective TASK CHARACTERISTICS Describe the activities & tasks the users must accomplish PHOTO- ETHNOGRAPHY CONTEXTUAL INQUIRY PARTICIPANT OBSERVATION CONTEXT MATRIX PERSONAS USER STORIES CHARACTER MATRIX NEEDS- FINDING TASK ANALYSIS GOAL HIERARCHIES ACTIVITY MATRIX SCENARIOS OF USE Illustrate tacit requirements for case-based reasoning FORMAL REQUIREMENTS Describe benchmarks for analytical reasoning STORYBOARDS TASK CASES WORK FLOWS USER PERFORMANCE REQUIREMENTS USER FUNCTIONAL REQUIREMENTS PROBLEM STATEMENT VERIFICATION Determine how well problem descriptions reflect underlying realities PERFORMANCE TESTING Test aspects of design with real users performing real tasks SIMULATION TESTING Test aspects of design with real or simulated users performing simulated tasks USABILITY TESTING A/B COMPARISON TESTING FIELD TESTING Test implemented design with real users performing real tasks in real settings PERSONA AND SCENARIO REVIEWS REQUIREMENTS REVIEWS MENTAL SIMULATIONS COGNITIVE WALK-THROUGHS HEURISTIC EVALUATIONS PILOT STUDIES USABILITY STUDIES USER SURVEYS CUSTOMER FEEDBACK EXPERT INSPECTIONS DESIGN REPRESENTATIONS Create artifacts that demonstrate select dimensions of proposed designs DESIGN REPRESENTATIONS Create artifacts that demonstrate select dimensions of proposed designs DESIGN IMPLEMENTATIONS Implement parts of or entire design in final form SOFTWARE CODE SKETCHES WIREFRAMES VARIABLE- FIDELITY MOCKUPS ICONS PHYSICAL MODELS INTERACTIVE PROTOTYPES SOFTWARE PROTOTYPES GRAPHICAL IMAGERY DESIGN FRAMEWORK Define the overarching design concepts and metaphors DETAILED DESIGN Describe salient design dimensions in detail PRODUCT SPECIFICATIONS Articulate specifications and guiding principles of the design CONCEPTUAL DESIGN SCREEN-FLOW & NAVIGATION MODEL PARTICIPATORY DESIGN INFORMATION ARCHITECTURE INTERACTION MODEL INTERFACE METAPHORS STYLE GUIDELINES DESIGN SPECIFICATIONS TEST CASES VISUAL METAPHORS YOUR RESEARCHER S TODAY ARE: Carolanne is an innovative product designer and a progressive methodologist with over 25 years expe- rience creating highly flexible and responsive user environments for complex, data- and technology- intensive systems. She specializes in applying sound research 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 Psychology with a concentration in Computer Science at Carnegie-Mellon University, where she was a Na- tional Science Foundation Fellow. She is currently the Chief Design Scientist and Managing Partner at Quintus Design LLC. Her clients include DirecTV, Hewlett Packard, Sun Microsystems, Polycomm, Qwest Communications, and the Department of Defense. 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 rich and varied background to the project, including 20 years of experience in user interface research, design and development, ranging from usability testing for Yahoo! to design of sms-based public health systems in rural Cambodia. Her research interests and con- sulting activities aim to develop effective practices and support for time-critical problem-solving and decision-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 the University of Michigan. She was a National Research Council Post-Doctoral Fellow at the Pacific Disaster Center in Hawaii, and is current Vice-Chair of IS- CRAM (the International Association for the Study of Information Systems for Crisis Response and Management). SUSANNE JUL, PhD [email protected] w h o a r e y o u ? w h a t d o y o u d o ? w h e r e d o y o u w o r k ? w h a t t o o l s d o y o u u s e ? h o w d o y o u w o r k ? A DESIGN SCIENCE Design is, inherently, both a science and an art. A science because it is a system- atic process based on collection of data through observation and experimenta- tion, and formulation and testing of hy- potheses. An art because the process contains steps that are entirely subjec- tive, and its outcomes are unique. e former allows specific design domains to develop and apply scientific princi- ples and methods, while the latter makes the human factor essential. e combination reflects the wicked nature of design problems. 10 CHARACTERISTICS OF “WICKED” PROBLEMS Paraphrased from Rittel, H. W. J., Webber, M. M. (1973). Dilemmas in a General eory of Plan- ning. Policy Sciences, 4, 155-169. 1. ere is no definitive formulation of a wicked problem; the problem can only be understood in terms of pos- sible solutions. 2. ere is no way of knowing when a wicked problem has been solved. 3. Solutions to wicked problems are not right or wrong, but good or bad. 4. It is not possible to define a definite test for whether a solution solves the problem. 5. Every attempt at a solution is unique and unrepeatable. 6. A wicked problem has an infinite number of possible solutions. 7. Every wicked problem is essentially unique. 8. Every wicked problem can be consid- ered to be a symptom of another problem. 9. Every solution depends on subjective decisions. 10. Every attempt at a solution incurs a cost; 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 entails understanding 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, and is daunting. And yet, while the number of users and uses is multiplied manifold, we believe that the number of designers is also multiplied. By leveraging participatory design approaches, crowd-sourcing techniques, and collaborative technologies, we aim to allow end users to contribute to design activities and participate in design decisions directly. We also aim to enlist participation from the design and educational communities so that OOI CI can be a truly national scientific effort. We look forward to working with you! Ocean Observatories Initiative Cyberinfrastructure Human beings are wonderfully imaginative, flexible and innovative. Unfortunately, their performance, productivity and creativity depend on their state of mind, which, in turn, is sensitive to wide range of factors including their physical well-being, emotional circum- stances, intellectual background and surrounding environment. e User Experience is "a person'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, we apply the science of user experience design, which, like all design sciences, draws on a strong interdisciplinary 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. p a r t i c i p a t o r y d e s i g n v i s u a l m e t a p h o r d e s i g n g u i d e l i n e s i n t e r a c t i o n m e t a p h o r s c r e e n o w requirements review mental simulation a/b testing usability study customer feedback software code interactive prototype physical model wireframe sketch

Ocean Observatories Initiative Cyberinfrastructure · izing in Human-Computer Interaction, from the University of Michigan. She was a National Research Council Post-Doctoral Fellow

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Page 1: Ocean Observatories Initiative Cyberinfrastructure · izing in Human-Computer Interaction, from the University of Michigan. She was a National Research Council Post-Doctoral Fellow

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