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DESN S364

Fundamentals of Interaction Design (ID)

Block 1: Unit 3

Unit 3: The process of interaction design, and being user-centered


This unit discusses some of the practical issues involved in developing interactive products In particular, it considers the importance of being user-centered and the different ways of achieving this II also discusses different lifecycle models for developing interactive products, concentrating on the ID lifecycle that underpins this course. This discussion is supported by a substantial case study. This is based upon a UK company called Tokairo and the approach they look to designing the interaction for a recordkeeping system for lorry drivers.

Learning Aims:
When you have finished study of the Block 1- Unit 3, you will be able to do the following: Identify stakeholders. Create simple designs and choose between. Understand a variety of different lifecycle models, in particular the lifecycle model for interaction design. Interpret a case study using the ID activities and characteristics of the ID process. Explain the principles underpinning user-centred development.

Block 1: Unit 3
1 What is interaction design about?

What is interaction design about?


In interaction design, we investigate the artifacts use and target domain by taking a user-centered approach to development. This means that users concern direct the development rather than technical concerns,

What is interaction design about?


Interaction design involves developing a plan which is informed by the products intended use, target domain, and relevant practical considerations. Alternative designs need to be generated, captured, and evaluated by users.

Four basic activities of interaction design


(p. 17 of the Set Book)

1. Identifying needs and establishing requirements 2. Developing alterative designs 3. Building interactive versions of the designs 4. Evaluating designs

Activity:
Question Imagine that you want to design an electronic calendar or diary for yourself.

You might use this system to plan your time, record meetings and appointments, mark down peoples birthdays.
Draw a sketch of the system outlining its functionality and its general look and feel.

An outline sketch of an electronic calendar MONTH link to address book

address and telephone section


DAY Notes section

DAY 9:30 Meeting John (notes)

link to notes section

turn to next page To do: contact Daniel

Activity:
Answer
Design is influenced by the paper-based book. This calendar should allow me to record meeting and appointments, so I need a section representing the days and months. I need a section to take notes as I am a prolific note-taker. Enter contact details in my address book. Ive tried to incorporate electronic capabilities.

Mixed features of different systems or other record-keeping support together .

Sketches are an essential designers tool for capturing preliminary observations and ideas. If they are fluent and flexible they support creativity. Sketches can be concrete or abstract, representational or symbolic, loose or tight, improvisational or rehearsed.

If an idea is criticized before being expressed it dies prematurely. Design as opposed to craft has this quality of separate phases or modes. For example, an Express mode, producing many choices can be followed by a Test phase, followed by a Cycle phase where the next strategy is chosen. The basic design process is seen as cyclic or iterative.

There is a danger in iteration if alternatives are not considered, if you are only working on one design at a time, comparisons are never drawn, criteria are never challenged. At the core of invention might be a hunch followed by a hack followed by another hunch (craft) but an idea or generalization is needed for generating alternatives, prototypes and tests (design). The goal is principles, which organize the value of a product which creates a market which creates a paradigm and we are back to a fixed orbit. Design is the transfer orbit that gets us out of a small orbit into a larger one.

Human-Computer Interaction Guidelines

Human Computer Interaction with Shadow

Video 1: Interaction Design

Video 2: Interaction Design Interactive Prototype

Video 3: Video Sketching Presentation

Video 4: Sketch Based Rapid Interaction Prototyping

Video 5: Interaction Design

Block 1: Unit 3
2 Some practical issues

Identifying stakeholders
People or organisations who will be affected by the system or who have a direct or indirect influence on the system requirements. (Kotonya and Sommerville, 1998)

Activity:
Draw a stakeholder diagram for the supermarket check-out system. You diagram should be similar to the following one.

Beneficiaries
Customers/users Shareholders Senior management

Decision makers
Management providing access to resources

At Home website Gatekeepers


Managers providing access to front-line staff in order to establish the requirements

Workers
Front-line staff Development and implementation team

Stakeholder diagram for the At Home website

Stakeholder diagram for the supermarket check-out system

Beneficiaries
Check-out operators Customers Supermarket owners Suppliers (if sales increase)

Decision makers
Supermarket managers IT managers Suppliers (may need to modify packaging)

Supermarket check-out system

Gatekeepers
Managers providing access to front-line staff in order to establish the requirements

Workers
Check-out operators (involved in establishing the requirements and testing) Development team Warehouse staff (if sales increase)

Activity:
Draw a design for an electronic calendar system that is radically different to the outline sketch. Three photographs are included to help inspire you for this task. You only need to draw a single sketch in order to illustrate your design.
Inspiring images

March Now enter the date:

3.Display shows month.

1. Select calendar using menus.

2.Press keys to choose month e.g. 3 for March. Default is the current year.

4.Press keys to choose date Display will then show in plain text the bookings for the day.

Block 1: Unit 3
3 Lifecycle models: showing how the activities are related

A simple interaction design model

Identify needs/ establish requirements

Design

Evaluate

Build an interactive version

Final product

The waterfall life cycle model of software development model


Requirements analysis

Design
Code Test Maintenance

A basic Rapid Applications Development (RAD) lifecycle model of software development


Project initiation

Joint Application Development (JAD) workshops


Iterative design and build Evaluate final system Implementation review

The Star lifecycle model


Task analysis/ functional analysis

Implementation

Evaluation Prototyping

requirements/ specification

Conceptual design/formal design representation

Block 1: Unit 3
4 A worksheet processing system for distributed logistics depot networks: Tokairo case study.

Block 1: Unit 3
5 Why is it important to involve users at all?

Block 1: Unit 3
6 What is a user-centred approach?

The five principles of user-centred development

1. Users tasks and goals are the driving force behind the development. 2. Users behaviour and context of use are studied and the system is designed to support them. 3. Users characteristics are captured and designed for. 4. Users are consulted throughout development from the earliest phases to the latest, and their input is seriously taken into account. 5. All design decisions are taken within the context of the users and tasks.

These all expand the principle of early focus on users and tasks.

Assume that you are involved in developing a new e-commerce site for selling garden plants. Suggest ways of applying the above principles in this task.

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