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Chapter 3- Managing Design Processes

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(1)

Part –II Development Processes

(2)

Introduction

Current users are not dedicated to technology,

their background is more tied to their work

needs.

Design should be based on careful observation

of current users, refined by thoughtful analysis

of task frequencies and sequences, and

validated through early usability and

acceptance tests.

(3)

Organizational Design to support Usability

Many organizations have created usability laboratories to provide

expert reviews and to conduct usability tests of products during

development.

Usability test subjects perform benchmark(target) task in carefully

supervised conditions.

Companies may not yet have chief usability officers(CUOs) or vice presidents for usability, but they often have user-interface architects

(4)

Organizational Design to support Usability

In most large and small organizations, each project should have its own user-interface architect who

• develops the necessary skills,

• manages the work of other people,

• prepares budgets and schedules,

• and coordinates with internal and external human-factors professional when further references or usability tests are required.

This dual strategy balances the needs for centralized

(5)

Organizational Design to support Usability

Individuals will become highly skilled in specific problems

such as user-interface building tools, graphic-display

strategies, voice and tones design and online tutorial writing.

As design moves to implementation, the choice of

user-interface building tools is vital to success.

It enables the designers to build novel systems quickly and support the iterative design/test/refine cycle.

Usability engineers and user-interface architects who have a

(6)

Organizational Design to support Usability

Design is inherently creative and predictable.

• Carroll and Rosson characterize design in this way :

design is a process, it is not a state and it cannot be adequately represented statically.

the design process is non-hierarchical, neither bottom-up nor top-down.

The process is radically transformational, it involves the

development of partial and interim(temporary) solutions that may ultimately play no role in the final design.

(7)

Organizational Design to support Usability

Once the early data collection and preliminary

requirements are established, more detailed

design and early development can begin.

(8)
(9)

The Four Pillars of Design

1-Ethnographic(systematic study of people and

culture) Observation provides User-interface

Requirements.

2-Theories and Models provide a means of

developing Guidelines Documents & Process

3-Algorithms and Prototypes assist the development

of User-interface Software Tools which can be used

for Rapid-Prototyping.

(10)

The Four Pillars of Design

User Interface Requirements

– Clearly specifying user requirements is a major key to success in any development activity

– Laying out the user-interface requirements is part of the overall requirements development and management process

– User interface requirements describe system behavior

Ethnographic Observation

– Identifying and observing the user community in action

(11)

Examples of user-interface

requirements

Performance requirements (The mobile device shall be able to

save draft messages when out of the service area)

Functional Requirements(The system shall ensure that the PIN

entered matches the one on file)

Interface Requirements(The website shall permit ordering

(12)

The Four Pillars Of Design

Guidelines Documents and Processes:

Early in the design process, the user-interface architect should

generate, or require other people to generate, a set of working guidelines.

Guidelines creation should be a social process within an

organization to gain visibility and build support.

Guidelines documents are adapted to changing needs and

refined through experience.

Controversial(arguable/hot) guidelines should be reviewed by

(13)

The Four Pillars Of Design

When the guideline is adapted by the development team, the

implementation proceeds quickly and with few design changes.

eg : Microsoft Windows and Apple’s guidelines provide a good

starting point and an educational experience for many programmers.

The four Es provide a basis for creating a living document and a lively process:

Education, Enforcement, Exemption, Enhancement

Education(how to get it.?): users need training and a chance to

(14)

The Four Pillars Of Design

Enforcement (who reviews): A timely and a clear process is

necessary to verify that an interface adheres(stick) to the guidelines.

Exemption (who decides.?)(omission/freedom/release): When

creative ideas or new technologies are used, a rapid process for gaining exemption is needed.

Enhancement (how often.?) : A predictable process for review,

(15)

The Four Pillars Of Design

Each project has different needs but guidelines should be

considered for :

Words, icons and graphics(character set, fonts, font sizes, icons,

buttons, graphics, line thickness, backgrounds, abbreviations, etc..)

Screen-layout issues(Menu selection, form filling, dialog box

formats, feedback, error messages, use of headers and footers, adapting to small and large displays).

Input and Output devices(keyboard, display, cursor control,

(16)

The Four Pillars Of Design

Action sequences( clicking, dragging, dropping and gestures,

command syntax, shortcut and programmed function keys, error handling and recovery procedures)

Training(Online help and tutorials, training and reference

(17)

The Four Pillars Of Design

Recommendations for guidelines documents :

• Provides a social process for developers

• Records decisions for all parties to see.

• Promotes consistency and completeness.

• Facilitates automation of design.

• Allows multiple levels : Rigid standards, Accepted Practices, Flexible guidelines

(18)

The Four Pillars Of Design

User-interface software tools :

One difficulty in designing interactive systems is that customers and users

may not have a clear idea of what the system will look like when it is done.

It is difficult, costly and time consuming to make major changes to systems once those systems have been implemented.

❖ More serious difficulties can be avoided if at an early stage, the customers and users can be given a realistic impression of what the final system will

look like.

❖ Eg : A prototype of menu system have only one or two paths active , instead of thousands of paths envisioned for the final system.

(19)

The Four Pillars Of Design

Prototypes have been developed with simple drawing or

word-processing tools, but graphical design environments such as

Macromedia’s Director and Flash are widely used.

Development environments such as Microsoft’s Visual basic/C++ are easy to get started but have a rich set of powerful features.

Sun’s java provide cross-platform development and a variety of

(20)

The Four Pillars Of Design

Expert Reviews and Usability testing

Website designers recognize that they must carry out many small

and large tests of components before release to customers.

In addition to a variety of expert review methods, tests with the

intended users , surveys and automated analysis tools are proving

to be valuable.

(21)

Development Methodologies

Many software development projects fail to achieve their goals due to poor communication between developers and their

business clients or between developers and their users.

• Successful developers work carefully to understand the

business needs and refine their skills to obtain the accurate requirements from nontechnical business managers.

Successful developers also know that careful attention to

(22)

Development Methodologies

Such systems have low maintenance cost but produce

faster performance and reduce user errors substantially.

Small consulting firms that specialize in user-centered

design have created innovative design methodologies such

as Contextual inquiry to guide developers.

(Contextual inquiry is a semi-structured interview method to obtain information

about the context of use, where users are first asked a set of standard questions and then observed and questioned while they work in their own environments.)

Large corporations have integrated user-centered design

into their practice.

(23)

Developmental Methodologies

(24)

Rapid Contextual Design

From Holtzblatt, et al., Rapid Contextual Design:

(25)

Rapid Contextual Design

• The rapid contextual design method involves the following steps:

1. Contextual inquiry: plan for, prepare, and then conduct field interviews to observe and understand the work task being performed.

2. Interpretation sessions and work modeling: conduct team discussions to draw conclusions based on the contextual inquiry, including understanding of the workflow process, cultural and policy impacts on work performed.

3. Model consolidation and affinity diagram building: consolidate the work models to illustrate common work patterns and processes and create affinity

diagrams(hierarchical representations of the issues to address user needs).

(26)

Rapid Contextual Design

• 5. Visioning : review the consolidated data. The visioning session defines how the system will streamline and transform the work of the users. Capture key issues and ideas using flipcharts.(redesign of user tasks using pictures and graphs)

• 6. Storyboarding : defines and illustrates the “to be built” assumptions.

7. User Environment Design : the single, coherent representation of the users and the work to be performed is expressed in the user environment design. The UEDs are built from the story boards.

8. Interviews and evaluations with paper prototypes and mock-ups:

(27)

Development Methodologies

Cognetics Corporation’s well-tested and widely used method , ”The

Logical User-Centered Interactive Design Methodology (LUCID)”

identifies six stages :

(28)

Ethnographic Observation

Ethnography The branch of anthropology(science that deals with physical and cultural development, biological characteristics,….) that deals with the scientific description of specific human cultures.

Ethnographers join work or home environments to listen and observe carefully, ask questions and participate in activities.

• As ethnographers, user-interface designers should gain insight into individual behavior and the organizational context.

UI designers differ from ethnographers in understanding their

(29)

Ethnographic Observation

• Traditional ethnographers immerse themselves in cultures for weeks or months. UI designers need to limit this process to a

period of days or even hours to obtain the relevant data needed to influence the redesign.

• Guidelines for preparing for the evaluation, performing the field study, analyzing the data, and reporting the findings might include the following :

• Preparation, Field Study, Analysis and Reporting

• Preparation

-- understand organization policies and work culture. -- Familiarize yourself with the system and its history -- set initial goals and prepare questions

(30)

Ethnographic Observation

Field Study :

-- Establish rapport(relation) with managers and users.

-- Observe or interview users in their workplace, and collect subjective and objective quantitative and qualitative data.

-- Follow any leads that emerge from the visits. -- Record your visits.

Analysis :

-- Compile the collected data in numerical, textual and multimedia databases.

-- Quantify(compute) data and compile statistics. -- Reduce and interpret the data.

(31)

Ethnographic Observation

• Reporting

-- Consider multiple audiences and goals. -- Prepare a report and present the findings.

• A thoughtful applied ethnographic process has proved to have

many benefits.

Increase trustworthiness and creditability, since designers learn about the complexities of an organization by visits to the

workplace.

Personal presence allows designers to develop working

relationships with several end users to discuss ideas and they will

(32)

Participatory Design

Participatory design is the direct involvement of people in

the collaborative design of the things and technologies

they use.

• More user involvement brings:

– more accurate information about tasks

– more opportunity for users to influence design decisions

(33)

On the negative side, extensive user involvement may: -be more costly

-lengthen the implementation period

-build opposition with people not involved or whose suggestions rejected

- force designers to compromise their design to satisfy incompetent(unskilled) participants

(34)

Participatory Design

• A multiple-case study called plastic interface for collaborative

technology initiatives through video exploration(PICTIVE) approach

exist.(users sketch interfaces, slips of paper, pieces of plastic to create prototypes).

• A scenario walkthrough is then recorded on video tape for presentation to managers, users or other designers.

• Many variations of participatory design have been proposed that

engage participants to create dynamic performances, photography exhibits, games or merely sketches or written scenarios.

Careful selection of users helps to build a successful participatory

design experience. A competitive selection increases participants

(35)

Participatory Design

• The sensitive project leader must judge the right level of user involvement.

• The experienced user-interface architect knows that

organizational politics and the preferences of individuals may be

more important than technical issues in governing the success of

an interactive system.

Many questions remain to be studied, such as whether

homogeneous or diverse groups are more successful, how to tailor processes for small and large groups, and how to balance

decision-making control between typical users and professional designers.

Ideas about participatory design are being refined with diverse

(36)
[image:36.720.207.519.113.432.2]

Participatory Design (cont.)

Fig 3.4 Druin’s model of the four levels of user

(37)

Participatory Design

The levels of participation are becoming more clearer, one

taxonomy describes the roles of children in developing interfaces

for children, varying from testers to informants to partners.

Testers are observed as they try out novel designs.

Informants comment to designers through interviews and focus

groups.

(38)

Scenario Development(situation/picture)

When a current interface is being redesigned, reliable data

about the distribution of task frequencies and sequences is an

enormous asset.

A table with user communities listed across the top and task listed down the side indicates which user performs which task.

Another representation tool is a table of task frequencies, indicating which task follow other tasks.

A flowchart or a transition diagram helps the designers to

record and convey the sequences of possible actions. Line thickness

(39)

Scenario Development

• During the early design stages, data about current

performance should be collected to provide a baseline.

An early way to describe a novel system is to write scenarios

of usage and to act them out as a form of

theater.(stage/show business)

This technique is especially effective when multiple users

should cooperate(control rooms, financial trading rooms) or multiple physical devices are used(eg. Customer-service

desks, medical laboratories).

Scenarios can represent common or emergency situations

with both novice and expert users. Personas can also be used

(40)

Scenario Development

The design team of National Digital Library gives 81

scenarios that portrayed the typical needs of potential users.

• Eg : I would like to open a grocery store specializing in organic products in the grater Seattle metropolitan area. What are the trends in production and consumption of organic food products.?

Some scenario writers produce a video tape to convey their

intentions.

• Apple’s Knowledge Navigator , Starfire scenario for Sun

(41)

Scenario Development

• Cell-phone developers were producing scenarios on how personal, family , and commercial relationships would change due to

mobile video communications.

• Eg : DoCoMO : it shows how a family can realize its goal of

Figure

Fig 3.4 Druin’s model of the four levels of user participation.

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