Lecture 6 Flashcards

1
Q

Four basic activities in Interaction Design

A

Establishing requirements
Designing alternatives
Prototyping
Evaluating

– primary: frequent hands-on
– secondary: occasional or via someone else
– tertiary: affected by its introduction, or will influence its
purchase

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2
Q

Stakeholders and Users

A

those who interact directly with the product
those who manage direct users
those who receive output from the product
those who make the purchasing decision
those who use competitor’s products

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3
Q

Needs

A

Users rarely know what is possible

Users can’t tell you what they ‘need’ to help them achieve their goals

Instead, look at existing tasks:
– their context
– what information do they require?
– who collaborates to achieve the task?
– why is the task achieved the way it is?
– SUGGEST BETTER ALTERNATIVES!
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4
Q

How can we generate alternatives?

A

—‘Flair and creativity’: research and synthesis

—Seek inspiration: look at similar products or look at very different products (e.g. ‘mouse’ concept)

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5
Q

user-centred Design

A

User-centered design rests on three principles

  1. Early focus on users and tasks
  2. Empirical measurement using quantifiable & measurable usability criteria
  3. Iterative design
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6
Q

Requirements

A

Functional:

What the system should do
Historically the main focus of requirements activities

(Non-functional: memory size, response
time…)

Data:

  • What kinds of data need to be stored?
  • Live vs. historical data, data currency..
  • How will they be stored (e.g. database)?

Environment or context of use:

— physical: dusty? noisy? vibration? light? Heat? humidity? …. (e.g. ATM, open workspace vs.

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7
Q

Personas

A
  • Capture user characteristics
  • Not real people, but synthesised from real user characteristics
  • Should not be idealised
  • Bring them to life with a name, characteristics, goals, personal background
  • Develop multiple personas
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8
Q

Data gathering for requirements

A

Interviews:

  • Good for exploring issues
  • But are time consuming and may be infeasible to visit everyone

Focus groups:

- Good at gaining a consensus view and/or highlighting areas of conflict 
- But can be dominated by individuals

Questionnaires:

  • Can give quantitative or qualitative data
  • Good for answering specific questions from a large, dispersed group of people

Researching similar products:

Good for prompting requirements

Direct observation:

  • Good for understanding the nature and context of the tasks
  • But, it requires time and commitment from a member of the design team, and it can result in a huge amount of data

Indirect observation:

Good for logging current tasks

Studying documentation:

-Good source of data about the steps involved in an activity, and any
regulations governing a task
-Not to be used in isolation

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9
Q

Contextual Inquiry

A

Basically a long very detailed interview

A form of interview, but
— at users’ workplace (workstation)
— 2 to 3 hours long

Four main principles:
— Context: see workplace & what happens
— Partnership: user and developer collaborate – equal
footing (vs. interview)
— Interpretation: observations interpreted by user and
developer together
— Focus: project focus to understand what to look for

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10
Q

Caveats - data gathering

A
  • Political problems within the organisation
  • Dominance of certain stakeholders
  • Economic and business environment changes
  • Balancing functional and usability demands
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11
Q

Task analysis

A
  • Task descriptions are often used to envision new systems or devices
  • Task analysis is used mainly to investigate an existing situation
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12
Q

Hierarchical Task Analysis

A

Involves breaking a task down into subtasks, then sub-sub-tasks and so on. These are
grouped as plans which specify how the tasks might be performed in practice

  1. In order to buy a DVD
  2. locate DVD
  3. add DVD to shopping basket
  4. enter payment details
  5. complete address
  6. confirm order
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13
Q

Task descriptions

A

Scenarios

-an informal narrative story, simple, ‘natural’,
personal, not generalisable

• Use cases

  • assume interaction with a system
    -assume detailed understanding of the
    Interaction

• Essential use cases

— abstract away from the details
— does not have the same assumptions as use cases

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14
Q

use case diagram

A

Basically a basic sketch of interaction between user and product

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