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SBD: Activity Design

SBD: Activity Design. CS 3724 - HCI Chris North. Usability Engineering - Chapter 3. Hall of Fame/Shame Presentations. http://courses.cs.vt.edu/~cs3724/fall2006/schedule.html. HW#1 Revisited. ANALYZE. analysis of stakeholders, field studies. claims about current practice.

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SBD: Activity Design

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  1. SBD: Activity Design CS 3724 - HCI Chris North Usability Engineering - Chapter 3

  2. Hall of Fame/Shame Presentations • http://courses.cs.vt.edu/~cs3724/fall2006/schedule.html

  3. HW#1 Revisited

  4. ANALYZE analysis of stakeholders, field studies claims about current practice Problem scenarios DESIGN Activity scenarios metaphors, information technology, HCI theory, guidelines iterative analysis of usability claims and re-design Information scenarios Interaction scenarios PROTOTYPE & EVALUATE summative evaluation formative evaluation Usability specifications

  5. Root concept: vision, rationale, assumptions, stakeholders SBD and Requirements Analysis Field studies: workplace observations, recordings, interviews, artifacts Summaries: stakeholder, task, and artifact analyses, general themes Problem scenarios: illustrate and put into context the tasks and themes discovered in the field studies Claims analysis: find and incorporate features of practice that have key implications for use

  6. ANALYZE analysis of stakeholders, field studies claims about current practice Problem scenarios DESIGN Activity scenarios metaphors, information technology, HCI theory, guidelines Functionality iterative analysis of usability claims and re-design Information scenarios Look and feel Interaction scenarios PROTOTYPE & EVALUATE summative evaluation formative evaluation Usability specifications

  7. The Two Faces of HCI Design SYSTEM FUNCTIONALITY customer data ordering Information & Interaction Design product data Activity Design searching browsing LOOK & FEEL payment icons links security menus layout navigation labels fields feedback

  8. SBD: Activity Design • Transform old activities to new activities that use technology • Focus on system “what”,not “how” (why?) “conceptual design”, “task-level design” • Focus on improvements • Iterative Goal: work from problems and opportunities of problem domain to envision new activities Problem scenarios: work from current practice to build new ideas Activity design scenarios: transform current activities to use new design ideas

  9. Problem scenarios: work from current practice to build new Activity design space: brainstorm implications of metaphors and technology Problem claims: look for design ideas that address negatives, but keep positives Activity design scenarios: transform current activities to use new design ideas +/- SBD: Activity Design HCI knowledge about activity design Claims analysis: identify, illustrate, and document design features with key implications +/-

  10. Envisioning new activities • Effectiveness: meets users’ needs • Innovative technology vs. tried-and-true • Generality vs. specific tasks • Comprehension: understandable, predictable • Mental models • Metaphors • Satisfaction: accomplishment, motivating • Automation vs. control • Individual vs group needs

  11. Metaphors bridge the gap + - User’s Mental Model Designer’s Model The Web Cart Cashier Systematic, logical, comprehensive Ad hoc, informal, incomplete

  12. Activity design process • Design alternatives • Focus on fixing -’s, preserving +’s • Informal methods: • Brainstorm • Try metaphors • Apply technologies • Explore “what if”s, Be creative, out of the box • Systematic methods: • Identify design space -- Morphological Box • Rework scenarios with new design ideas • Participatory design • Coherence, completeness • Track claims • +/-, rationale • Iterate

  13. The Morphological Box • Identify dimensions of the design space • Enumerate all possible solutions PBJ sandwich, on whole wheat, no butter

  14. Brainstorming • Developed in response to “group think” • Basic rules: • Someone keeps list so everyone can see • No idea is too wild • No evaluation • Silence does not mean “DONE” • Fun and “light weight”

  15. Grocery shopping? • Soccer mom: • Shopping cart: • Shelves/Aisles:

  16. metaphors

  17. new scenario • Online grocery? • Soccer mom:

  18. The Morphological Box • Identify dimensions of the design space • Enumerate all possible solutions PBJ sandwich, on whole wheat, no butter

  19. Grocery shopping?

  20. ANALYZE analysis of stakeholders, field studies claims about current practice Problem scenarios DESIGN Activity scenarios metaphors, information technology, HCI theory, guidelines iterative analysis of usability claims and re-design Information scenarios Interaction scenarios PROTOTYPE & EVALUATE summative evaluation formative evaluation Usability specifications

  21. Interpretation Perception Making sense GULF OF EVALUATION Last month’s budget... ? GULF OF EXECUTION Execution System goal Action plan Stages of Action in HCI Information design Human-computer interaction Task goal Interaction design

  22. Homework #2 • Due Thurs • Study Usability Case library • Garden.com • Requirements analysis • Create an HTA for planning a garden • Use existing analysis – stuff you didn’t know • Add own/friends’ knowledge • Hierarchical decomposition • Be thorough

  23. Project Step 2 – Reqmts Analysis • Due next Thurs • Do the UE process • Identify stakeholders • Observe, interview, survey • Analyze data • Develop representations • Users • Problem scenarios • Claims • What’s the REAL problem? Remember Glenn Fink!

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