1 / 25

Imran Hussain University of Management and Technology (UMT)

Virtual University Human-Computer Interaction. Lecture 18 Goal-Directed Design Methodology. Imran Hussain University of Management and Technology (UMT). In the Last Lecture. Software Lifecycle Models HCI Lifecycle Models Goal-Directed Design Model. In Today’s Lecture.

chuong
Télécharger la présentation

Imran Hussain University of Management and Technology (UMT)

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Virtual UniversityHuman-Computer Interaction Lecture 18Goal-Directed Design Methodology Imran Hussain University of Management and Technology (UMT)

  2. In the Last Lecture • Software Lifecycle Models • HCI Lifecycle Models • Goal-Directed Design Model

  3. In Today’s Lecture • Goal-Directed Design Methodology

  4. Desirability Capability Product Viability Success Factors for Technology Products

  5. User Plan • Design schedule • Form and behavior spec 3. What do people desire? (Desirability) 2. What can we build? (Capability) • User Model • Context • Historical • Social • Economic • User • Demographics • Psychographics • Technographics • Values • Goals • Scenarios Objective: A product that is: Viable Buildable Desirable 1. What will sustain a business? (Viability) • Business Model • Funding model • Income/expense projections, etc. • Business Plan • Marketing plan • Launch plan • Distribution plan

  6. Success Factors for Technology Products Overall probability Of product success Probability of technical completion (delivery) Probability of sustaining business (up to launch and Long enough after to build revenue) Probability of customer adoption (once the product has launched) • User Plan • Design • schedule • Form and • behavior • spec • Technology Planl • Engineering schedule • Engineering spec • User Model • Context • Historical • Social • Economic • User • Demographics • Psychographics • Technographics • Values • Goals • scenarios • Technology Model • Technology components • Competitors • Build vs buy • buy vs open source • Business Model • Funding model • Income/expense projections etc. • Business Plan • Marketing plan • Launch plan • Distribution plan

  7. Software Development Process Provide feedback on usability to Users Provide input to Users Provide bug report to Software Development Process QA Designers Provide spec to Provide code to Certify product for release Provide mandate to Managers programmers Primary responsibility: Ensure performance Ensure reliability Ensure financial success Ensure customer satisfaction Ship Initiate Design Code Test

  8. Goal-Directed Design Model Research User and the domain Modeling Users and use context Requirements Definition of user, business& technical needs Framework Definition of design structure & flow Refinement Of behavior, form& content

  9. What is Methodology?

  10. Goal-Directed Design Methodology Provide feedback on usability to Users Provide input to Users Provide bug report to Software Development Process QA Designers Provide spec to Provide code to Certify product for release Provide mandate to Managers programmers Primary responsibility: Ensure performance Ensure reliability Ensure financial success Ensure customer satisfaction Ship Initiate Design Code Test Requirements, Framework and Refinement Form, Content, and Behavior Opportunities, Constraints, and Context Research and Modeling Refine detail, describe models Tell stones about Using the system Derive components based on users Organize the components Apply ethnographic Research techniques Imagine a system To help users reach goals Review what exists (e.g. documents) Discuss values, Issues, expectations Define typical users Deduce what users want Define intent and Constraints of project personas Framework Scope Audit interviews Observations Goals Requirements Scenarios Elements Spec Object relationship Conceptual groupings Principles Patterns Logic/narrative flow Navigation structure Sketches Flow diagrams Chalk talk with Programmers Appearance Language Flow/behavior Product character Product story Format document Demonstration Prototype Presentation Desired outcomes Time constraints Financial constraints General process Milestones (scope may be Loose or tight) Project Brief Briefing Context Key-path Validation key path variants necessary use edge case use Notes Storyboards Information objects Functional objects Functional actions Contexts of use Lists Sketches Diagrams High-level data models Business plan Marketing plan Branding strategy Market research Product plan Competition Related technology Summary Insights Management Domain experts Customers Partners Sales channel (this step leads to a project mandate) Tapes Transcripts Summary Insights Interview Usage patterns Potential users Their activities Their environments Their interactions Their objects(tools) Aeiou framework from Rick Robinson, sapient) Tapes Transcripts Summary Insights Chalk Talk (Early findings) Primary Secondary Supplemental negative] Served(indirectly) Partner Customer Organizational Notes Life End Experience Business Technical Notes Chalk talk with management Problem definition vision definition Design imperatives Functional & data needs Environmental factors Business requirements Technical constraints (may require changes in scope) Problem statement Vision statement Cost of persons Formal decimations Presentation

  11. Research and Modeling - 1 Define intent and constraints of project Activity: Result: Scope Desired outcomes Time constraints Financial constraints General process Milestones (scope may be loose or tight) Artifact: Project Brief Meetings: Briefing

  12. Goal-Directed Design Methodology Provide feedback on usability to Users Provide input to Users Provide bug report to Software Development Process QA Designers Provide spec to Provide code to Certify product for release Provide mandate to Managers programmers Primary responsibility: Ensure performance Ensure reliability Ensure financial success Ensure customer satisfaction Ship Initiate Design Code Test Requirements, Framework and Refinement Form, Content, and Behavior Opportunities, Constraints, and Context Research and Modeling Refine detail, describe models Tell stones about Using the system Derive components based on users Organize the components Apply ethnographic Research techniques Imagine a system To help users reach goals Review what exists (e.g. documents) Discuss values, Issues, expectations Define typical users Deduce what users want Define intent and Constraints of project personas Framework Scope Audit interviews Observations Goals Requirements Scenarios Elements Spec Object relationship Conceptual groupings Principles Patterns Logic/narrative flow Navigation structure Sketches Flow diagrams Chalk talk with Programmers Appearance Language Flow/behavior Product character Product story Format document Demonstration Prototype Presentation Desired outcomes Time constraints Financial constraints General process Milestones (scope may be Loose or tight) Project Brief Briefing Context Key-path Validation key path variants necessary use edge case use Notes Storyboards Information objects Functional objects Functional actions Contexts of use Lists Sketches Diagrams High-level data models Business plan Marketing plan Branding strategy Market research Product plan Competition Related technology Summary Insights Management Domain experts Customers Partners Sales channel (this step leads to a project mandate) Tapes Transcripts Summary Insights Interview Usage patterns Potential users Their activities Their environments Their interactions Their objects(tools) Aeiou framework from Rick Robinson, sapient) Tapes Transcripts Summary Insights Chalk Talk (Early findings) Primary Secondary Supplemental negative] Served(indirectly) Partner Customer Organizational Notes Life End Experience Business Technical Notes Chalk talk with management Problem definition vision definition Design imperatives Functional & data needs Environmental factors Business requirements Technical constraints (may require changes in scope) Problem statement Vision statement Cost of persons Formal decimations Presentation

  13. Research and Modeling - 2 Review what exists (e.g. documents) Activity: Result: Audit Business plan Marketing plan Branding strategy Market research Product plan Competition Related technology Artifact: Summary Insights Meetings: Briefing

  14. Goal-Directed Design Methodology Provide feedback on usability to Users Provide input to Users Provide bug report to Software Development Process QA Designers Provide spec to Provide code to Certify product for release Provide mandate to Managers programmers Primary responsibility: Ensure performance Ensure reliability Ensure financial success Ensure customer satisfaction Ship Initiate Design Code Test Requirements, Framework and Refinement Form, Content, and Behavior Opportunities, Constraints, and Context Research and Modeling Refine detail, describe models Tell stones about Using the system Derive components based on users Organize the components Apply ethnographic Research techniques Imagine a system To help users reach goals Review what exists (e.g. documents) Discuss values, Issues, expectations Define typical users Deduce what users want Define intent and Constraints of project personas Framework Scope Audit interviews Observations Goals Requirements Scenarios Elements Spec Object relationship Conceptual groupings Principles Patterns Logic/narrative flow Navigation structure Sketches Flow diagrams Chalk talk with Programmers Appearance Language Flow/behavior Product character Product story Format document Demonstration Prototype Presentation Desired outcomes Time constraints Financial constraints General process Milestones (scope may be Loose or tight) Project Brief Briefing Context Key-path Validation key path variants necessary use edge case use Notes Storyboards Information objects Functional objects Functional actions Contexts of use Lists Sketches Diagrams High-level data models Business plan Marketing plan Branding strategy Market research Product plan Competition Related technology Summary Insights Management Domain experts Customers Partners Sales channel (this step leads to a project mandate) Tapes Transcripts Summary Insights Interview Usage patterns Potential users Their activities Their environments Their interactions Their objects(tools) Aeiou framework from Rick Robinson, sapient) Tapes Transcripts Summary Insights Chalk Talk (Early findings) Primary Secondary Supplemental negative] Served(indirectly) Partner Customer Organizational Notes Life End Experience Business Technical Notes Chalk talk with management Problem definition vision definition Design imperatives Functional & data needs Environmental factors Business requirements Technical constraints (may require changes in scope) Problem statement Vision statement Cost of persons Formal decimations Presentation

  15. Research and Modeling - 3 Discuss values, issues, expectations Activity: Result: Interviews Management Domain experts Customers Partners Sales channel (this step leads to a project mandate) Artifact: Tapes Transcripts Summary Insights Meetings: Interviews

  16. Goal-Directed Design Methodology Provide feedback on usability to Users Provide input to Users Provide bug report to Software Development Process QA Designers Provide spec to Provide code to Certify product for release Provide mandate to Managers programmers Primary responsibility: Ensure performance Ensure reliability Ensure financial success Ensure customer satisfaction Ship Initiate Design Code Test Requirements, Framework and Refinement Form, Content, and Behavior Opportunities, Constraints, and Context Research and Modeling Refine detail, describe models Tell stones about Using the system Derive components based on users Organize the components Apply ethnographic Research techniques Imagine a system To help users reach goals Review what exists (e.g. documents) Discuss values, Issues, expectations Define typical users Deduce what users want Define intent and Constraints of project personas Framework Scope Audit interviews Observations Goals Requirements Scenarios Elements Spec Object relationship Conceptual groupings Principles Patterns Logic/narrative flow Navigation structure Sketches Flow diagrams Chalk talk with Programmers Appearance Language Flow/behavior Product character Product story Format document Demonstration Prototype Presentation Desired outcomes Time constraints Financial constraints General process Milestones (scope may be Loose or tight) Project Brief Briefing Context Key-path Validation key path variants necessary use edge case use Notes Storyboards Information objects Functional objects Functional actions Contexts of use Lists Sketches Diagrams High-level data models Business plan Marketing plan Branding strategy Market research Product plan Competition Related technology Summary Insights Management Domain experts Customers Partners Sales channel (this step leads to a project mandate) Tapes Transcripts Summary Insights Interview Usage patterns Potential users Their activities Their environments Their interactions Their objects(tools) Aeiou framework from Rick Robinson, sapient) Tapes Transcripts Summary Insights Chalk Talk (Early findings) Primary Secondary Supplemental negative] Served(indirectly) Partner Customer Organizational Notes Life End Experience Business Technical Notes Chalk talk with management Problem definition vision definition Design imperatives Functional & data needs Environmental factors Business requirements Technical constraints (may require changes in scope) Problem statement Vision statement Cost of persons Formal decimations Presentation

  17. Research and Modeling - 4 Apply ethnographic research techniques Activity: Result: Observations Usage patterns Potential users Their activities Their environments Their interactions Their objects(tools) Aeiou framework from Rick Robinson, sapient) Artifact: Tapes Transcripts Summary Insights Meetings: Chalk Talk (Early findings)

  18. Goal-Directed Design Methodology Provide feedback on usability to Users Provide input to Users Provide bug report to Software Development Process QA Designers Provide spec to Provide code to Certify product for release Provide mandate to Managers programmers Primary responsibility: Ensure performance Ensure reliability Ensure financial success Ensure customer satisfaction Ship Initiate Design Code Test Requirements, Framework and Refinement Form, Content, and Behavior Opportunities, Constraints, and Context Research and Modeling Refine detail, describe models Tell stones about Using the system Derive components based on users Organize the components Apply ethnographic Research techniques Imagine a system To help users reach goals Review what exists (e.g. documents) Discuss values, Issues, expectations Define typical users Deduce what users want Define intent and Constraints of project personas Framework Scope Audit interviews Observations Goals Requirements Scenarios Elements Spec Object relationship Conceptual groupings Principles Patterns Logic/narrative flow Navigation structure Sketches Flow diagrams Chalk talk with Programmers Appearance Language Flow/behavior Product character Product story Format document Demonstration Prototype Presentation Desired outcomes Time constraints Financial constraints General process Milestones (scope may be Loose or tight) Project Brief Briefing Context Key-path Validation key path variants necessary use edge case use Notes Storyboards Information objects Functional objects Functional actions Contexts of use Lists Sketches Diagrams High-level data models Business plan Marketing plan Branding strategy Market research Product plan Competition Related technology Summary Insights Management Domain experts Customers Partners Sales channel (this step leads to a project mandate) Tapes Transcripts Summary Insights Interview Usage patterns Potential users Their activities Their environments Their interactions Their objects(tools) Aeiou framework from Rick Robinson, sapient) Tapes Transcripts Summary Insights Chalk Talk (Early findings) Primary Secondary Supplemental negative] Served(indirectly) Partner Customer Organizational Notes Life End Experience Business Technical Notes Chalk talk with management Problem definition vision definition Design imperatives Functional & data needs Environmental factors Business requirements Technical constraints (may require changes in scope) Problem statement Vision statement Cost of persons Formal decimations Presentation

  19. Research and Modeling - 5 Define typical users Activity: Result: Personas Primary Secondary Supplemental negative] Served (indirectly) Partner Customer Organizational Artifact: Notes Meetings: Chalk Talk (Early findings)

  20. Types of Users Beginners Perpetual intermediates Experts What new features are in this upgrade? I forgot how to import How do I automate this? What does the program do? How do I find facility X? What are the shortcuts for this Command? What is this control for? Remind me What this does? How do I print? Can this be changed How can I customize this? What is the program’s scope? Oops ! Can I undo? What was the command for X? Is there keyboard equivalent? Where do I start? What is dangerous?

  21. Perpetual Intermediates • Most users are intermediates • Nobody wants to remain a beginner • Programmers are experts • Sales people are beginners and lobby for product training • Optimize for intermediates • Need tool tips, can use reference material

  22. Beginners • Nobody wants to remain a beginner • Make them understand cause and effect • Represented model should follow mental model • Guided tours (overviews) instead of references

  23. Experts • Experts influence other buyers • Internalize the working of interfaces • Memorize functions due to frequency of use

  24. Beginners Perpetual intermediates Experts What new features are in this upgrade? I forgot how to import How do I automate this? What does the program do? How do I find facility X? What are the shortcuts for this Command? What is this control for? Remind me What this does? How do I print? Can this be changed How can I customize this? What is the program’s scope? Oops ! Can I undo? What was the command for X? Is there keyboard equivalent? Where do I start? What is dangerous?

  25. References • Interaction Design

More Related