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The ID process

The ID process. Identifying needs and establishing requirements Developing alternative designs that meet those requirements Building interactive versions of the designs so that they can be communicated and assessed. Evaluating what is being built throughout the process.

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The ID process

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  1. The ID process • Identifying needs and establishing requirements • Developing alternative designs that meet those requirements • Building interactive versions of the designs so that they can be communicated and assessed. • Evaluating what is being built throughout the process

  2. 3 characteristics of this process • Users should be involved throughout the development of the project • Specific user experience goals should be identified, agreed upon, and documented • Iteration through the 4 activities is inevitable

  3. User experience goals fun aesthetic goals satisfying emotionally fulfilling efficient to use easy to remember how to use enjoyable rewarding effective to use usability goals easy to learn safe to use supportive of creativity good utility entertaining pretty helpful motivating

  4. Key goals for an Internet application that allows the general public to access their medical records? fun aesthetic goals satisfying emotionally fulfilling efficient to use easy to remember how to use enjoyable rewarding effective to use usability goals easy to learn safe to use supportive of creativity good utility entertaining pretty helpful motivating

  5. Key goals for a system for teaching college level courses on-line, including lectures? fun aesthetic goals satisfying emotionally fulfilling efficient to use easy to remember how to use enjoyable rewarding effective to use usability goals easy to learn safe to use supportive of creativity good utility entertaining pretty helpful motivating

  6. Understanding and conceptualizing interaction

  7. Conceptualizing web usage • How do people conceptualize web pages in their everyday activity? • To what is it similar? What metaphors do they bring to bear? • What actions can on perform on or with a web page?

  8. Conceptual model • Need to first think about how your audience will conceptualize the system (e.g. how they will understand it).

  9. First steps in formulating a conceptual model • What will the users be doing when carrying out their tasks? • How will they think about the task? • What concepts and metaphors will they bring with them to the system? • What interaction modes will be most useful?

  10. Conceptual models • Many ways of classifying them • We’ll look at activities and objects • And interface metaphors

  11. Conceptual models based on activities

  12. Conceptual models based on activities • Giving instructions • issuing commands using keyboard and function keys and selecting options via menus • Conversing • interacting with the system as if having a conversation (e.g., AskJeeves) • Manipulating • acting on objects and interacting with virtual objects (e.g., pong, MS Word) • Browsing • Looking through lists, poking around, etc.

  13. 1. Giving instructions • Where users instruct the system and tell it what to do • e.g. print a file, save a file • Very common conceptual model, underlying a diversity of devices and systems • e.g. DVD player, vending machines • Main benefit is that instructing supports quick and efficient interaction

  14. What instructions are needed to get a can of soda? • What instructions are necessary for retrieving a snack?

  15. 2. Conversing • Underlying model of having a conversation with another human • Range from simple voice recognition menu-driven systems to more complex ‘natural language’ dialogues • Examples include timetables, search engines, advice-giving systems, help systems • Recently, much interest in having virtual agents at the interface. • AT&T developed voice interaction systems now in use on almost every customer support line.

  16. Get me off the list 1-888-567-8688

  17. 3. Manipulating and navigating • Involves dragging, selecting, opening, closing, etc. on virtual objects • Exploit’s users’ knowledge of how they interact in the physical world • Exemplified by: • The direct manipulation approach (DM) • What you see is what you get (WYSIWYG)

  18. Principles of direct manipulation • Continuous representation of objects and actions of interest • Physical actions and button pressing instead of issuing commands • Rapid reversible actions with immediate feedback on object of interest

  19. What are the advantages? • For novice users? • For experienced users? • For intermittent users?

  20. Why are direct manipulation interfaces so enjoyable? • Novices can learn the basic functionality quickly • Experienced users can work extremely rapidly to carry out a wide range of tasks, even defining new functions • Intermittent users can retain operational concepts over time • Transparency • Users can immediately see if their actions are furthering their goals and if not do something else • Error messages rarely needed • Users experience less anxiety • The system itself teaches one how to use it.

  21. Disadvantages?

  22. What are the disadvantages with DM? • Some people take the metaphor of direct manipulation too literally • Not all tasks can be described by objects and not all actions can be done directly • Some tasks are better achieved through delegating • e.g. spell checking • Can become screen space ‘gobblers’ • Moving a mouse around the screen can be slower than pressing function keys to do same actions

  23. 4. Exploring and browsing • Similar to how people browse information with existing media (e.g. newspapers, magazines, libraries, pamphlets) • Information is structured to allow flexibility in way user is able to search for information • e.g. multimedia, web

  24. Conceptual models based on objects

  25. Conceptual models based on objects • Usually based on an analogy with something in the physical world • Examples include books, tools, vehicles • Classic: Star Interfacebased on officeobjects Johnson et al (1989)

  26. Movie maker exercise

  27. Movie maker • Define a conceptual model for a movie making piece of software

  28. Movie maker • First, what are the objects?

  29. Movie maker • Objects • Frames • Effects • Transitions • Others?

  30. Movie maker • Now define a model for how people will construct a movie using the objects.

  31. Which conceptual model is best? • Direct manipulation is good for ‘doing’ types of tasks, e.g. designing, drawing, flying, driving, sizing windows • Issuing instructions is good for repetitive tasks, e.g. spell-checking, file management • Having a conversation is good for specialized applications (e.g., applications for learning, computer-phobic, disabled users and CRM) • Hybrid conceptual models are often employed, where different ways of carrying out the same actions is supported at the interface - but can take longer to learn

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