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User-Centered Design: Involving Users for Better Understanding and Motivation

Learn about the benefits and principles of user-centered design, including task and context analysis, participatory design methods, and collaboration between users and designers.

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User-Centered Design: Involving Users for Better Understanding and Motivation

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  1. Chapter 9 User-Centered Approaches FJK 2005

  2. Motivation • understanding the users can be enhanced by design methods that explicitly involve users • task and context analysis can provide objective information about needs and requirements • participatory design method can elicit unbiased user input • collaboration between users and designers can increase motivation FJK 2005

  3. Objectives • identify the potential benefits of user involvement • be familiar with the main principles of user-centered approaches to interaction design • be aware of the benefits and difficulties of ethnographic approaches • integrate participatory design methods when appropriate FJK 2005

  4. Overview • Why involve users at all? • What is a user-centered approach? • Understanding users’ work • Coherence • Contextual Design • Involving users in design • PICTIVE • CARD

  5. Why involve users at all? • Expectation management • Realistic expectations • No surprises, no disappointments • Timely training • Communication, but no hype • Ownership • Make the users active stakeholders • More likely to forgive or accept problems • Can make a big difference to acceptance and success of product

  6. Degrees of user involvement • Member of the design team • Full time: constant input, but lose touch with users • Part time: patchy input, can be stressful • Short term: inconsistent across project life • Long term: consistent, but lose touch with users • Newsletters, other dissemination devices • Reach wider selection of users • Need communication both ways • Combination of these approaches

  7. How Microsoft involves users • Users are involved throughout development • ‘activity-based planning’: • studying what users do to achieve a certain activity (task) • usability tests • Office 4.0 had over 8000 hours of usability testing • internal use of products • by Microsoft staff • customer support lines

  8. Activity: User Involvement in Open Source • How does user involvement for open source products differ from commercial products?

  9. User-centered Approach • early focus on users and tasks • directly studying cognitive, behavioral, anthropomorphic & attitudinal characteristics • empirical measurement • users’ reactions and performance to scenarios, manuals, simulations & prototypes are observed, recorded and analysed • iterative design • when problems are found in user testing, fix them and carry out more tests

  10. Early focus on users and tasks • users’ tasks and goals • driving force behind the development • users’ behavior and context of use • product is designed to support them • users’ characteristics • captured & designed for • users are consulted throughout development, • from earliest phases to the latest • their input is seriously taken into account • design decisions • taken within the context of the user, their work and their environment

  11. Understanding users’ work • important for design, interaction • ethnography • study and description of different cultures • from anthropology: ‘writing the culture’ • participant observation • the outcome of ethnographic studies is difficult to use in design

  12. Framework for using ethnography in design • distributed co-ordination • distributed nature of the tasks & activities, and the means and mechanisms by which they are co-ordinated • plans and procedures • organisational support for the work, such as workflow models and organisational charts, and how these are used to support the work • awareness of work • how people keep themselves aware of others’ work

  13. Coherence • a method that offers appropriate questions to help address these key dimensions • example: • Distributed Coordination: • How is the division of labor manifested through the work of individuals and its co-ordination with others? • Plans and procedures • How do plans and procedures function in the workplace?

  14. Contextual Design • developed to handle data collection and analysis from fieldwork for developing a software-based product • used quite widely commercially • Contextual Design has seven parts: • Contextual inquiry, • Work modelling, • Consolidation, • Work redesign, • User environment design, • Mock-up and test with customers, • Putting it into practice

  15. Contextual Inquiry • an approach to ethnographic study • user is expert, designer is apprentice • a form of interview, but • at users’ workplace (workstation) • 2 to 3 hours long

  16. Main Principles Contextual Inquiry • Context • see workplace & what happens • Partnership • user and developer collaborate • Interpretation • observations interpreted by user and developer together • Focus • project focus to help understand what to look for

  17. Work Modeling • In the interpretation session, models are drawn from the observations: • Work flow model • the people, communication and co-ordination • Sequence model • detailed work steps to achieve a goal • Artifact model • the physical ‘things’ created to do the work • Cultural model • constraints on the system from organizational culture • Physical model • physical structure of the work, e.g. office layout

  18. Consolidation • a contextual inquiry yields a set of models • one for each user/developer pair • need to be consolidated into one view of ‘the work’ • affinity diagram • organizes interpretation session notes into common structures and themes • categories arise from the data • diagram is built through induction • work models consolidated into one of each type

  19. Mock-up and Testing • construction of a prototype that can be used for important activities • users perform the activities • measurements of performance • feedback from users • observation of users FJK 2006

  20. Putting it into Practice • development of the final product • deployment • additional evaluation and testing • refinements to the product FJK 2006

  21. Participatory Design • Scandinavian history • Emphasizes social and organisational aspects • Based on study, model-building and analysis of new and potential future systems

  22. User Involvement in Participatory Design • who will represent the user community? • possibly assisted by a facilitator • shared representations • co-design using simple tools • e.g. paper, video scenarios • proposed designs • designers and users communicate about them • cooperative evaluation • e.g. assessment of prototypes

  23. Benefits of Participatory Design “Computer-based systems that are poorly suited to how people actually work impose cost not only on the organisation in terms of low productivity but also on the people who work with them. Studies of work in computer-intensive workplaces have pointed to a host of serious problems that can be caused by job design that is insensitive to the nature of the work being performed, or to the needs of human beings in an automated workplace.” [Kuhn, S. in Bringing Design to Software, 1996]

  24. PICTIVE • Plastic Interface for Collaborative Technology Initiatives through Video Exploration • Intended to empower users to act a full participants in design

  25. PICTIVE Resources • materials • low-fidelity office items such as pens, paper, sticky notes • collection of (plastic) design objects for screen and window layouts • equipment • shared design surface, e.g. table • video recording equipment

  26. PICTIVE Session • before a PICTIVE session • users generate scenarios of use • developers produce design elements for the design session • parts of a PICTIVE session • introduction • Stakeholders all introduce themselves • tutorials • about areas represented in the session (optional) • Brainstorming • ideas for the design • Walkthrough of the design • summary of decisions made

  27. Activity: PICTIVE • run a PICTIVE session for your storyboard idea • split your team into developers and users, or recruit other potential users • emphasis: • users generate scenarios, ideally not influenced by the developers • developers produce design elements (templates) • users and developers collaborate to generate design alternatives

  28. CARD • Collaborative Analysis of Requirements & Design • similar to PICTIVE • higher level of abstraction • explores work flow, not detailed screen design • uses playing cards • pictures of computers and screen dumps • similar session structure as for PICTIVE • gives complementary views of a design • PICTIVE and CARD can be used together

  29. Activity: CARD • run a CARD session for your storyboard idea • consider recruiting different potential users • otherwise similar to PICTIVE • emphasis: • higher level of abstraction • work flow, not screen design

  30. Summary • User involvement helps manage users’ expectations & feelings of ownership • A user-centered approach has three main elements: early focus on users, empirical measurement and iterative design • Ethnography is useful for understanding work, but can be difficult to use in design • Coherence and Contextual Design support the use of ethnographic data in design • Participative design involves users taking an active part in design decisions • CARD and PICTIVE are example techniques

  31. Exercise • This exercise is to be done in pairs. • website application for booking theatre or cinema tickets online • Think about how you would design such a site, and sketch out some ideas • Run a CARD session with a colleague acting as a ‘user’ to map out the functional flow of the website • Ask your colleague to produce some scenarios of how the system may be used. Meanwhile, prepare some ‘empty’ templates for a PICTIVE session for this system, using paper, sticky notes and pens • Run a PICTIVE session to develop the online booking system collaboratively, using PICTIVE.

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