Methods for User-Centered Design
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Transcript Methods for User-Centered Design
Principles of User-Centered
Design
CSCI 4800/6800
Feb. 1, 2006
What is design?
Finding the right components of a physical structure
A goal-directed problem-solving activity
Simulating what we want to make or do before we
make or do it – as many times as may be necessary to
feel confident in the final result
Engineering design: “the use of scientific principles,
technical information and imagination in the definiton of
a mechanical structure, machine or system to perform
pre-specified functions with the maximum efficiency
and economy.
Approaches
Formal specifications
Custom crafted / creative
User-Centered Design
Principles
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Make user issues central in the design process
Carry out early testing and evaluation with users
Design iteratively
Methods for UCD
Soft Systems Methodology (SSM)
Open Systems Task Analysis (OSTA)
Multiview
Star Life Cycle
Soft Systems Methodology
Focuses on planning
Approach developed by Checkland, Schloes
’81, ’91
Emphasis : understand the problem and its
situation
SSM
Stages in SSM
Stages 1 and 2 – obtain “rich expression” of
the problem: meetings with stakeholders
Stage 3 – obtain precise definition of the
system
Stage 4 – produce conceptual models: abstract
representation, “root definition”
SSM, “root definition”
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C - Clients (people who will benefit/suffer)
A - Actors (who is involved with system)
T - Transformation (purpose)
W - Weltanschauung/World View
(perspective from which root definition is
formulated)
• O - Owners (who has commissioned system)
• E - Environment
SSM
Stage 5 – compare “root definition” of stage 4
with “rich expression” of stage 2; iterate until
gaps are filled
Stage 6 – identify changes
Stage 7 – recommend an action
SSM
Benefits for HCI engineering:
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Identifies people, constraints, view of system
Develops conceptual models
Cooperative Design
Participative design – users participate in
design process
Sociotechnical design – considers both social
and technical alternatives/solutions to/ aspects
of problems
OSTA – Open Systems Task Analysis (Eason,
Harker ’89)
OSTA
OSTA
Specified together:
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Technical requirements
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Social system requirements
System structure, functionality
Usability, acceptability
Goal:
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Provide method for understanding what occurs
when computer system is introduced into a working
environment
OSTA – Systems Analysis (top)
1.
2.
3.
4.
Primary task stated (goals of group of workers identified)
Task inputs identified - usually come from outside the system character of inputs may vary & affect way system behaves
External environment - including physical environment, economic,
political conditions, demand for task output
Transformation processes described typically - object/action flowchart
of objects to be transformed & actions neccessary to transform them
with annotations
OSTA – technical and social
5. Social system analyzed
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6.
7.
8.
Roles of people in relation to one another
Characteristics & qualities of users of new system
Technical system analyzed - how will new system be integrated with
others systems & what remains of the old system?
Performance satisfaction – for social system under new technical
systems
Requirements for new technical system, based on the task analysis
•
Functionality, usability, acceptability
Problems:
Need expert to guide the design process
Ability to integrate with other design
processes/methods
Need “right” organizational and political climate
Cost-effective???
Multiview
Combines sociotechnical and soft-systems approaches
Stage 1: create PTM (primary task model) – similar to
“root def”
Stage 2: conceptual modeling of info flows/ structure,
produce FM (functional model), ER model, dataflow
models
Stage 3: design people tasks (PT), role sets (RS), and
computer task requirements (CTR)
Stage 4: design the HCI
Stage 5: technical design
Multiview
Multiview
Provides more direction for system designers
Star Life Cycle
No prescribed ordering of activities
Based on actual design practive of HCI
designers
Emphasis on prototyping and evaluation
Rapid prototyping, incremental development
The Star Life Cycle
Star Life Cycle
Conceptual design – what is required? What
should system do? What data is required?
What will users need to know?
Physical design (formal design) : how to
achieve the conceptual design …
Methods for UCD
Example: Olympic Messaging Service
(1984 Los Angeles Olympic Games)
Kiosks at which athletes could send &
receive voice messages among themselves
Or people from around the world could
send messages in to athletes & official
Twelve languages (no translation)
OMS - Process
Paper scenarios of user interface prepared
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Comments from designers, management, prospective
users
Some functions altered, others dropped
Brief user guides prepared, tested, developed
iteratively (~200 iteratives)
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Simulations constructed & evaluated; help messages
designed
Simulations tested with users
OMS - Process
Needed to add undo/backup button
Visit to village site, demos & interviews with
ex-olympians & others involved
Prototype developed & tested
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"Hallway" method to collect info on height &
layout of prototype kiosk
"Try-to-destroy-it" tests of robustness (CS
students)
OMS – summary
Focus on users & tasks early in design process,
including user guides, help, & ensuring that user's
cognitive, social, & attitudinal characteristics are
understood & accomodated
Measure reactions by using prototype manuals,
interface, & other simulations of the system
Design iteratively
All usability factors must evolve together and be
under the responsibility of one control group
Example: Air Traffic Control System
Original system
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Variety of info needed, each from own source some on desk, some on ceiling, some not in line of
sight
Dials
Closed Circuit TV
Temporary instructions
Air Traffic Control
Desire: Integrated data display system
SAFETY (major concern)
"Upgradeable"
Variety of airports/local requirements
Modified info requirements
Layouts specific to controller & task
More color
Ability to add pages for specific local conditions
Simple editing facilities for updates
Example – Air Traffic Control
System
Process:
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Evaluate controller’s task
Develop first-cut design
Establish user-systems design group
Concept testing, user feedback
Produce upgraded prototype
Road-show to five airports
Develop systems specification
build and install system
establish new needs