Research in Human-Computer Interaction

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Transcript Research in Human-Computer Interaction

Lecture 2 – User-oriented Design
Nundu JanakiRam
CS147 - Introduction to Human-Computer
Interaction Design
Computer Science Department
Stanford University
Autumn 2005-2006
(Slides adapted from Prof. Winograd and Ron Yeh)
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Learning Goals for Today
• Have an overview of the Interaction
Design process in general and the specific
way it will be applied in this course
• Have a broad understanding of what
“Design” means for this course
• Learn a first level of detail about the steps
we will be employing in the project
• Understand how users can be involved in
the design process
• See some examples of design projects
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User Centered Design
• Users’ tasks and goals are the
driving force behind development
• Users are consulted throughout
development
• All design decisions are taken from
within the context of the users, their
work, and their environment
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What is Design (Kelley)
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Not just problem solving – Creative leap
Messy – No right answer
Takes a point of view – or many
Calls for vision and multiple minds
Open attitude – many solutions
Learned from experience with reflection
Requires a feel for the materials
Starts with broadening, followed by narrowing
Requires ongoing mindfulness
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Design phases (IDEO)
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Understand
Observe
Visualize and Predict
Evaluate and Refine
Implement
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Simple Iterative Model
NEEDS
DESIGN
EVALUATE
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Modified from p. 186 in Interaction Design
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IMPLEMENT
Needs Analysis
NEEDS
DESIGN
EVALUATE
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IMPLEMENT
Contextual Inquiry
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Users and stakeholders
Context
At the interviewee’s workplace
Partnership
Designer is apprentice to Interviewee
Can be guided by interviewee
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Contextual Interviews
• Interpretation and elicitation of needs
• Observations must be interpreted by
observer and interviewee
• Focus
• Short
• Inquire about work behaviors
• Intention is to design a new system
• Focus on design goals
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Capturing the Data
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Observer’s head
Written notes
Sketches and photos of the setting
Audio (or even Video)
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Idea Generation
NEEDS
DESIGN
EVALUATE
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IMPLEMENT
Brainstorming
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Group vs. Individual Creativity
More Ideas == More Creative == Better
Limited Time
Keep a Record
• Brainstorm in Section next week!
Brainstorming is not just a good idea
but an inexhaustible source of
inspiration and fresh thinking (IDEO)
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The Rules According to IDEO
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Be Visual.
Defer judgment.
Encourage Wild Ideas.
Build on the Ideas of Others.
Go for Quantity.
One Conversation at a Time.
Stay Focused on the Topic.
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Exploring Design Ideas
NEEDS
DESIGN
EVALUATE
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IMPLEMENT
Sketches
From a previous cs147 project…
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Storyboards
http://www.storyboards-east.com/sb_dismoi.htm
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Storyboards
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Storyboards
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Flipbook
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Flipbook
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Flow Diagrams
From a previous cs147 project…
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Woah Nelly…!
• Sketches, Storyboards, Flipbooks,
Diagrams
• What’s the Difference?
• When to use them?
• Why to use them?
• Who’s the audience?
• Deliverable: Storyboard only
• But, try as many as you can
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Prototyping
NEEDS
DESIGN
EVALUATE
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IMPLEMENT
Using Prototypes
• Allows multiple parties to envision
together
– Designers
– Users
– Engineering, marketing, planning,…..
• Reflective conversation with the
materials
• Focus for identifying alternatives and
tradeoffs
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Low-Fidelity “Paper” Prototype
NEEDS
DESIGN
EVALUATE
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IMPLEMENT
Tools
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Paper, Cardboard, Transparencies
Tape, Glue, Rubber Cement
Pens, Pencils, Markers
Scissors
Plastic Tubes, Paper Cups, CD
“Coasters”
• Anything that you can buy in an arts and
crafts store (and that a kindergartener
would have fun using).
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Examples: Low-Fidelity Prototype
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Examples: Low-Fidelity Prototype
http://www.mindspring.com/~bryce_g/projects/lo_fi.html
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Examples: Low-Fidelity Prototype
http://bmrc.berkeley.edu/courseware/cs160/fall99/projects/t4/body/low-fi/
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User Testing
NEEDS
DESIGN
EVALUATE
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IMPLEMENT
Tools
• 3-4 group members
• Greeter/Facilitator
• Computer (not necessary for low-fi
testing)
• 2 Observers/Note takers
• Prototype
• Users!!!!
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User Testing
http://www.cs.waikato.ac.nz/usability/facilities.html
http://www.itl.nist.gov/iad/gallery.html
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High Fidelity “Interactive” Prototype
NEEDS
DESIGN
EVALUATE
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IMPLEMENT
Tools
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HTML & Javascript
Java JFC/Swing
Visual C++, Visual Basic
Flash MX, Director
Mac Interface Builder
others…or a mix of the above!!!
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Examples: Interactive Prototype
From cs160 at UC Berkeley
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Examples: Interactive Prototype
From cs247a at Stanford University
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Examples: Interactive Prototype
From cs160 at UC Berkeley
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Examples of Projects
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Visual Voicemail
Interactive Academic Planner
Suzie Q
ToneDeaf Revolution
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Appendix
Details on each of the data
gathering techniques
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Getting Users Involved
NEEDS
DESIGN
EVALUATE
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IMPLEMENT
USE
Stages of User Involvement
• Need finding
• Design [Participatory design]
• Implementation [End-user
programming]
• Evaluation
• Use in the target setting
Users can be involved in any of the
stages of the Design Process!
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An Overview of Data Gathering Techniques
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Questionnaires
Interviews
Focus groups
Observation
– Naturalistic (ethnography)
– Controlled (laboratory)
• Studying documentation (artifacts)
(See the appendix for details of these
techniques)
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Questionnaires
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Qualitative vs. quantitative data
Motivation to complete – Response rate
Uses of on-line questionnaires
Good for demographics, evaluation of
specific features or properties
• Design of Scales
– Precision
– Effort needed to decide on a response
See the detailed questionnaire guidelines in the text
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Likert Scales and Semantic Differentials
How easy was the system to use?
Easy
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Difficult
7
The system was easy to use
Strongly
Agree
Agree
Neutral
Disagree
Strongly
Disagree
How did you feel about the ease of using the system?
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How easy was the system to use?
Easy___________________________________Difficult
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Interviews
• Degrees of structuring for different purposes
– Structured - Like a guided questionnaire
– Semi-structured - Basic script guides the
conversation
– Open-ended - Still has a goal and focus
• Phone or face-to-face
• Develop trust
– Be sensitive to the setting
– Explain your goals to the interviewee
See the detailed interviewing guidelines in the
text
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Focus groups
• Group Interviews
– Can be 2 or more
• Try to work with representatives of
intended users
• Try to bring out differences
• Require expert facilitation
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Naturalistic observation
• “Quick-and-dirty”
• Participant observation (ethnography)
– Insider-outsider spectrum
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User camera studies
Diaries and pager studies
Audio/video recording
Walkthroughs
Many ethical issues are involved and it is
important to have full user understanding and
agreement to what you are doing
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Insights from ethnography
• The importance of setting
– Intuit “Follow me home” technique
• Seeing what is invisible to inhabitants
– What they say vs. what they do
• Making explicit the observer’s bias
– What you take for granted can blind you
• The Heisenberg principle
– Observation changes what is being observed
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Observational Data Gathering
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Notes
Camera
Audio
Video
– Good for presentations, hard to analyze
– It’s the AUDIO, stupid.
• Diaries
– User diaries
• Logs
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Controlled observation
• Laboratory settings and tasks
• Techniques for understanding what the
user is doing
– Walkthroughs
– Think-aloud
– Paired-think-aloud
More to come when we talk about testing
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Studying documentation (artifacts)
• Official documentation/description
• Physical and digital artifacts in the
environment
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Data Gathering Guidelines
• Set clear goals for the data collection
– Focus on identifying the stakeholders’ needs
• Involve all the stakeholder groups
• Evaluate cost/benefit for your effort
– Understand the tradeoffs
– Use a combination of techniques
– Balance specific goals and openness
• Support data-gathering with appropriate
props
• Run a pilot trial
• Record well – you won’t remember it well
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