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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5
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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?
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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