Chapter 9 User-centered approaches to interaction design
Download
Report
Transcript Chapter 9 User-centered approaches to interaction design
Chapter 9
User-centered approaches to
interaction design
By:
Sarah Obenhaus
Ray Evans
Nate Lynch
Introduction
Some advantages of involving users
Main principles of user-centered approach
Ethnographic-based methods to understand
user’s work
Design techniques that help users take
active part in design
Why involve users?
Best way to ensure that users’ activities
taken into account
Expectation management
– Process that makes sure what user expects is
realistic
– Users will know what to expect-no surprises
– Users less likely to be disappointed
Ownership
– Users involved in design have a sense of
“ownership” and will be more receptive
Degrees of Involvement
Co-opted full time
– Consistent input
– Could lose touch with user group
Co-opted part time
– Consistent input with careful management
– Remain in touch with user group
Newsletters, Workshops
– Good solution for large amount of users
What if short on time?
Some argue that if the project is large scale
and the time is short, users will be a waste
of valuable time
Braiterman conducted 2 studies that prove
otherwise:
– 3-week web shopping application
• Use paper prototypes
– 3-month gaming website
• Observed 32 teenagers to gain insight
“Too much of a good thing?”
Heinbokel (1996) – Users could make project have
less flexibility and lower team effectiveness
Communication problems:
1.
2.
3.
4.
Users want more sophisticated designs later in
project
Users’ fears lead to less constructive participation
Users unpredictable and unsympathetic
Higher stress levels from higher aspirations
What is user-centered approach?
Real users and their goals should be the
driving force behind design
Three principles:
1. Early focus on user and their tasks
2. Empirical measurements
3. Iterative design
Early focus on user
Five principles that expand on this:
1. User’s goals are driving force
2. System designed to support users’ behavior
3. System designed for user’s characteristics
4. Users consulted from beginning to end, with
their input taken seriously
5. Design decisions taken within context of
users, their work, and environment
What is Ethnography?
“writing the culture” (Hammersley and
Atkinson, 1983)
Used to understand work
Observers sit in on user’s work
environment and participate in daily
activities
Experience is collected and documented
Ethnography and design
Three ways it is associated with design:
1. “Ethnography of”
–
Studies of developers and workplace
2. “Ethnography for”
–
Studies of organizational work
3. “Ethnography within”
– Integrated into methods for development
Ethnography continued
Design deals with abstraction, and
ethnography deals with detail
Framework of ethnography for designers:
– Distributed co-ordination
– Plans and procedures
– Awareness of work
Could train developers to do studies
Coherence
Intended for integration of social analysis
and object-oriented analysis
Present data from ethnographic studies
through
– “viewpoints”
– “concerns”
“Viewpoints”
Focus question for each that guide observer
through users’ workplace
– Distributed coordination
– Plans and procedures
– Awareness of work
See figure 9.1 for some questions
Concerns
1. Paperwork and computer work
Plans and procedures; awareness of work
2. Skill and use of local knowledge
“workarounds”
3. Spatial and temporal organization
Physical layout
4. Organization memory
Records and formal documents
Contextual Design
Structural approach to gathering info from
field
Seven parts:
– Contextual Inquiry, Work Modeling, Consolidation,
Work Redesign, User Environment Design, Mockup
and Test with Customers, Putting into Practice
Contextual Inquiry
Approach to ethnographic study that
follows apprenticeship model
– designer works as apprentice to user
Typical format includes interview,
observation, discussion, reconstruction
4 main principles
4 principles of Inquiry
1. Context
–
Importance of going to workplace
2. Partnership
–
Developer and user should collaborate
3. Interpretation
–
Observations must be interpreted together by
developer and user
4. Focus
–
What do you look for?
Contextual Inquiry v. Ethnography
1. Contextual Inquiry shorter (2-3 hours)
2. Inquiry interview more intense and
focused
3. Designer inquiring, not observing
4. Inquiry has intention of designing a
system, ethnography has no intent
Working Model
Five aspects of “work” modeled:
– Work flow model
– Sequence model
– Artifact model
– Cultural model
– Physical model
Interpretation Session
Session occurs after inquiry, work models
produced at this time as team composes
view of users’ work
Roles of team:
–
–
–
–
–
–
Interviewer
Work modelers
Recorder
Moderator
Participants
Rat-hole watcher
Consolidate Models
Affinity diagram-organizes notes taken
during session into hierarchy
– Work flow – identify key roles
– Sequence – structure of tasks/strategies
– Artifact – how people organize
– Physical – physical structure commonality
– Cultural – what matters to workers
Work Flow Model
Sequence Model
Artifact Model
Physical Model
Cultural Model
Design Room
Where all work models kept
All known about customers found here
Key element to contextual design
Participatory Design
Users actively involved in design as equal
to design team
Cultural differences has been a problem
UTOPIA project
PICTIVE
CARD
PICTIVE
Plastic Interface for Collaborative
Technology Initiatives through Video
Exploration
Uses typical office supplies to design
screen and window layouts
Group or one-on-one sessions of design
CARD
Collaborative Analysis of Requirements
and Design
Uses playing cards with pictures of
computers’ screens to study work flow
options
Form of storyboarding
Review of techniques
Ethnography
Coherence
Contextual design
Participatory design
Key Points
Pros and cons of user involvement
User-centered approach requires much info about
users
Ethnography good method for studying users in
natural surroundings
Coherence-method that provides focus questions
Contextual design-method that provides models
for gathering data
PICTIVE and CARD-participatory design
techniques that empower user