Part 3: Design Days , 19, 21, 23 15

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Transcript Part 3: Design Days , 19, 21, 23 15

Part 3: Design

Days 15 , 19, 21, 23 Chapter 8: Work Reengineering and Conceptual Design Chapter 9: Design Guidance and Design Rationale

Chapter 10: Interaction Design Chapter 11: Interaction Styles Chapter 12: Choosing Interaction Devices: Hardware Components Chapter 13: Choosing Interaction Components: Software Components Chapter 14: Moving from Choosing Components into Design Areas Chapter 16: Designing a Graphical User Interface (GUI) Chapter 17: Designing for the Web Chapter 18: The Design of Embedded Computer Systems and Small Devices

Midterm, Chapters: Chapters 1-6, 8-13 & History of HCI, Objective and Short answer

Imagine you have been asked to design an application to let elderly users to • organize • store • retrieve their

email

in a fast, efficient, and enjoyable way.

How would you start?

Interaction designers would begin by asking users about their current experiences of saving email and looking at existing email tools.

Based on this, they would begin thinking about

why, what,

and

how

they were going to design the application. Why take this approach?

Having a clear understanding of what, why, and how you are going to design something before writing any code can save enormous amounts of time and effort later on in the design process.

Once you’ve done a

user and task-analysis

, what's your next step? For many designers, the next step is to sketch the main screens and dialog boxes of their product.

Such initial sketches are usually high-level and low-fidelity — showing only gross layout and organization.

However, if you begin your design phase by sketching, you may have missed a step. Sketching amounts to starting to design how the system

presents itself

to users. It is better to start by designing what the system

is

is, by designing a

conceptual model

.

to them. That

By carefully crafting an explicit

conceptual model

focused squarely on the

tasks

, and then designing a user interface from the

tasks

, the resulting product will be simpler, more coherent, and easier to learn.

Essential Use Cases

User's Purpose System Responsibility

Concrete Use Cases

User Action System Response

Storyboards

Design Guidance

• User interface standards • User interface style guidelines • User interface design principles – Simplicity – Structure – Consistency – Tolerance

Design Rationale

• A recording of the design decisions you made and the reasons why you made them