SBD Activity Design Chris North CS 3724 HCI
SBD: Activity Design Chris North CS 3724: HCI
ANALYZE analysis of stakeholders, field studies Problem scenarios claims about current practice DESIGN metaphors, information technology, HCI theory, guidelines Activity scenarios Information scenarios iterative analysis of usability claims and re-design Interaction scenarios PROTOTYPE & EVALUATE summative evaluation Usability specifications formative evaluation
Root concept: vision, rationale, assumptions, stakeholders SBD and Requirements Analysis Field studies: workplace observations, recordings, interviews, artifacts Summaries: stakeholder, task, and artifact analyses, general themes Problem scenarios: illustrate and put into context the tasks and themes discovered in the field studies Claims analysis: find and incorporate features of practice that have key implications for use
ANALYZE analysis of stakeholders, field studies Problem scenarios claims about current practice DESIGN metaphors, information technology, HCI theory, guidelines Activity Functionscenarios ality Information scenarios Look and feel iterative analysis of usability claims and re-design Interaction scenarios PROTOTYPE & EVALUATE summative evaluation Usability specifications formative evaluation
SBD: Activity Design Goal: work from problems and opportunities of problem domain to envision new activities • Transform old activities to new activities that use technology • Focus on system “what” not “how” • “conceptual design”, “task-level design” • Focus on improvements • Iterative Problem scenarios: work from current practice to build new ideas Activity design scenarios: transform current activities to use new design ideas
Problem claims: look for design ideas that address negatives, but keep positives +/- SBD: Activity Design Problem scenarios: work from current practice to build new Activity design space: brainstorm implications of metaphors and technology Activity design scenarios: transform current activities to use new design ideas Claims analysis: identify, illustrate, and document design features with key implications +/- HCI knowledge about activity design
Metaphors bridge the gap User’s Mental Model Designer’s Model The Web Cart Cashier Systematic, logical, comprehensive Ad hoc, informal, incomplete
Brainstorming § Developed in response to “group think” § Basic rules: § § Someone keeps list so everyone can see No idea is too wild No evaluation Silence does not mean “DONE” § Fun and “light weight”
Grocery Shopping? • Soccer mom: • • Shopping cart: • • Shelves •
metaphors •
new scenario • Online grocery? • Soccer mom: •
The Morphological Box § Identify dimensions of the design space § Enumerate all possible solutions
Grocery Shopping? •
ANALYZE analysis of stakeholders, field studies Problem scenarios claims about current practice DESIGN metaphors, information technology, HCI theory, guidelines Activity scenarios Information scenarios iterative analysis of usability claims and re-design Interaction scenarios PROTOTYPE & EVALUATE summative evaluation Usability specifications formative evaluation
Stages of Action in HCI Information design Interpretation Making sense GULF OF EVALUATION Perception Last month’s budget. . . ? Humancomputer interaction Task goal Interaction design System goal GULF OF EXECUTION Action plan Execution
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