stanford hci group cs 147 HumanCentered Design Enlightened

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stanford hci group / cs 147 Human-Centered Design: Enlightened Trial and Error Scott Klemmer

stanford hci group / cs 147 Human-Centered Design: Enlightened Trial and Error Scott Klemmer tas: Amal Dar Aziz, Mike Krieger, Ranjitha Kumar, Steve Marmon, Neema Moraveji, Neil Patel 25 September 2008 http: //cs 147. stanford. edu

Recap: Course Overview • • Project-based course Weekly assignments, due Thursday noon Two weekly

Recap: Course Overview • • Project-based course Weekly assignments, due Thursday noon Two weekly lectures, studio Final project presentations: Monday 12/8, 7 p-10 p

Is this course right for me? • Officially, cs 106 a is a pre-requisite

Is this course right for me? • Officially, cs 106 a is a pre-requisite and cs 106 b is a co-requisite • Functionally, can you work together with two peers to create and evaluate an interactive application? (We’ll provide the Flash tutorials) • Depending on your background, some of this may be review (e. g. , design process for product design students)

How CS 147 Fits into Curriculum • Most CS courses for learning technology –

How CS 147 Fits into Curriculum • Most CS courses for learning technology – compilers, operating systems, databases, etc. • CS 147 concerned w/ design & evaluation – technology as a tool to evaluate via prototyping – skills will become very important upon graduation • complex systems, large teams

today

today

“The best way to have a good idea is to have lots of ideas.

“The best way to have a good idea is to have lots of ideas. ” -Linus Pauling

Prototypes for the Microsoft mouse From Moggridge, 8

Prototypes for the Microsoft mouse From Moggridge, 8

[Buxton, Sketching User Experiences]

[Buxton, Sketching User Experiences]

LEARNING / OMMUNICATION TIME

LEARNING / OMMUNICATION TIME

Prototyping as Communication 15

Prototyping as Communication 15

thinking through doing Epistemic Action

thinking through doing Epistemic Action

[Buxton, Sketching User Experiences]

[Buxton, Sketching User Experiences]

Tohidi et al, CHI 2006

Tohidi et al, CHI 2006

User Interfaces (UIs) • Part of application that allows people – to interact with

User Interfaces (UIs) • Part of application that allows people – to interact with computer – to carry out their task • User vs. Customer vs. Client – user is a term only used by 2 industries bad! – customer – person who will use the product you build – client – the company who is paying you to build it HCI = design, prototyping, evaluation, & implementation of UIs

Human-Centered Design Users’ tasks and goals are the driving force behind development Users are

Human-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

User Interface Development Process Customers, Products, Business, Marketing Design Discovery Customers, Products, Business, Marketing

User Interface Development Process Customers, Products, Business, Marketing Design Discovery Customers, Products, Business, Marketing Design Exploration Evaluate Production Customers: Work together to - Roles (Who) realize the design - Tasks (What) in detail - Context (Stories) Evaluate with Marketing: Customers - Business Priorities - Messages Storyboard Review & Iterate Technology: - Products - Architecture Design: Leading/competin g technologies Design Definition: Specification: Proposal: - Design Problem Statement Hi Fidelity, Refined Design Demos/ based on slide by Sara - Targeted User Roles (Who) - Based on customer feedback Lo Fi Prototypes Redpath, IBM & Thyra - Targeted User Tasks (What) - Foundation in product reality (How) Trauch, Tivoli - Design Direction Statements - Refined Design description

Our Human-Centered Process Understand Observe Visualize and Predict Evaluate and Refine Implement Iterate

Our Human-Centered Process Understand Observe Visualize and Predict Evaluate and Refine Implement Iterate

Iteration Design Prototype Evaluate

Iteration Design Prototype Evaluate

Why is HCI Important? • Major part of work for “real” programs – approximately

Why is HCI Important? • Major part of work for “real” programs – approximately 50% • Bad user interfaces cost – money • 5% satisfaction up to 85% profits • finding problems early makes them easier to fix – reputation of organization (e. g. , brand loyalty) – lives (Therac-25) • User interfaces hard to get right – people are unpredictable – intuition of designers often wrong

Who Creates UIs? • A team of specialists (ideally) – – – – –

Who Creates UIs? • A team of specialists (ideally) – – – – – graphic designers interaction / interface designers information architects technical writers marketers test engineers usability engineers software engineers customers Web Interface Design, Prototyping, & 25 CSE

Usability According to the ISO: The effectiveness, efficiency, and satisfaction with which specified users

Usability According to the ISO: The effectiveness, efficiency, and satisfaction with which specified users achieve specified goals in particular environments • This does not mean you have to create a “dry” design or something that is only good for novices – it all depends on your goals Web Interface Design, Prototyping, & 26 CSE

Usability/User Experience • Set goals early & later use to measure progress Goals •

Usability/User Experience • Set goals early & later use to measure progress Goals • Goals often have tradeoffs, so prioritize • Example goals – Robust – Learnable • faster the 2 nd time & so on – Memorable • from session to session – Flexible • multiple ways to do tasks – Efficient • perform tasks quickly • minimal error rates • good feedback so user can recover – Discoverable • learn new features over time – Pleasing • high user satisfaction – Fun Web Interface Design, Prototyping, & 27 CSE

User-centered Design “Know thy User” • Cognitive abilities – perception – physical manipulation –

User-centered Design “Know thy User” • Cognitive abilities – perception – physical manipulation – memory • Organizational / educational job abilities & skills • Keep users involved throughout – developers working with target customers – think of the world in users terms – not technology-centered/feature driven

1 Inspiration

1 Inspiration

“Good artists borrow, great artists steal” - Pablo Picasso Les Demoiselles d'Avignon 19 th

“Good artists borrow, great artists steal” - Pablo Picasso Les Demoiselles d'Avignon 19 th century Fang sculpture

Design Discovery Task Analysis & Contextual Inquiry • Observe existing work practices – augment

Design Discovery Task Analysis & Contextual Inquiry • Observe existing work practices – augment with self-report tools (e. g. , ESM) • • Create examples & scenarios of actual use Discover tasks to design for Answer key questions about tasks & users “Try-out”new ideas before building software ? Web Interface Design, Prototyping, & 31 CSE

2 Contextual Inquiry Users and stakeholders Context At the interviewee’s workplace Partnership Designer is

2 Contextual Inquiry Users and stakeholders Context At the interviewee’s workplace Partnership Designer is apprentice to Interviewee Can be guided by interviewee

Contextual Interviews Interpretation and elicitation of needs Observations must be interpreted by observer and

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

Capturing the Data Observer’s head Written notes Sketches and photos of the setting Audio

Capturing the Data Observer’s head Written notes Sketches and photos of the setting Audio (or even Video)

Brainstorming Guidelines Be Visual. Defer judgment. Encourage Wild Ideas. Build on the Ideas of

Brainstorming Guidelines 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.

3 Storyboards http: //www. storyboards-east. com/sb_dismoi. htm

3 Storyboards http: //www. storyboards-east. com/sb_dismoi. htm

4 Low-Fidelity Prototypes

4 Low-Fidelity Prototypes

Tools Paper, Cardboard, Transparencies Tape, Glue, Rubber Cement Pens, Pencils, Markers Scissors Plastic Tubes,

Tools 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 video

http: //www. mindspring. com/~bryce_g/projects/lo_fi. ht ml

http: //www. mindspring. com/~bryce_g/projects/lo_fi. ht ml

http: //bmrc. berkeley. edu/courseware/cs 160/fall 99/projects/t 4/body/low-fi/

http: //bmrc. berkeley. edu/courseware/cs 160/fall 99/projects/t 4/body/low-fi/

5 User Testing http: //www. cs. waikato. ac. nz/usability/facilities. html http: //www. itl. nist.

5 User Testing http: //www. cs. waikato. ac. nz/usability/facilities. html http: //www. itl. nist. gov/iad/gallery. html

User Testing Ingredients Greeter/Facilitator 2 Observers/Note takers Prototype Users!!!!

User Testing Ingredients Greeter/Facilitator 2 Observers/Note takers Prototype Users!!!!

An example cs 147 project

An example cs 147 project

stanford hci group / cs 147 Human-Centered Design Scott Klemmer tas: Amal Dar Aziz,

stanford hci group / cs 147 Human-Centered Design Scott Klemmer tas: Amal Dar Aziz, Mike Krieger, Ranjitha Kumar, Steve Marmon, Neema Moraveji, Neil Patel 25 September 2008 http: //cs 147. stanford. edu