cmsc434 week 02 | lecture 03 | sept 10, 2013 wrapping up … · 2013-09-11 · that’s why we...
TRANSCRIPT
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Human Computer Interaction Laboratory
@jonfroehlich Assistant Professor Computer Science
CMSC434 Introduction to Human-Computer Interaction
Week 02 | Lecture 03 | Sept 10, 2013
Wrapping up Design Processes
Beginning Understanding Users I
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Hall of Fame Hall of Shame
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Source: CMSC434 Student Joe Stout
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Source: CMSC434 Student Joe Stout
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Source: CMSC434 Student Joe Stout
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Source: CMSC434 Student Joe Stout
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It is hard to tell if it is a back end issue or not because I am not being conveyed any information. The UI has failed me by not telling me the problem, and the back end has failed by not processing my information and sending me an email. Another issue could be that the verify button isn't posting any information at all and simply directs me back to the same webpage. Possible fixes to this is to ensure that the verify button is set up correctly, give some general troubleshooting advice on the page or at least a link to more information, and perhaps to send some sort of email with further instructions in case something like this ever happens.
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IF YOU BUILD IT, THEY WILL COME Reflecting on the Successes (and Failures) of Building a Collaborative Workspace
to Support Creativity, Experimentation, and Making
HCIL Brown Bag Discussion
September 12th, 2013: 12:30-1:30PM
Human Computer Interaction Laboratory
@jonfroehlich Assistant Professor Computer Science
@jonfroehlich Assistant Professor CS
DSST 2013 Workshop
July 30th, 2013
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My Talk on Building the HCIL Hackerspace
2119 Hornbake Building, S Wing
Time: Thursday, Sept 12th, 1:30-2:30PM
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Today
1. Project pitches and voting
2. RR01 : ABC News Nightline IDEO Video
3. Idea generation
4. Design processes
5. Start on understanding users
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IDEO ABC Nightline, July 1999
Source: http://goo.gl/eyTsLU
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generation idea
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The best way to have a good
idea is to have lots of ideas.
Linus Pauling Professor of Chemistry
Caltech, UC San Diego, Stanford
Only person awarded two unshared Nobel Prizes
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Elaboration
Design Process
Original source: Paul Laseau,Graphic Thinking for Architects & Designers, 1980; Ref from Greenberg et al., Sketching User Experiences, 2012
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Elaboration and Reduction
Design Process
Original source: Paul Laseau,Graphic Thinking for Architects & Designers, 1980; Ref from Greenberg et al., Sketching User Experiences, 2012
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Source: http://www.slideshare.net/ugleah/how-to-be-a-ux-team-of-one
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Design Process
Elaboration and Reduction
Design Process Design Process
Original source: Paul Laseau,Graphic Thinking for Architects & Designers, 1980; Ref from Greenberg et al., Sketching User Experiences, 2012
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IDEOBrainstormingRules 1. Be visual
2. Defer judgment
3. Encourage wild ideas
4. Build on the ideas of others
5. Go for quantity
6. One conversation at a time
7. Stay focused on the topic
Tom Kelley and Jonathan Littman, The Art of Innovation: Lessons in Creativity from IDEO, 2001
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IDEOBrainstormingKillers 1. The boss gets to speak first
2. Everybody gets a turn
3. Experts only please
4. Do it “off-site”
5. No silly stuff
6. Writing down everything
[Kelley, The Art of Innovation]
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CandleProblem
[Duncker, 1945]
Who has seen this
problem before?
How to fix a lit candle on a wall in a way so the candle wax won't drip onto the table
below. To do so, one may only use a book of matches and a box of thumbtacks
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CandleProblem
[Duncker, 1945]
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CandleProblem
[Duncker, 1945]
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FunctionalFixedness
[Duncker, 1945]
Functional fixedness is a cognitive bias that limits a person to using
an object only in the way it is traditionally used
A “mental block against using
an object in a new way that is
required to solve a problem”
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FunctionalFixedness
[Adamson, 1952]
Group 1:
Preutilization Boxes presented as a
container with
materials inside them
Group 2:
No Preutilization Boxes were presented
empty
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“Try stuff and ask forgiveness rather
than asking permission is the way
that people come up with new
ideas.”
DavidKelley Founder and Chairman of IDEO
BeDaring
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“Being playful is of huge importance
in being innovative. If you go into a
culture, and there’s a bunch of stiffs
going around, they are not likely to
invent anything.”
DavidKelley Founder and Chairman of IDEO
Playfulness
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design processes
some
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The point is that we’re not actually experts in
any given area. We’re experts in the
process of how you design stuff. We don’t
care if you give us a toothbrush, a tractor, a
space shuttle, or a chair.
David Kelley Co-Founder of IDEO and Stanford Design Professor
Quote from: ABC Nightline The Deep Dive with Ideo
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A soufflé is eggs, butter, milk, and flour but
the difference between soaring and sinking
is in the execution.
Björn Hartmann Professor of Human-Computer Interaction
Computer Science, University of California, Berkeley
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As with most things, following a vetted process
and practicing will improve performance
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If we wish to improve our products,
We must improve our processes;
We must continually redesign
Not just our products
But also the way we design
That’s why we study the design process
To know what we do and how we do it
To understand it and improve it
To become better
Hugh Dubberly, How do you design?, Dubberly Design Office, San Francisco
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Getting the design right and the right design.
Bill Buxton Principal Researcher at Microsoft Research
One of the more influential figures in IxD Quote from: Buxton, Sketching User Experiences, 2007
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A Design Process
A problem A solution
Hugh Dubberly, How do you design?, Dubberly Design Office, San Francisco, http://www.dubberly.com/articles/how-do-you-design.html
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A Design Process
Hugh Dubberly, How do you design?, Dubberly Design Office, San Francisco, http://www.dubberly.com/articles/how-do-you-design.html
A problem
A solution
Tim Brennan Apple (Creative Services Department)
“Somebody calls up with a project; we do
some stuff; and the money follows”
Process Model Benefits Has potential for playfulness/fun
Is similar to a random walk
Has a feeling of iteration…
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All Design Processes
Hugh Dubberly, How do you design?, Dubberly Design Office, San Francisco, http://www.dubberly.com/articles/how-do-you-design.html
Process Input Output
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(Most) Design Processes
Hugh Dubberly, How do you design?, Dubberly Design Office, San Francisco, http://www.dubberly.com/articles/how-do-you-design.html
Process Input Output
Feedback
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One of the simplest and most common
observations about designing… is that it
includes the three essential stages of
analysis, synthesis, and evaluation.
John Chris Jones Quote from: Jones, Design Methods, p. 63
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Design
Build
Evaluate
A Design Process The Iterative Design Process
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Design
Build
Evaluate
A Design Process The Iterative Design Process
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Dix et al., Human-Computer Interaction, 3rd edition, 2004, p 196
A Design Process Dix et al.’s Interaction Design Process
1. Requirements: what is needed? Use formative inquiry
methods such as interviews, surveys, observation
2. Analysis: how to use formative data? Methods to analyze
qualitative and quantitative data to inform design
3. Design: moving from what you want to how to do it. There are
a number of rules, guidelines, and principles to help us.
4. Iteration and prototyping: We can’t expect to get the design
right the first time. Build prototypes, evaluate, adapt prototypes
5. Implementation and deployment: Deploy most successful
design, which involves writing code, making hardware, writing
manuals, etc.
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Analysis
Implement
and deploy
Affinity diagraming
Task analysis
Scenarios
Based on Dix et al., Human-Computer Interaction, 3rd edition, 2004, p 195
What is
wanted
Design Ethnography
Surveys
Interviews
Evaluation
Design Critique
Heuristics
Prototype
Guidelines
Principles
Specification Design
A Design Process Dix et al.’s Interaction Design Process
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Evaluate
Final product
A Design Process Roger’s et al. IxD Lifecycle Model
Rogers et al., Interaction Design, 3rd edition, 2011, p 332
Design / Redesign
Identify needs/ establish
requirements
Build an interactive
version
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http://www.slideshare.net/nielschrnilsson/lifecycle-models-needs-and-requirements-and-prototyping
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http://www.slideshare.net/nielschrnilsson/lifecycle-models-needs-and-requirements-and-prototyping
Traditional Waterfall
Lifecycle Design
Process
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http://www.slideshare.net/nielschrnilsson/lifecycle-models-needs-and-requirements-and-prototyping
Traditional Waterfall
Lifecycle Design
Process
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The design practice we observed in the late 1970s
was more complex than contemplated by
psychology and software engineering, but it was still
woefully oversimplified. “User testing” was generally
seen as a validation process tacked onto the very
end of system development.
John M. Carroll Professor of HCI at Penn State
One of the early pioneers of the field Quote from: Carroll, Reconstructing minimalism, SIGDOC’97
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The design practice we observed in the late 1970s
was more complex than contemplated by
psychology and software engineering, but it was still
woefully oversimplified. “User testing” was generally
seen as a validation process tacked onto the very
end of system development. In those days, the
objective of user testing was to identify glitches that
could be “papered over” before the system was
delivered. Indeed, users played almost no role at
all in system design.
John M. Carroll Professor of HCI at Penn State
One of the early pioneers of the field Quote from: Carroll, Reconstructing minimalism, SIGDOC’97
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Beck, K. Embracing change with extreme programming. Computer, 32(10), 70–77. doi:10.1109/2.796139
Extreme Programming
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All begin with “understanding needs” to help establish design requirements
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users understanding
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users understanding
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UserResearchMethods
Formative Evaluative Build
Ethnography
Interviews
Surveys
Cultural Probes
Focus Groups
Diary Studies
Experience Sampling Studies
Studying Similar Products
Interaction Logging of Past Product /
Early Prototype
Studying Past Product Documentation
…
Ethnography
Interviews
Surveys
Focus Groups
Diary Studies
Experience Sampling Studies
Interaction Logging
…
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Surveys Video Ethnography
Focus Groups Observational
Techniques
Statistical
Macro techniques
(many people)
Micro techniques
(few people)
Interpretive
Saying Doing Explicit opportunities and needs Latent opportunities and needs
[Designing Interactions by Bill Moggridge, 2007]
[Designing Interactions by Bill Moggridge, 2007]
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All user research techniques
have their own limitations
Use multiple techniques to
fully understand a design
scenario o Choose techniques that account for
the weaknesses of each other
o Choose techniques to cover both
depth and breadth of the user
experience
KeyPoint: Triangulation
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observation
importance of
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Design Thinking 60 Minutes, January 2013
Source: http://goo.gl/SPwdPE
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YogiBerra MLB Player / Quote Machine
“You can observe a
lot by just watching”
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Pimentel, Big Blue to expand viewpoint / Research center to add nontechnical specialists to staff, San Francisco Chronicle, Oct 21, 2003
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Pimentel, Big Blue to expand viewpoint / Research center to add nontechnical specialists to staff, San Francisco Chronicle, Oct 21, 2003
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Why can’t we
just ask users
what they
want?
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Users’ Words are Unreliable
People are notoriously bad at predicting what
they would use or would prefer when it is only
hypothetical
They can much better respond to actual,
concrete things, or make comparisons
This highlights the importance
of observation and of prototypes!
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Plus x2…
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“It’s not the consumers’
job to know what they
want.”
SteveJobs Designer / Inventor / Creative Genius
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“If I had asked my
customers what they
wanted, they would
have said a faster
horse.”
HenryFord Inventor / Car Salesman
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So, often it’s better to
watch what people do
than to only design
solely for what they
say
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What’s wrong with the measuring cup?
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Alex Lee , Oxo Design Process and Products, GEL2008, http://vimeo.com/3200945
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Nobody mentioned that this is a
problem because this is an accepted
part of the process of measuring.
Alex Lee OXO International, President
Alex Lee , Oxo Design Process and Products, GEL2008, http://vimeo.com/3200945
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Nobody mentioned that this is a
problem because this is an accepted
part of the process of measuring.
We are happy when we see this
problem, this clear inefficiency that
nobody articulates.
Alex Lee OXO International, President
Alex Lee , Oxo Design Process and Products, GEL2008, http://vimeo.com/3200945
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Show us how you measure.
Alex Lee , Oxo Design Process and Products, GEL2008, http://vimeo.com/3200945
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The Role of Ethnography in Design
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In anthropology, ethnography developed as a
way to explore the everyday realities of
people living in small-scale, non-Western
societies and to make understandings of those
realities available to others.
Mark Burrell Psychologist
Microsoft Corporation
Blomberg and Burrell, An Ethnographic Approach to Design, The HCI Handbook, 2007, p966
Jeanette Blomberg Anthropologist
IBM Research
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Today, the ethnographic approach is not limited
to investigations of small-scale societies, but
instead is applied to the study of people and
social groups in specific settings within large
industrialized societies, such as workplaces, senior
centers, and schools…
Mark Burrell Psychologist
Microsoft Corporation
Blomberg and Burrell, An Ethnographic Approach to Design, The HCI Handbook, 2007, p966
Jeanette Blomberg Anthropologist
IBM Research
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The 3 principles of Ethnography
Holistic: tiny details into big picture context;
attempt to look at things broadly—understand
context
Natural settings: Directly observe in the things
that you’re trying to study
Desciptive: focus on recording behavior—
analysis comes later
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Ellen Isaacs Ethnography at TEDxBroadway
Source: http://youtu.be/nV0jY5VgymI
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Dennis Ritchie (beard) with a PDP-11, circa ~1970s, http://thetamnews.org/2011/10/dennis-ritchie-computer-scientist-dies-at-70/
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System 360 Model 75, Oak Ridge National Laboratory Supercomputer, IBM 1960s
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There was a realization that the designers and
developers of these technologies could no
longer rely exclusively on their own
experiences as a guide for the user requirements
of these new systems.
Mark Burrell Psychologist
Microsoft Corporation
Blomberg and Burrell, An Ethnographic Approach to Design, The HCI Handbook, 2007, p966
Jeanette Blomberg Anthropologist
IBM Research
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There was a realization that the designers and
developers of these technologies could no
longer rely exclusively on their own
experiences as a guide for the user requirements
of these new systems. Instead, designers and
developers needed a way to gain an
understanding of the everyday realities of
people working within these diverse settings.
Mark Burrell Psychologist
Microsoft Corporation
Blomberg and Burrell, An Ethnographic Approach to Design, The HCI Handbook, 2007, p966
Jeanette Blomberg Anthropologist
IBM Research
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Feedback on Project Proposals
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