what does the user really want

24
1 © 1995-2007 Sogyo 1 Interaction Design: What does the user really want? Stefan Bookholt [email protected]

Upload: bjdiedering

Post on 16-Apr-2017

1.372 views

Category:

Technology


0 download

TRANSCRIPT

Page 1: What Does The User Really Want

1

© 1995-2007 Sogyo 1

Interaction Design:What does the user really want?

Stefan Bookholt [email protected]

Page 2: What Does The User Really Want

© 1995-2007 Sogyo

Agenda Focus: Mooie of goede interface? Context: Wat, hoe en waarom? Ontwerp-tools: Persona’s, Scenario’s

en Storyboards Praktijkvoorbeelden

2

Page 3: What Does The User Really Want

© 1995-2007 Sogyo

Focus: Mooie of goede interface? Graphical design VS Interaction

Design

3

Page 4: What Does The User Really Want

© 1995-2007 Sogyo

Focus: Mooie of goede interface?

4

(http://www.montparnas.com/articles/what-is-user-experience-design/)

Page 5: What Does The User Really Want

© 1995-2007 Sogyo

Focus: Mooie of goede interface?

Interaction Design (IxD) is the branch of user experience design that defines the structure and behavior of interactive products and services.

Designing the behavior of complex interactive systems – Alan Cooper

“Designing interactive products to support people in their everyday and working lives” – Jennifer Preece (Interaction design – human-computer interaction

“The design of spaces for human communication and interaction” – Terry Winograd (1997)

5

Page 6: What Does The User Really Want

© 1995-2007 Sogyo

Context: Wat gaat er mis? Klant != eindgebruiker Mentaal model/technisch model

VS

Software is meer dan een lijst met requirements

De interface moet gericht zijn op de DOELEN van de eindgebruiker

6

Page 7: What Does The User Really Want

© 1995-2007 Sogyo

Context: Hoe gaan we dit oplossen? 1. Persona’s 2. Scenario’s 3. Storyboards

7

Page 8: What Does The User Really Want

© 1995-2007 Sogyo

Ontwerptools: 1. Personas Een virtueel persoon die het gedrag

en doelen van een groep personen vertegenwoordigd.

8

Page 9: What Does The User Really Want

© 1995-2007 Sogyo

Ontwerptools: 1. Personas

9

Page 10: What Does The User Really Want

© 1995-2007 Sogyo

Ontwerptools: 1. Personas Ontwerp een auto voor de volgende

personen: Sarah, ze is moeder van 4 kinderen,

welke ze elke dag naar school moet brengen

Henk, hij is hovenier, en moet regelmatig gereedschappen vervoeren

Dick, hij is directeur en wil graag een snelle auto met status

10

Page 11: What Does The User Really Want

© 1995-2007 Sogyo

Ontwerptools: 1. Personas

11

Page 12: What Does The User Really Want

© 1995-2007 Sogyo

Ontwerptools: 2. Scenario’s Scenario’s? User Stories? Use cases?

12

Usage Scenario

Use case

Use caseUse case

Success scenarioSuccess

scenario

Success scenario

Fail scenario

Fail scenario

Fail scenario

Page 13: What Does The User Really Want

© 1995-2007 Sogyo

Ontwerptools: 2. Scenario’s A scenario is a description of a

person's interaction with a system. (http://www.infodesign.com.au/ftp/Scenarios.pdf)

13

Page 14: What Does The User Really Want

© 1995-2007 Sogyo

Ontwerptools: 2. Scenario’s

14

It’s Friday afternoon and Sara is flying to Sydney. Shedoesn’t have enough money for a taxi to the airport,and he’s running late.She goes to the local ATM and identifies herself.She specifies that she wants $100 from her savingsaccount. She’d like the money in $20 notes so that shecan give the taxi driver the correct change.She doesn’t want a printed receipt, as she doesn’tbother keeping track of transactions in thisaccount.

Page 15: What Does The User Really Want

© 1995-2007 Sogyo

Ontwerptools: 3. Storyboards

Bron: www.pausback.net/zoom.php?cmd=zoomprevious

Bron: www.ploykarbon.com

Page 16: What Does The User Really Want

© 1995-2007 Sogyo

Context: Waarom extra aandacht aan de interactie? Eindgebruikers kunnen efficienter en

leuker werken. Het ontwikkelteam kan beter functioneren Helderheid in hoe de applicatie gebruikt

wordt Dus: Beter te testen

Maar ook: minder verandering in requirements door focus op de einddoelen. Dus: kortere doorlooptijd mogelijk.

16

Page 17: What Does The User Really Want

© 1995-2007 Sogyo

Context: Hoe in te passen in het ontwikkelproces

17

Page 18: What Does The User Really Want

© 1995-2007 Sogyo

Cases: Urenregistratie

18

Page 19: What Does The User Really Want

© 1995-2007 Sogyo

Cases: Urenregistratie

19

Page 20: What Does The User Really Want

© 1995-2007 Sogyo

Case: Functiegradering

20

Page 21: What Does The User Really Want

© 1995-2007 Sogyo

Case: Functiegradering

21

Page 22: What Does The User Really Want

© 1995-2007 Sogyo

Case: Functiegradering

22

Page 23: What Does The User Really Want

© 1995-2007 Sogyo

Stappenplan 1. The creation of personas, which are

archetypal users of products with their goals, backgrounds, and mental models.

2. The description of scenarios involving actions the personas want to perform and for which a product must be designed.

3. The creation of storyboards of the product interface derived from persona scenarios and mental models, which then drive the rest of the product design.

23

Page 24: What Does The User Really Want

© 1995-2007 Sogyo

Vragen? Stefan Bookholt [email protected]

Of loop even langs op de stand.