The Process of Interaction Design
The Process of Interaction Design
The process of
interaction design
Overview
• What is involved in Interaction
Design?
– Importance of involving users
– Degrees of user involvement
– What is a user-centered approach?
– Four basic activities
• Expectation management
– Realistic expectations
– No surprises, no disappointments
– Timely training
– Communication, but no hype
• Ownership
– Make the users active stakeholders
– More likely to forgive or accept problems
– Can make a big difference to acceptance and
success of product
Degrees of user involvement
• Member of the design team
– Full time: constant input, but lose touch with users
– Part time: patchy input, and very stressful
– Short term: inconsistent across project life
– Long term: consistent, but lose touch with users
1. Establishing requirements
2. Designing alternatives
3. Prototyping
4. Evaluating
Some practical issues
• Who are the users?
• What do we mean by ‘needs’?
• How to generate alternatives
• How to choose among alternatives
• How to integrate interaction design
activities with other models?
Who are the users/stakeholders?
• Not as obvious as you think:
– those who interact directly with the product
– those who manage direct users
– those who receive output from the product
– those who make the purchasing decision
– those who use competitor’s products
• Three categories of user (Eason, 1987):
– primary: frequent hands-on
– secondary: occasional or via someone else
– tertiary: affected by its introduction, or will
influence its purchase
– Facilitating: involved in development or
deployment of system
who are the stakeholders?
Example: Classifying stakeholders – an airline booking
system
An international airline is considering introducing a new
booking system for use by associated travel agents to sell
flights directly to the public.
Primary stakeholders: travel agency staff, airline booking
staff
Secondary stakeholders: customers, airline management
Tertiary stakeholders: competitors, civil aviation
authorities, customers’ travelling companions, airline
shareholders
Facilitating stakeholders: design team, IT department
staff
Who are the stakeholders?
Check-out operators
• Suppliers
• Local shop
owners
Customers
Managers and owners
What do we mean by ‘needs’?
• Users rarely know what is possible
• Users can’t tell you what they ‘need’ to help them
achieve their goals
• Instead, look at existing tasks:
– their context
– what information do they require?
– who collaborates to achieve the task?
– why is the task achieved the way it is?
• Envisioned tasks:
– can be rooted in existing behaviour
– can be described as future scenarios
Identifying needs
and establishing
requirements
Representation of
User Needs
• Requirements
• Personas
• Task descriptions:
•Scenarios
•Use Cases
•Essential use cases
• Task analysis:
•Hierarchical Task Analysis
Requirements: What, how
• What
and why?
Two aims:
1. Understand as much as possible
about users, task, context
2. Produce a stable set of
requirements
• How:
Data gathering activities
Data analysis activities
Expression as ‘requirements’
All of this is iterative
What, how and why?
•Why:
Requirements
definition: the
stage where
failure occurs
most commonly
http://www.agile-ux.com/tag/user-experience/
Personas
Data gathering for
requirements
Interviews:
— Props, e.g. sample scenarios of use,
prototypes, can be used in interviews
— Good for exploring issues
— But are time consuming and may be
infeasible to visit everyone
Focus groups:
— Group interviews
— Good at gaining a consensus view and/or
highlighting areas of conflict
— But can be dominated by individuals
Data gathering for requirements
Questionnaires:
— Often used in conjunction with other
techniques
— Can give quantitative or qualitative data
— Good for answering specific questions
from a large, dispersed group of people
Researching similar products:
— Good for prompting requirements
Data gathering for requirements
Direct observation:
— Gain insights into stakeholders’ tasks
— Good for understanding the nature and
context of the tasks
— But, it requires time and commitment
from a member of the design team, and
it can result in a huge amount of data
Indirect observation:
— Not often used in requirements activity
— Good for logging current tasks
Data gathering for requirements
Studying documentation:
— Procedures and rules are often written
down in manuals
— Good source of data about the steps
involved in an activity, and any
regulations governing a task
— Not to be used in isolation
— Good for understanding legislation, and
getting background information
— No stakeholder time, which is a limiting
factor on the other techniques
Some examples
Diary and
interview
Cultural
probes
Data gathering for requirements
• Contextual Enquiry:
• An approach to ethnographic study where
user is expert, designer is apprentice
• A form of interview, but
— at users’ workplace (workstation), 2 to 3 hours
long
• Four main principles:
— Context: see workplace & what happens
— Partnership: user and developer collaborate
— Interpretation: observations interpreted by
user and developer together
— Focus: project focus to understand what to look
for
Problems with data gathering (1)
From: www.ideo.com/
The TechBox
How to choose among
alternatives
• Evaluation with users or with peers, e.g.
prototypes
• Technical feasibility: some not possible
• Quality thresholds: Usability goals lead to
usability criteria set early on and check regularly
—safety: how safe?
—utility: which functions are superfluous?
—effectiveness: appropriate support? task
coverage, information available
—efficiency: performance measurements
Testing prototypes to choose
among alternatives
How to integrate interaction
design in other models
• Lifecycle models from other disciplines
• Agile software development promising
– have development and design running in
separate tracks
– maintain a coherent vision of the interface
architecture
http://msdn.microsoft.com/en-us/
magazine/dd882523.aspx
Summary
Four basic activities in the design process
1. Establishing requirements
2. Designing alternatives
3. Prototyping
4. Evaluating
• Physical design
• Generating prototypes
• Technical issues
• Examples:
sketches of screens, task sequences,
etc
‘Post-it’ notes
storyboards
‘Wizard-of-Oz’
Storyboards
• Often used with scenarios, bringing
more detail, and a chance to role play.
• It is a series of sketches showing how a
user might progress through a task
using the device.
• Used early in design.
User
>Blurb blurb
>Do this
>Why?
High-fidelity prototyping
• Uses materials that you would expect to be
in the final product.
• Prototype looks more like the final system
than a low-fidelity version.
• For a high-fidelity software prototype common
environments include Macromedia Director, Visual
Basic, and Smalltalk.
• Danger that users think they have a full
system…….see compromises
Physical Design
• Paper Prototyping
– "Paper prototyping is a variation of
usability testing where representative
users perform realistic tasks by
interacting with a paper version of the
interface that is manipulated by a
person ‘playing computer,’ who doesn’t
explain how the interface is intended to
work."
http://www.paperprototyping.com/what.html
Paper Prototyping
Compromises in prototyping
•All prototypes involve compromises
•For software-based prototyping maybe there is a
slow response? sketchy icons? limited
functionality?
•Two common types of compromise
• ‘horizontal’: provide a wide range of
functions, but with little detail
• ‘vertical’: provide a lot of detail for only a
few functions
•Compromises in prototypes mustn’t be ignored.
Product needs engineering
Construction
• Taking the prototypes (or learning from
them) and creating a whole
• Quality must be attended to: usability (of
course), reliability, robustness,
maintainability, integrity, portability,
efficiency, etc
• Product must be engineered
Evolutionary prototyping
‘Throw-away’ prototyping
Summary
• Different kinds of prototyping are used for different
purposes and at different stages
• Prototypes answer questions, so prototype
appropriately
• Construction: the final product must be engineered
appropriately
• Conceptual design (the first step of design)
• Consider interaction types and interface types to
prompt creativity
http://iat.ubalt.edu/usability_lab/
Living labs
• People’s use of technology in their
everyday lives can be evaluated in
living labs.
• Such evaluations are too difficult to
do in a usability lab.
• e.g. the Aware Home was embedded
with a complex network of sensors
and audio/video recording devices
(Abowd et al., 2000).
Usability testing & field studies
can compliment
Evaluation case studies
Jambon et al. (2009) User experience in the wild. In: Proceedings of CHI ’09, ACM Press, New York,
p. 4070-4071.
e-skiing system components
Jambon et al. (2009) User experience in the wild. In: Proceedings of CHI ’09, ACM Press, New York,
p. 4072.
Crowdsourcing-when might
you use it?
Evaluation methods
Method Controlled Natural Without
settings settings users
Observing x x
Asking x x
users
Asking x x
experts
Testing x
Modeling x
The language of evaluation
Analytics In the wild
Analytical evaluation
evaluation Living laboratory
Controlled Predictive evaluation
experiment Summative
Expert review or crit evaluation
Field study Usability laboratory
Formative User studies
evaluation Usability testing
Heuristic evaluation Users or participants
Key points
Evaluation & design are closely integrated in
user-centered design.
Some of the same techniques are used in
evaluation as for establishing requirements but
they are used differently
(e.g. observation interviews & questionnaires).
Three types of evaluation: laboratory based with
users, in the field with users, studies that do not
involve users
The main methods are: observing, asking users,
asking experts, user testing, inspection, and
modeling users’ task performance, analytics.
Dealing with constraints is an important skill for
evaluators to develop.