Lecturer Itamar Medeiros (Brazil) BA in Industrial Design; PgDip in Information Design;
DEVELOPMENT TECHNOLOGIES
welcome to USER INTERACTION DESIGN
Expertise Multimedia/Web Design, Photography, Information Design and Human-Computer Interaction.
USER INTERACTION DESIGN
1 /35
No food, no drinks, no games in class; Always keep your mobile in silent mode; No electronic devices during class-time; Bring only class related material to class;
2 /35
USER INTERACTION DESIGN
Answer to commands promptly;
DEVELOPMENT TECHNOLOGIES
CLASSROOM RULES itamar medeiros
3 /35
USER INTERACTION DESIGN
Students will learn that consistently following development methodologies can help design teams meet budgets and schedules.
DEVELOPMENT TECHNOLOGIES
LESSON 02: DEVELOPMENT METHODOLOGIES learning outcome
4 /35
USER INTERACTION DESIGN
A lecture on the 6 (six) stages of the Logical User-Centered Interactive Design Methodology -- LUCID --, from Cognetics Corporation, Princeton Junction, NJ, USA.
DEVELOPMENT TECHNOLOGIES
LESSON 02: DEVELOPMENT METHODOLOGIES content
Much of this problem can be traced to poor communication between developers* and their business clients* or between developers and their users*.
5 /35
USER INTERACTION DESIGN
Many software development projects fail to achieve their goals. Some estimates of the failure rate put it as high as 60%.
DEVELOPMENT TECHNOLOGIES
DEVELOPMENT METHODOLOGIES
发者是一个实体,可以是一个公司或者 个人。该公司和个人 品/系统/应用。
创交互式媒体产
6 /35
USER INTERACTION DESIGN
A developer is an entity, either a company or individual, that creates interactive media products/systems/applications.
DEVELOPMENT TECHNOLOGIES
DEVELOPMENT METHODOLOGIES developer | 发者
The persons or group that are the direct beneficiaries of a project or service. They are the people for whom the project is being undertaken.
DEVELOPMENT TECHNOLOGIES
DEVELOPMENT METHODOLOGIES client | 客户
直接受益于一项项目或服务的个人或组 织。这些项目是为客户服务的。
USER INTERACTION DESIGN
7 /35
A person who requires an interactive system/product for the performance of a task or recreational activity. Also called an end-user.
DEVELOPMENT TECHNOLOGIES
DEVELOPMENT METHODOLOGIES user | 用户
需要利用交互式系统/产品来执行一项任务 或进行娱乐活动的人。也可称为终端客 户。
USER INTERACTION DESIGN
8 /35
Since business managers may lack the knowledge to understand technical proposal, dialog is necessary to reduce confusion about the implications of design decisions.
9 /35
USER INTERACTION DESIGN
Successful developers work carefully to understand the business’ needs and refine their skills in collecting requirements from non-technical business managers.
DEVELOPMENT TECHNOLOGIES
DEVELOPMENT METHODOLOGIES understanding the business
10/35
USER INTERACTION DESIGN
Successful developers also know that consistently following user-centered methodologies* can help design teams meet budgets* and schedules* for the development of a product*.
DEVELOPMENT TECHNOLOGIES
DEVELOPMENT METHODOLOGIES user-centered design
在某一领域中一系列的实际的想法和已证 明的实践。诸如计
、设计的发展或建
立在信息技术系统上的管理。
11/35
USER INTERACTION DESIGN
A methodology represents a package of practical ideas and proven practices for a given area of activity, such as the planning, design development or management of IT-based systems.
DEVELOPMENT TECHNOLOGIES
USER-CENTERED DESIGN methodology | 方法学
在操作之前预先对于时间和钱等事项的计 算。
12/35
USER INTERACTION DESIGN
A plan for determining in advance the expenditure of time, money, etc.
DEVELOPMENT TECHNOLOGIES
USER-CENTERED DESIGN budget | 预算
于一项活动或项目的计 计
;做计
表;
该项目的时间和地点;在项目管理
中,计
表包括期末元素以及项目
和截至日期。
始
13/35
USER INTERACTION DESIGN
A Plan for an activity or event; make a schedule; plan the time and place for events; In project management, a schedule consists of a list of a project's terminal elements with assigned start and finish dates.
DEVELOPMENT TECHNOLOGIES
USER-CENTERED DESIGN schedule | 时间表
A good, service, person, or idea consisting of a bundle of tangible and intangible benefits that satisfies consumers' needs and wants.
DEVELOPMENT TECHNOLOGIES
USER-CENTERED DESIGN product | 产品
指的是包含了一系列切合实际和不切合实 际的利益的,并且能 服务、人或想法。
满足客户需求的
USER INTERACTION DESIGN
14/35
15/35
USER INTERACTION DESIGN
User-centered design leads to systems that generate fewer problems during development and have lower maintenance cost over their lifetime:
DEVELOPMENT TECHNOLOGIES
DEVELOPMENT METHODOLOGIES user-centered design
Produce faster performance; Reduce user errors substantially; Encourage users to explore its features*.
16/35
USER INTERACTION DESIGN
Easier to learn;
DEVELOPMENT TECHNOLOGIES
DEVELOPMENT METHODOLOGIES user-centered systems
产品或服务的特性。在交互式产品中指的是用 户可以使用的不同功能。
17/35
USER INTERACTION DESIGN
Characteristics of a product or service. In an interactive product, represents the different functionalities which users have access to.
DEVELOPMENT TECHNOLOGIES
DEVELOPMENT METHODOLOGIES features | 特征
It identifies six stages:
18/35
USER INTERACTION DESIGN
There are dozens of advertised methodologies – from software engineering to business oriented approaches – but we’ll focus on the welltested and widely used method, The Logical User-Centered Interactive Design Methodology (LUCID).
DEVELOPMENT TECHNOLOGIES
ESTABLISHED METHODOLOGIES
Envision; Discovery; Design Foundation;
DEVELOPMENT TECHNOLOGIES
LUCID METHODOLOGY stages
Design detail; Build; Release.
USER INTERACTION DESIGN
19/35
20/35
USER INTERACTION DESIGN
Align the agendas of all stakeholders with organizational strategy and need for “extreme usability”, and develop a clear, shared product vision, embodied in a concept sketch.
DEVELOPMENT TECHNOLOGIES
LUCID METHODOLOGY envision
•Establish project plan, including general strategy for usability activities for each stage. •Assign and communicate roles, responsibility, and approval process. •Achieve buy-in and common vision from stakeholders, and communicate that to the team.
UI and Usability Activities •Identify major user groups. •Establish preliminary usability goals. •Understand technical, schedule, and resource constraints. •Gather high-level design ideas in the form of concept sketches.
Sample Tools & Templates
•Envision Statement •Collaboration-Teamwork Model 21/35 •Risk Assessment Worksheet USER INTERACTION DESIGN
Management Activities
DEVELOPMENT TECHNOLOGIES
LUCID METHODOLOGY envision
•Establish project plan, including general strategy for usability activities for each stage. •Assign and communicate roles, responsibility, and approval process. •Achieve buy-in and common vision from stakeholders, and communicate that to the team.
UI and Usability Activities •Identify major user groups. •Establish preliminary usability goals. •Understand technical, schedule, and resource constraints. •Gather high-level design ideas in the form of concept sketches.
Sample Tools & Templates
•Envision Statement •Collaboration-Teamwork Model 22/35 •Risk Assessment Worksheet USER INTERACTION DESIGN
Management Activities
DEVELOPMENT TECHNOLOGIES
LUCID METHODOLOGY envision
23/35
USER INTERACTION DESIGN
Study users to determine high-level user requirements*, terminology, and mental models*.
DEVELOPMENT TECHNOLOGIES
LUCID METHODOLOGY discovery
控制了该项目或产品最终交付使用时的 特性。
24/35
USER INTERACTION DESIGN
The requirements governing the project's deliverable or product as expressed by the users.
DEVELOPMENT TECHNOLOGIES
LUCID METHODOLOGY user requirements | 用户需求
指的是人们根据自己、他人、环境的之 前的经历,而产生的对于事物的预 期。
25/35
USER INTERACTION DESIGN
A mental representation that people use to organize their experience about themselves, others, the environment, and the things with which they interact;
DEVELOPMENT TECHNOLOGIES
LUCID METHODOLOGY mental models | 智力模型
•Determine appropriate user analysis activities. •Support designers in executing analysis activities, particularly in the areas of resources and access to users. •Coordinate review and approval of personas, scenarios, and requirements.
UI and Usability Activities •Assist manager in determining appropriate user analysis activities. •Conduct user analysis (interviews, contextual inquiry, usability tests, etc.). •Create personas, scenarios, and requirements.
Sample Tools & Templates •Discovery Plan •Personas-Scenarios •High-level User Requirements
26/35
USER INTERACTION DESIGN
Management Activities
DEVELOPMENT TECHNOLOGIES
LUCID METHODOLOGY discovery
•Determine appropriate user analysis activities. •Support designers in executing analysis activities, particularly in the areas of resources and access to users. •Coordinate review and approval of personas, scenarios, and requirements.
UI and Usability Activities •Assist manager in determining appropriate user analysis activities. •Conduct user analysis (interviews, contextual inquiry, usability tests, etc.). •Create personas, scenarios, and requirements.
Sample Tools & Templates •Discovery Plan •Personas-Scenarios •High-level User Requirements
27/35
USER INTERACTION DESIGN
Management Activities
DEVELOPMENT TECHNOLOGIES
LUCID METHODOLOGY discovery
We’ll create personas* for this stage of development of your interactive product.
28/35
USER INTERACTION DESIGN
Study users to determine high-level user requirements, terminology, and mental models.
DEVELOPMENT TECHNOLOGIES
LUCID METHODOLOGY discovery
角色指的是一个虚拟的人物模型,他代 表了用户在使用人工产品/产品时可 能出现的期望和目标。
29/35
USER INTERACTION DESIGN
A persona is a model of a user that focuses on the individual’s goals when using an artifact.
DEVELOPMENT TECHNOLOGIES
PERSONAS model of a user | 角色
The persona represents patterns of users’ behavior, goals and motives*, compiled in a fictional description of a single individual.
DEVELOPMENT TECHNOLOGIES
PERSONAS model of a user | 角色
指的是用户的行为风格、目标和动机。 将所有的这些组合在一个虚拟的个体 身上。
USER INTERACTION DESIGN
30/35
31/35
USER INTERACTION DESIGN
Personas also focus on the motives behind the user’s actions. Cooper (1999, p.149) argues that good interaction design has a meaning only in the context of a person actually using it for some purpose: “You cannot have purposes without people […] That is why the two key elements of our design process are goals and personas; purposes and people.”
DEVELOPMENT TECHNOLOGIES
PERSONAS purposes and people
Each persona must include: -Name; -Personal Profile; -Background; -Attributes; -Customer needs.
32/35
USER INTERACTION DESIGN
Create 3 (three) personas for your interactive product, according to the template handed in class;
DEVELOPMENT TECHNOLOGIES
ACTIVITY #3 personas
2. Find 5 (five) examples of similar interactive products for each of the concepts you’ve create, and bring 3 (three) pictures of each one: 15 (fifteen) screenshots.
33/35
USER INTERACTION DESIGN
1. In your groups, create the concept of -- at least -- 3 (three) personas for their proposed interactive product according to the template presented in class.
DEVELOPMENT TECHNOLOGIES
HOMEWORK [ GROUPS ] interactive products
1. Choose 5 (five) words marked with asterisks (*) you’ve seen in this class and create 5 (five) posters -- one for each word -- on separate pages of your sketchbook;
DEVELOPMENT TECHNOLOGIES
HOMEWORK [ INDIVIDUAL ] sketchbook
2. Each poster must include: -The word chosen, with its English definition; -3 (three) pictures; -2 (two) websites; -Your comments/impressions of the definition.
USER INTERACTION DESIGN
34/35
VTFSTSFRVJSFNFOUT DMJFOUT
NFOUBMNPEFMT NPUJWFT CVEHFU TDIFEVMF
QFSTPOBT
QSPEVDU
GFBUVSFT NFUIPEPMPHJFT
VTFST
35/35
USER INTERACTION DESIGN
EFWFMPQFST
DEVELOPMENT TECHNOLOGIES
HOMEWORK [ INDIVIDUAL ] tags