Monday, December 26, 2011

Week 10 - Yau Fen Nie

“Design is that area of human experience, skill and knowledge which is concerned with man’s ability to mould his environment to suit his material and spiritual needs.”

Design is everywhere. Design could be viewed as an activity that translates an idea into a blueprint for something useful, whether it's a car, a building, a graphic, a service or a process. The important part is the
translation of the idea, though design's ability to spark the idea in the first place shouldn't be overlooked.

Example: Designing for different culture
-Some guidelines to help with international design:
-Be careful about using images that depict hand gestures or people ( "thumb-up", "moutza", "A-OK", the "Corna")
-Use generic icon
-Choose colour that are not associated with national flags or political movements
-Ensure that the product supports different calenders, date formats and time formats.
-Ensure that the product supports different number formats, currencies, weights and measurement systems.
-Ensure that the product supports international paper sizes, envelope sizes and address format.
-Avoid integrating text in graphics as they cannot be translated easily.
-Allow for text expansion when translated from English.


Using Scenarios in Design
-Scenarios can be used to explicate existing work situation but are more commonly used for expressing proposed or imagined situations to help in conceptual design.
-Four roles of scenarios:
-A basic for the overall design
-For technical implementation
-As a means of cooperation within design teams
-As a means of cooperation accross professional boundaries i.e. in a multidisciplinary team
-Use for the notion of plus and minus of scenarios
-Attempt to capture the most possitive and the most negative consequences of a particular proposed design solution.
-Helping designers to gain a more comprehensive view of the proposal.

Using Prototype in Design

Generating storyboards from scenarios:
`A storyboard represents a sequence of actions or events that the user and the system go through to achieve a task
`A scenario is one story about how a product may be used to achieve a task.
`How?
-Break the scenario into a series of steps which focus on interaction
-Then create one scene in the storyboard for each step

Week 10 - by Tang Yook Meng

Using Prototypes in Design

Generating Storyboards from Scenarios

  • A storyboard represents a sequence of actions or events that the user and the system go through to achieve a task.
  • A scenario is one story about how a product may be used to achieve a task.
  • By: Break the scenario into a series of steps which focus on interaction, and then create 1 scene in the storyboard for each step.

Steps in the travel organizer scenario

  1. The Thompson family gathers around the organizer and enters a set of initial requirements.
  2. The system’s initial suggestion is that they consider a flotilla holiday but James and Ethan aren't happy.
  3. The travel organizer shows them some descriptions of the holiday written by young people.
  4. The system asks for various further details.
  5. The system confirms that there are places in the Mediterranean.
  6. The travel organizer prints out a summary.

Designers are forces to think on:

First:

  • Input/output devices
  • Where the organizer will be
  • Don’t have to decide but are force to think about using such as touch screen or screen
  • Screen, helps to explore design decision and alternatives
Second:
  • How can the interaction be design for all the family?
  • Will they sit or stand?
  • How confidential should be?
  • What kind of documentation?

Generating card-based prototype from use cases

  • Value of card-based prototype – screen or screen elements can be manipulated and moved around in order to simulate interaction
  • Storyboard focusing on screen > card-based prototype / can generate directly from use case output.
  • The use of case for the visa requirements using the travel organizer:
  1. The system display options for investigating visa and vaccination requirements.
  2. The user chooses the option to find out about visa requirements.
  3. The system prompts user for the name of the destination country.
  4. The user enters the country’s name.
  5. The system checks that the country is valid.
  6. The system prompts the user for her nationality.
  7. The system checks the visa requirements of the entered country for a passport holder of her nationality.
  8. The system displays the visa requirements.
  9. The system displays the option to print out the visa requirement.
  10. The user chooses to print the requirements.

Saturday, December 24, 2011

Week 10 - by Lee Chen Yau

Physical Design : Getting Concentrate
Design is about making choices and decisions. Physical interface of interactive product should not conflict with the user's cognitive process which involved in achieving the task.

Example : Designing for different culture
Some guidelines to help with international design
- Be careful about using images that depict hand gestures or people, such as "thumbs-up", "moutza", "A-OK", the "Corna".
- Use a generic icon.
- Choose color that are not associated with national flags or political movements.
- Ensure that the products support different calendars, date formats and time formats, number formats, currencies, weights and measurement systems.
- Ensure the size of international paper, envelope sizes and address format.
- Avoid integrating text in graphics as they cannot be translated easily and allow for text expansion when translated from English.

Using Scenarios in Design
Scenarios can be used to explicate existing work situation but are more commonly used for expressing proposed or imagined situations to help in conceptual design. There are four roles for scenarios:
- A basic for the overall design
- For technical implementation
- As a means of cooperation within design teams
- As a means of cooperation across professional boundaries such as in a multidisciplinary team.

Using Prototypes in Design
Generating storyboards from scenarios:
- A storyboard  represents a sequence of actions or events that the user and the system go through to achieve a task
-  A scenario is one story about how a product may be used to achieve a task.
- How?
   * Break the scenario into a series of steps which focus on interaction
   * Then create one scene in the storyboard for each step

Tool support
- Tools to support prototyping through sketching tools, environments to support icon and menu design, widget libraries and so on.
- User interface software tools support developers by reducing the amount of code that has to be written to implement elements of the user interface such as windows, widgets, and to tie them all together.

Week 10 - by Alice Low Soo Ying

Physical Design
Design is a process about making choices and decisions. We need to made decision in using suitable design element and apply design principal that we know in the design. Design is about balance. In visual, it about the balance of the element of design. In the term of interactive, it about the balance between Environmental, User, Data, Usability requirement and Functional requirement.

Designing for a different culture
Some guidelines when designing for a different culture for international design:
 Be careful about using images that depict hand gestures or people.
   - "thumb-up", "moutza",  "A-OK", the "Corna"
 Use generic icon.
 Choose colour that are not associated with national flags or political movements.
 Ensure that the product supports different calenders, date formats and time formats.
 Ensure that the product supports different number formats, currencies, weights and measurement systems.
 Ensure that the product supports international paper sizes, envelope sizes and address format.
 Avoid integrating text in graphics as they cannot be translated easily.
 Allow for text expansion when translated from English.

Company can decide whether: produce 1 site that appeal across all cultures OR tailor to each country's website to the local culture.

example: coke vs. pepsi

Using Scenarios in Design
• Scenarios can be used to explicate existing work situation but are more commonly used for expressing proposed or imagined situations to help in conceptual design.
• 4 roles for scenarios:
  - A basis for overall design.
  - For technical implementation.
  - As a means of cooperation within design teams.
  - As a means of cooperation across professional boundaries.
• Use for the notion of plus and minus of scenarios
   - Attempt to capture the most possitive and the most negative consequences of a particular proposed design solution.
   - Helping designers to gain a more comprehensive view of the proposal.

Generating prototypes in design
Generating storyboards from scenarios:
• Steps in the travel organizer scenario
   - Focus solely on the screen
   - Focus solely in the environment
• Generating storyboards from use cases
• Generating card-based prototype from use cases
• Using prototypes in design

How to use prototypes in design
Prototyping physical design:
• Expand the cards to generate a more detailed software or paper-based pro type.
• Tool support: To support sketching tools, environments to support icon and menu design
Generate Card-based Prototype from Use Cases

References:
Lecture notes
http://en.wikipedia.org/wiki/Prototype

Friday, December 23, 2011

week 10 - Leng Cheok Kuan

Physical Design: Getting Concentrate

Design is about making choices and decisions. Physical interface of interactive product should not conflict with the user's cognitive processes involved in achieving the task. For example, to help avoid memory overload, interface should list options instead of making user remember a long list of possibilities.

Besides, lecturer had shared some guidelines to help with international design to us. We have advised to be careful about using images that depict hand gestures or people, such as "thumbs-up", "moutza", "A-OK", and the "Corna".
Other than that, we can use generic icon choose color that are not associated with national flags or political movements. We have to ensure that the products support different calendars, date formats and time formats, number formats, currencies, weights and measurement systems. We also have to ensure the size of international paper, envelope sizes and address format. As an information, we have to avoid integrating text in graphics as they cannot be translated easily and allow for text expansion when translated from English.

Company can decide whether:
produce 1 site that appeal accross all cultures OR tailor to each country's website to the local culture?

Coca- cola VS Pepsi


Scenarios can be used to explicate existing work situation but are more commonly used for expressing proposed or imagined situations to help in conceptual design.
Four roles of scenarios:
-A basic for the overall design
-For technical implementation
-As a means of cooperation within design teams
-As a means of cooperation across professional boundaries i.e. in a multidisciplinary team

In addition, use for the notion of plus and minus of scenarios, it attempt to capture the most positive and the most negative consequences of a particular proposed design solution. Besides, it is helping designers to gain a more comprehensive view of the proposal.

Using Prototype in Design
Generating storyboards from scenarios:
- A storyboard represents a sequence of actions or events that the user and the system go through to achieve a task. A scenario is one story about how a product may be used to achieve a task. But how? We have to break the scenario into a series of steps which focus on interaction, then create one scene in the storyboard for each step

Sunday, December 18, 2011

week 9 - By Leng Cheok Kuan

What is a prototype? A prototype is:
-Paper- based outline of a screen / sets of screens
-Electronic 'picture'
-3 dimensional paper / cardboard mockup
-Stack of hyperlinked screen shots

Allows stakeholders to:
- Interact with an envisioned product
-Gain experience in realistic setting
-Explore imagines uses

Prototype aids when discussing ideas with stakeholders, communication device among team members and consists of effective way to test ideas. For example, clarify vague requirements, to do user testing and evaluation and check the design capability.
There are two types of prototype which is low- fidelity and high fidelity.

Low- fidelity Prototyping does not look very much like the final product. For example, uses materials that are very different from the intended final version such as paper, cardboard rather than electronic screen and metal. Besides, it tends to be simple, cheap and quick to produce to support the exploration of alternative designs and ideas. The important during conceptual design and are never intended to be kept and integrated into the final product.They are for exploration only.
Storyboard- consists of a series of sketches showing how a user might progress through a task using the product under development.

Advantages:
-Lower development cost
-Evaluate multiple design concepts
-Useful communication device
-Address screen layout issues
-Useful for identifying market requirement
-Proof-of-concept

Disadvantages:
-Limited error checking
-Poor detailed specification to code to
-Facilitator-driven
-Limited utility after requirement established
-Limited usefulness for usability tests
-Navigational and flow limitation



High Fidelity Prototype means uses material that you expect to be in the final product and produces a prototype that look more like to final outcome. For example, prototype of software system developed in Visual Basic VS paper- based mock-up. There are some issue with high-fidelity prototyping which they take too long to build, reviewers and testers tend to comment on superficial aspects rather than content, developers are reluctant to change something they have crafted for hours

Advantages:
-Complete functionality
-Fully interactive
-User Driven
-Clearly defines navigational scheme
-Use for exploration and test
-Look and feel of final product
-Serves as a living specification
-Marketing and sales tool
Disadvantages:
-More expensive to develop
-Time-consuming to create
-Inefficient for proof-of-concept designs
-Not effective for requirements gathering

Saturday, December 17, 2011

Week 9 - Yau Fen Nie

Prototype

Prototyping is the process of building a model of a system. In terms of an information system, prototypes are employed to help system designers build an information system that intuitive and easy to manipulate for end users. Prototyping is an iterative process that is part of the analysis phase of the systems development life cycle. Prototype allows stakeholders to interact with an envisioned product, gain experience in realistic setting and explore imagined uses. Besides, prototype aid when discussing ideas with stakeholders, communication device among team members and consist of effective way to test ideas.

Low-fidelity and high-fidelity prototype
There are two difference of prototyping which is low-fidelity prototyping and high-fidelity prototyping. A low-fidelity prototyping is one that does not look very much like the final product. A final production designs often require extensive effort to capture high volume manufacturing detail. Such detail is generally unwarranted for prototypes as some refinement to the design is to be expected. Often prototypes are built using very limited engineering detail as compared to final production intent, which often uses statistical process controls and rigorous testing. On the other hand, the high-fidelity uses materials that you would expect to be in the final product and produces a prototype that looks much more like the final thing. A common prototyping tools which is Flash, Visual Basic and smalltalk . The uses with high-fidelity prototyping are they take too long to build, reviewers and testers tend to comment on superficial aspects rather than content. Furthermore, developers are reluctant to change something they have crafted for hours. A software prototype can set expectations to high.


The advantages of low-fidelity prototype:
- Low-fidelity representations, such as sketches, differ from the final product in interaction design, visual appearance, and level of details. The method is quick and cheap which encourage iterative design idea tryouts between usability tests.
- Quick low -fidelity tests allows designers and users to focus on high-level interaction design and information architecture, rather than on details or visual style.

The disadvantages of low-fidelity prototype:
- Users might judge a low-fidelity prototype as unprofessional.
- While low-fidelity prototypes allow spontaneous changes for exploring interactions, they also sacrifice some realism.
- Limitations in navigation flow while a control person has to "make the interaction".

The advantages of high-fidelity prototype:
- High-fidelity prototypes offer more realistic interactions than low-fidelity.
- Better at conveying the range of design possibilities.
- User-driven.

The disadvantages of high-fidelity prototype:
- High-fidelity prototyping may make designers reluctant to change designs and less likely to fully explore the design space.
- Take a long to build and requires skill.
- Reviewers and testers tend to comment on surface aspects rather than content.

Friday, December 16, 2011

Week 9 - by Lee Chen Yau

In week 9, lecturer teach us about Prototype. What is a prototype?
- paper-based outline of a screen/ sets of screen
- Electronic "picture"
- 3 dimensional paper/ cardboard mockup
- stacked of hyperlinked screen shots

Prototype allows stakeholders to:
- interact with an envisioned product
- gain experience in realistic setting
- explore imagined uses

Prototype aid when discussing ideas with stackholders, communication device among team members, effective way to test ideas. For example, clarify vague requirements; To do user testing and evaluation; Check a certain design direction is compatible with the rest of the system development.

There are two types of prototyping, which are low-fidelity prototyping and high-fidelity prototyping.


Low-fidelity prototyping:
- does not look like the final product (eg. uses materials very different from final product such as paper/cardboard)
- simple, cheap, easy to produce
- for exploration only; important for conceptual design but not intended to be kept and integrated into final product
- Storyboard
* series of sketches to show how a user can interact with the product
* for example, screens of a GUI-based software, scene sketches showing how a user can perform tasks using an interactive device.


High-fidelity prototyping:
- uses materials expected to be in the final product and looks very much like the real thing (eg. using Visual Basic)
- useful for selling ideas and testing out technical issues
- users may be faced with the following problems:
* a long time is needed to build a high-fidelity prototype
* reviewers and critics may focus too much on the superficial aspects of the prototype rather than the content
* developers would be less willing to do any alterations when they have spent a lot of time and energy on the prototype
* software prototypes are prone to setting high expectations
* a high-fidelity prototype of great scales can bring the entire testing and development stage to a halt


The Advantages
Low- fidelity prototype
- lower development cost
- evaluate multiple design concepts
- useful communication device
- address screen layout issues
- useful for identifying market requirements
- proof-of-concept

High- fidelity prototype
- complete functionality
- fully interactive
- user driven
-clearly defines navigational scheme
- use for exploration and test
- look and feel of final product
- serves as a living specification
- marketing and sales tool

The Disadvantages
Low- fidelity prototype
- limited error checking
- poor detailed specification to code to
- facilitator-driven
- limited utility after requirement established
- limited usefulness for usability tests
- navigational and flow limitation

High- fidelity prototype
- more expensive to develop
- time-consuming to create
- inefficient for proof-of-concept designs
- not effective for requirements gathering


Conceptual Design: moving from requirements to first design
- is concerned with transforming needs and requirements into a conceptual model
- concept model: an outline of what people can do with a product and what concepts are needed to understand how to interact with it.
- key guiding principles of conceptual design are:
   * keep an open mind but never forget the users and their context
   * discuss ideas with other stakeholders as much as possible
   * use low-fidelity prototyping to get rapid feedback
   * iterate, iterate and iterate


Developing an initial Conceptual Model
- some elements in a conceptual model will derive from the requirements for the product.
- some consideration to create initial conceptual model:
* which interface metaphors would be suitable to help users understand the product?
* which interaction type(s) would best support the user's activities.


Interface Metaphors:
- Combine familiar knowledge with new knowledge in a way that will help the user understand the system.
- Choosing suitable metaphors and combining new and familiar concepts requires a careful balance between utility and fun and based on a sound understanding of the users and their context.
- Ex: Teaching math to 6 year-old children.
- 3 steps in choosing a good interface metaphors:
   * understand what the system will do
   * understand which bits of the system are likely to cause users problems
   * generate metaphors


Interaction Types:
- 4 types of interaction: instructing, conversing, manipulating and exploring.
- Which is best suited to your current design depends on the application domain and the kind of product being developed.
- Ex: Computer game: manipulating, Drawing packages: instructing, conversing.
- Different interface types prompt and support different perspective on the product under development and suggest different possible behaviours.
- WIMP/ GUI interface
- Sharable interface
- Tangible interface
- Advanced graphical interface

Week 9- by Tang Yook Meng

WHAT IS A PROTOTYPE

  • Paper based outline of a screen/sets of screens
  • Electronic ‘picture’
  • 3D paper/cardboard mockup
  • Stack of hyperlinked screen shots
  • Prototype allows stakeholders

To interact with an envisioned product, gain experience in realistic setting and also explore imagined uses. It also aid when discussing ideas with stakeholders, act as communication device among team members, and effective way to test ideas. For example, check a certain design direction is compatible when with the rest of the system development.


1. LOW-FIDELITY PROTOTYPING

  • Is one that does not look very much like the final product.
  • Ex: uses materials that are very different from the intended final version such as paper, cardboard rather than electronic screens and metal.
  • Important during conceptual design and are never intended to be kept and integrated into the final product. They are for exploration only.

Advantages:

  • Lower development cost
  • Evaluate multiple design concepts
  • Useful communication device
  • Address screen layout issues
  • Useful for identifying market requirement
  • Proof-of-concept

Disadvantages:

  • Limited error checking
  • Poor detailed specification to code to
  • Facilitator-driven
  • Limited utility after requirement established
  • Limited usefulness for usability tests
  • Navigational and flow limitation

2. HIGH- FIDELITY PROTOTYPING

  • Uses materials that you would expect to be in the final product and produced a prototype that looks much more like the final thing.
  • Ex: prototype of a software system developed in Visual Basic vs paper based mockup.
  • It is useful for selling ideas and testing out technical issues.

Advantages:

  • Complete functionality
  • Fully interactive
  • User Driven
  • Clearly defines navigational scheme
  • Use for exploration and test
  • Look and feel of final product
  • Serves as a living specification
  • Marketing and sales tool

Disadvantages:

  • More expensive to develop
  • Time-consuming to create
  • Inefficient for proof-of-concept designs
  • Not effective for requirements gathering


DEVELOPING AN INITIAL CONCEPTUAL MODEL

-INTERFACE METAPHORS-

  • Combine familiar knowledge with new knowledge in a way that will help the user understand the system.
  • Choosing suitable metaphors and combining new and familiar concepts requires a careful balance between utility and fun and based on a sound understanding of the users and their context.
  • 3 step in choosing good interface metaphors:
  • Understand what the system will do
  • Understand which bits of the system are likely to cause users problem
  • Generate metaphors

-INTERFACE TYPES-

  • Different interface types prompt and support different perspective on the product under development and suggest different possible behaviors.
  • WIMP/GUI interface
  • Sharable interface
  • Tangible interface
  • Advanced graphical interface

Week 9 - by Alice Low Soo Ying

What is a prototype? A prototype is:
• Paper- based outline of a screen / sets of screens
• Electronic 'picture'
• 3 dimensional paper / cardboard mockup
• Stack of hyperlinked screen shots

Allows stakeholders to:
• Interact with an envisiones product
• Gain experience in realistic setting
• Explore imagines uses

A prototype is a limited presentation that allows users to interacts and explore its usability.
• It is an helpful aid when discussing with stakeholders. 
• It also can be use as a communication device among team members.
• It is an effective way to test an idea

Example: clarify vague requirements, to do user testing and evaluation, check the design compability.

Low-fidelity Prototyping
• is one that does not look very much like the final product.
• Ex: uses materials that are very different from the intended final version such as paper, cardboard rather than electronic screen and metal.
• tend to be simple, cheap and quick to produce for support the exploration of alternative designs and ideas.
• important during conceptual design and are never intended to be kept and integrated into the final product. They are for exploration only.

Type of low-fidelity
• Storyboard
- consist of a series of sketches showing how a user might progress through a task using the product under development
• Sketches
- relies on sketching but often people find it difficult to engage in this activity
• Index cards
- use index cards (small pieces of the cardboard about 3x5 inches), each card represents 1 screen or one element of a task, in user evaluation, the user can step through the card
• Wizard of Oz

High-fidelity prototyping
• Uses materials expected to be in the final product and looks very much like the real thing
• Ex: prototype of a software system developed in Visual Basic vs paper based mock up
• It is useful for selling ideas and testing out technical issues

Problems with high-fidelity prototyping
• Take too long to build
• Reviewers and testers tend to comment on superficial aspects rather than content
• Developers are reluctant to change something they have crafted for hours
• A software prototype can set expectations to high
• Just one bug in a high-fidelity prototype can bring the testing to halt

Compromises in prototyping
• by their very nature, prototypes involve compromises: the intention is to produce something quickly to test an aspect of the product
• thus the prototype must be designed and built with the key issues in mind
• there are 2 common compromises:
- horizontal prototyping
- vertical prototyping

Conceptual Design
• it concerned with transforming needs and requirements into a conceptual model (an outline of what people can do with a product and what concepts are needed to understand how to interact it)
• key guiding principles :
- keep an open mind but never forget the users and their content
- discuss idea with stakeholders
- use low-fidelity prototyping to get rapid feedback

Developing an initial conceptual model
• some elements is a conceptual model with derived from the requirements for the product
• some consideration to create initial conceptual model
- which interface metaphor would be suitable to help users understand the product?
- which interaction type(s) would best support the user's activities?

Interface metaphors
• Combine familiar knowledge with new knowledge in a way that will help the user understand the system.
• Choosing suitable metaphors and combining new and familiar concepts requires a careful balance between utility and fun and based on a sound understanding of the users and their context.
• 3 step in choosing good interface metaphors:
- Understand what the system will do
- Understand which bits of the system are likely to cause users problem
- Generate metaphors

Interaction Types
• Different interface types prompt and support different perspectives on the product under development and suggest different possible behaviours.
• WIMP/GUI interface
• sharable interface
• tangible interface
• advance graphical interface

Monday, December 12, 2011

Week 8- by Tang Yook Meng

WHAT ARE REQUIREMENTS?


TO IDENTIFYING THE NEEDS & REQUIREMENT

  • Is a statement about an intended product that specifies what it should do or how it should perform.
  • Should be as specific, unambiguous and clear as possible
  • Example: time to download any complete web page is less than 5 seconds VS teenage girls should find the site appealing
  • Must know how to tell when they have been fulfilled


TYPE OF REQUIREMENTS

1. IN SOFTWARE ENGINEERING

  • Functional requirements
  • WHAT the system should do? For examples, Word processor.
  • It should support a variety of formatting styles, and also formatting by paragraphs, character and etc.

  • Non-functional requirements
  • WHAT are the constrains there are on the system and its development? For examples, Word processor.
  • It must be able to run on target platform such as PCs, Macs and Unix machines OR target platform must be have at least 1.0 GB RAM.


2. IN INTERACTION DESIGN

  • Functional requirement
It capture what the product should do

  • Data Requirements

Capture the type, volatility, size, amount, persistence, accuracy and value of the required data. Such as: Share-dealing application- data must be up to date, accurate and change many times a day.

  • Environmental requirements/context of use

The circumstances in which the interactive product will be expected to operate. There are 4 characteristics: Physical environment is about how much light, noise and dust is expected in the operation environment. Social environment is a social aspect for interaction design to collaboration and coordination. Next, Organisational environment is how good is the user support likely to be, how easily it can be obtained, and are there facilities for training. Finally, technical environmental is about what technologies will the product run on or need to be compatible with and what technologies limitations might be relevant.

  • User characteristics

Capture the key attributes of the intended user group. It means the user’s abilities and skills, user’s nationality, educational, background, preferences, personal circumstances, physical or mental disabilities. The collection of the attributes for a ‘typical user’ is called a user profile. Any one product may have a number of different user profiles, to bring user profile to file, they are turned into a number of Personas, which means rich descriptions of typical users of the product under development that the designers can focus on and design the product for. They don’t describe real people, but are synthesized from a number of real users who have involved in data gathering exercised.

  • Usability goals and user experience goals

Usability goals are about effectiveness, efficiency, safety, utility, learnability and tracking. These all will form User’s Performance. While, user experience goals will form User’s Perception by having fun, enjoyable, pleasurable, aesthetically pleasing and motivating.

CONTEXTUAL INQUIRY

The designer works as an apprentice to the user in 4 principles:

  • Context – Emphasize on going to workplace and seeing what happens.
  • Partnership – Developer and user should collaborate in understanding the work.
  • Interpretation – Observations must be interpreted in order to be user in design and the interpretation should be in cooperation between user and developer.
  • Focus – Keeping the data gathering focused on your goals.


SCENARIOS

  • It is an ' informal narrative description'.
  • Describe human activities such as exploration and discussion of context, needs and requirement.
  • Do not explicitly describe use of software or other technological support to achieve tack.
  • Easy for stakeholders to relate.


USE CASES

  • Emphasis on user-system interaction rather than the user's task itself and it’’s from the user’s perspective, not the system’s.
  • User called an ‘actor’.
  • Mainly use case describes normal course or sets of actions that is commonly performed.
  • It can be described graphically by using case diagram.


ESSENTIAL USE CASES

  • Developed to combat the limitations of scenarios and use cases
  • It represents abstractions from scenarios and try to avoid the assumptions of a traditional use case.


TASK ANALYSIS

  • Used mainly to investigate an existing situation, not to envision new products
  • Analyse the underlying rationale and purpose of what people doing

week 8 - Yau Fen Nie


REQUIREMENTS
Types of Requirements
Functional requirements
Data requirements
Environmental requirements
User characteristics
User goals
user experience goals

Functional Requirements --> Capture what the product should do.

Data Requirements - Capture the type, volatility, size or amount, persistence, accuracy and value of the required data.

Environmental Requirements;
The circumstances in which the interactive product will be expected to operate. Besides, there are 4 characteristics of environmental requirements.
-Physical Environmental -Social Environmental -Organisational Environmental -Technical Environmental -

User characteristics;
Capture the key attributes of the intended user group -user's ability, skills, nationality, educational background, preferences, personal circumstances, physical or mental disabilities.
-The collection of attributes for a 'typical user' is called a user profile.
-Anyone product may have a number of difference user profiles.
-To bring user profiles to life, they are turned into a number of Personas.
-Personas are rich description of typical users of the product under development that the designers can focus on and design the product for.
They don't describe real people, but are synthesized from a number of real users who have been involved in data gathering exercised.

User Goals - effectiveness, efficiency, safety, utility, learnability, and tracking which is the user's performance.

User experience goals -fun, enjoyable, pleasurable, aesthetically pleasing and motivating which is the user's perception.

Data Gathering for Requirements
There are difference type of data requirements
-Interviews -Focus Groups -Questionnaires -Direct observation -Indirect observation -Studying documentation -Researching similar products -

Contextual Inquiry - Contextual inquiry is an approach that follows an apprenticeship model: the designer works as an apprentice to the user. There are 4 main principles of contextual inquiry.
-Context-
Emphasize on going to workplace and seeing what happens.
-Partnership-
Developer and user should collaborate in understanding the work.
-Interpretation-
Observations must be interpreted in order to be used in the design and the interpretation should be in
cooperation between user and developer.
-Focus-
Keeping the data gathering focused on your goals.

Data Gathering Guidelines for Requirements
- Focus on identifying the stakeholder's needs.
- Involve all the stakeholder groups.
- Have more than one representative from each stakeholder group involve.
- Support data gathering sessions with suitable props
- task descriptions, prototypes.

Data Analysis, Interpretation and Presentation
- Requirement activity is iterated a number of times before a set of stable requirements evolves, the description will expand and clarify.
- 4 techniques that have a user-centered focus and are used to understand user's goals and tasks:
- Scenarios - Uses cases - Essential use cases - Task analysis -

Sunday, December 11, 2011

week 8- Leng Cheok Kuan

Requirement

This week lecturer talks about requirement. What is requirement? Requirement is a statement about an intended product that specifies what it should do or how it should perform. It should be as, unambiguous, specifies and clear as possible because everyone have different answer. For example, some of the people may think that teenager is around 17-20 and some of them may not.


Types of Requirement:
Interaction Design
- Functional Requirement
- Data Requirement
- Environmental Requirement
- User Characteristics Requirement
- Usability goals and user experience goal


Functional Requirement:
Capture what the product should do.

Data Requiremen:
-Capture the type
- volatility
-size or amount
-persistence
-accuracy
-value of the required data.

Environmental Requirement:
The circumstances in which the interactive product will be expected to operate.
There are 4 characteristics of environmental requirements.

- Physical Environmental
- Social Environmental
- Organisational Environmental
- Technical Environmental

Usability goals:
-effectiveness
-efficiency
- safety
-utility
- learn ability
-tracking which is the user's performance.

User experience goal:
-fun, enjoyable, pleasurable, aesthetically pleasing and motivating which is the user's perception.

Data Gathering for Requirements:
There are difference type of data requirements
-Interviews
-Focus Groups
-Questionnaires
-Direct observation
-Indirect observation
-Studying documentation
-Researching similar products

Contextual Inquiry
Contextual inquiry is an approach that follows an apprenticeship model: the designer works as an apprentice to the user. There are 4 main principles of contextual inquiry.

Context-Emphasize on going to workplace and seeing what happens.
Partnership-Developer and user should collaborate in understanding the work.
Interpretation-Observations must be interpreted in order to be used in the design and the interpretation should be in cooperation between user and developer.
Focus-Keeping the data gathering focused on your goals.


Data Gathering Guidelines for Requirements
-Focus on identifying the stakeholder's needs.
-Involve all the stakeholder groups.
-Have more than one representative from each stakeholder group involve.-Support data gathering sessions with suitable props
- task descriptions, prototypes.

Data Analysis, Interpretation and Presentation
-Requirement activity is iterated a number of times before a set of stable requirements evolves, the description will expand and clarify.
-4 techniques that have a user-centered focus and are used to understand user's goals and tasks:
a] Scenarios
b] Uses cases
c] Essential use cases
d] Task analysis

Week 8 - by Alice Low Soo Ying


Requirement
This week lecturer talks about requirement. What is requirement?
- statement about an intended product that specifies what it should do or how it should perform.
- should be specify,unambiguos and clear as possible
- time to download any complete web page is less than 5seconds vs teenage girl should find the site appealing.
- must know how to tell when they have been fulfilled.

Types of Requirement
- Functional (what the system should do)
- Non-functional (constraints and development)

Interaction Design
- Functional Requirement
- Data Requirement
- Environmental Requirement
- User Characteristics Requirement
- Usability goals and user experience goal

Functional Requirement
Capture what the product should do.

Data Requirement
- capture the type
- volatility
- size or amount
- persistence
- accuracy
- value of the required data.

Environmental Requirement
The circumstances in which the interactive product will be expected to operate.

There are 4 characteristics of environmental requirements.
- Physical Environmental
- Social Environmental
- Organisational Environmental
- Technical Environmental

Usability goals
- effectiveness
- efficiency
- safety
- utility
- learn ability
- tracking which is the user's performance.

User experience goal
- fun, enjoyable, pleasurable, aesthetically pleasing and motivating which is the user's perception.

Data Gathering for Requirements
There are difference type of data requirements
- Interviews
- Focus Groups
- Questionnaires
- Direct observation
- Indirect observation
- Studying documentation
- Researching similar products

Contextual Inquiry
Contextual inquiry is an approach that follows an apprenticeship model: the designer works as an apprentice to the user. There are 4 main principles of contextual inquiry.

Context-Emphasize on going to workplace and seeing what happens.
Partnership-Developer and user should collaborate in understanding the work.
Interpretation-Observations must be interpreted in order to be used in the design and the interpretation should be in cooperation between user and developer.
Focus-Keeping the data gathering focused on your goals.

Data Gathering Guidelines for Requirements
- Focus on identifying the stakeholder's needs.
- Involve all the stakeholder groups.
- Have more than one representative from each stakeholder group involve.-Support data gathering sessions with suitable props
- task descriptions, prototypes.

Data Analysis, Interpretation and Presentation
- Requirement activity is iterated a number of times before a set of stable requirements evolves, the description will expand and clarify.
- 4 techniques that have a user-centered focus and are used to understand user's goals and tasks:
a] Scenarios
b] Uses cases
c] Essential use cases
d] Task analysis

Week 8 - by Lee Chen Yau

In week 8, lecturer teach us about requirement. Requirements is a statement about an intended product that specifies what it should do and how should it perform. It should be as specific, unambiguous, as clear as possible. For instances, some people will think that teenager girl is around 17-20 and some people might not. Of course, we will get various of answer based on different people. Thus, requirements must know how to tell when they have been fulfilled.

Types of Requirements
Functional requirements, Data requirements, Environmental requirements, User characteristics, User goals and user experience goals are the requirements of Interaction Design.

Functional Requirements:
Capture what the product should do.

Data Requirements:
Capture the type, volatility, size or amount, persistence, accuracy and value of the required data.

Environmental Requirement:
The circumstances in which the interactive product will be expected to operate. Besides, there are 4 characteristics of environmental requirements.
- Physical Environmental
- Social Environmental
- Organisational Environmental
- Technical Environmental

User characteristics:
Capture the key attributes of the intended user group
- User's ability, skills, nationality, educational background, preferences, personal circumstances, physical or 
  mental disabilities.
- The collection of attributes for a 'typical user' is called a user profile.
- Anyone product may have a number of difference user profiles.
- To bring user profiles to life, they are turned into a number of Personas.
- Personas are rich description of typical users of the product under development that the designers can focus on and design the product for. They don't describe real people, but are synthesized from a number of real users who have been involved in data gathering exercised.

Usability goals:
- effectiveness, efficiency, safety, utility, learnability, and tracking which is the user's performance.

User experience goal:
- fun, enjoyable, pleasurable, aesthetically pleasing and motivating which is the user's perception.

Data Gathering for Requirements:
There are difference type of data requirements
- Interviews
- Focus Groups
- Questionnaires
- Direct observation
- Indirect observation
- Studying documentation
- Researching similar products


Contextual Inquiry:
Contextual inquiry is an approach that follows an apprenticeship model: the designer works as an apprentice to the user. There are 4 main principles of contextual inquiry.
(i) Context: Emphasize on going to workplace and seeing what happens.

(ii) Partnership: Developer and user should collaborate in understanding  the work.

(iii) Interpretation: Observations must be interpreted in order to be used in the design and the interpretation should be in cooperation between user and developer.

(iv) Focus: Keeping the data gathering focused on your goals.

Data Gathering Guidelines for Requirements:
- Focus on identifying the stakeholder's needs
- Involve all the stakeholder groups
- Have more than one representative from each stakeholder group involve
- Support data gathering sessions with suitable props - task descriptions, prototypes

Data Analysis, Interpretation and Presentation:
- Requirement activity is iterated a number of times before a set of stable requirements evolves, the
  description will expand and clarify.
- 4 techniques that have a user-centered focus and are used to understand user's goals and tasks:
a) Scenarios
b) Uses cases
c) Essential use cases
d) Task analysis

Reference:
Lecturer's notes

Sunday, November 27, 2011

Week 6- by Tang Yook Meng


User Centred Design.


1. Simplicity.

  • Simplicity is not simple
  • Designing for simplicity is a process of elimination.
  • It also forces you to have a good reason for everything.
  • In film, it's called Foreshadowing
  • As Albert Einstein once said : "If you can't explain it simply, you don't understand it well enough.”

2. Chunking.

  • Definition: chunking is the elements of perception with memory.
  • Presentation of information which is simplified by dividing it up to bite size for easy storage. Forming chunks in working memory depends on how information is presented.

3. Contrast.

  • Definition: contrast is a difference along a visual dimension which means size or color.
  • It is irregular in design that also considered as communicates information and makes elements stand out.

4. Visual Variables.

  • Visual Variables are used for communication by encoding data and drawing distinctions between visual elements.
  • There are two ways that visual variables work on perception: selectivity and associativity.

*Selective is the degree to which single value can be selected from the entire visual field by using position, size, orientation, hue, value, texture.

*Most variable are selective. You can locate green object at a glance, or tiny objects. (Shape, is not selective in general. It’s hard to pick selective in general.)

*Associativity is the opposite of selectivity. It is easy to ignore the variable and let it all blend together into one another.

5. There are 6 gestalt principles:

  • Proximity, similarity, continuity, closure, area and symmetry.

6.UCD (User Centred Design)

(The differences between system centred design and user centred design is system centred design is system attributes first while user centred design is human attributes first is system centred design is system attributes first while user centred design is human attributes first.)

  • UCD shifts focus from the designer of the applications to the user of that application/system/website to the user of the application/system/website.
  • The difficulties of UCD is a good design is not always means that is has satisfied the customer. Design is evolves and also is a the collaboration between designers and customers. If the input from user is wrong, then the system will suffer.

  • In a word, UCD is participatory design.
  • Therefore, REMEBERS:

*USERS are the first class members in design process. It actives collaborators versus passive participants.

*USERS considered to know best about the subject matter included all the work context.

  • The easiest way is talk to them.
  • The problems that faced by users:

* USERS are hard to get a good pool of end users to test the product, either is expensive or reluctance, etc.

* USERS are not expert designers, so don’t expect them to come up with great design ideas .,

* USERS are not always the right, don't expect too much from them.