Lecture 5 Interaction Design
Lecture 5 Interaction Design
Chapter five:
Interaction Design and
HCI in the Software Process
Outline of Lecture:
Interaction Design
HCI In the Software Dev.. Process
Development methodologies
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The main aims of this chapter is to enable you know :
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What is interaction design?
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What is mean by Design?
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What to design
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What is interaction design process
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2. Do analysis
• Do analysis to sort and order your findings so they
make sense. This may be through a:This may be
through
• Narrative/story of how someone uses a system.
• Task analysis, breaking down a user’s steps/sub-steps.
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3.Design a potential solution
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4. Start prototyping
• Give users an idea of what the product will look like
and let them test it, and/or give it to experts to
evaluate its effectiveness using heuristics.
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Implement and deploy what you have built.
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Who is involved in ID?
• interaction designers - people involved in the design of all the
interactive aspects of a product.
• web designers - people who develop and create the visual design
of websites, such as layouts.
• user experience designers (UX) - people who do all the above but
who may also carry out field studies to inform the design of
products. Thursday, January 18
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UX
• Sometimes refer to UX as UXD
• Meant to encourage design thinking that focus on
the quality of the user experience rather than on the
set of design methods to use.
• It is not enough that we build products that
functions, that are understandable and usable , we
also need to build joy and excitement, pleasure and
fun, and yes, beauty to people ‘s lives.
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UX
• Usability
• Functionality
• Aesthetics
• Content
• Look and feel
• Sensual and emotional appeal
• Fun
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UX VS UI
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Good design
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PACT Analysis
• The Main idea of PACT analysis is that people carry out
activities in contexts using technologies.
• PACT Analysis for determining requirements of
interactive systems and consists of four parts.
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People: Who are the
users/stakeholders?
• 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
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People: variability
• Cooperation
– One or more actors
• Complexity
– Well defined or vague?
• Safety critical
– Impact of error (how much?)
• The nature of the content
– Type of data to be processed
– Type of media
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Context
• Where does the interaction occur?
– Physical context
• Noise, light, time
• In the office, on the move
– Social context
• Individual activity, group activity
• Computer-mediated social activity
• Social norms
– Psychological context
• Motivation, attitudes
• Cognitive demands
• Level of arousal Thursday, January 29
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Technology
• Input
– Getting data in; getting commands;
• Output
– video vs. photographs; speech vs. screen
• Communication
– Between people, between devices, speed,
• Content
– What data in the system: a web site is all about content
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Key characteristics of ID,..
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Understanding user needs
• ASK-WATCH-ANALYSE
• Users rarely know what is possible they can’t tell you what they
‘need’ to help them achieve their goals
• Take into account people’s capabilities
• 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 behavior
– can be described Thursday, January 32
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Develop alternative design
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Requirements type
• Functional
– Fundamental or essential characteristics of
the product
– Describe what the product has to do or what
processing actions it is to take
– Historically the main focus of requirements
activities
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Example
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Requirements type (2)
• Non functional
– Properties that the functions must have
– Describe the constraints that there are on the system and
its development
– Covers a number of aspects of design: image,
usability, performance, maintainability, security,
cultural acceptability, etc.
– As important as functional requirements for the
product's success.
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Example
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User requirements
• Studying Documentations
• Researching similar products
• Interviews
• Questionnaires
• Observation
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Studying Documentation
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Questionnaires
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Problems with data gathering
(2)
• Requirements management: control, ownership
• Communication between parties:
— within development team
— with customer/user
— between users: different parts of an organization use
different terminology
• Domain knowledge distributed and implicit:
— difficult to dig up and understand
— knowledge articulation Thursday, January 48
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Guidelines
Sarah is a talented designer who likes to experience the latest technology and
has won several prizes for her design. Yet, in her job she has to be very
conservative. She prepares forms for on-line quotes and provides general
information about the company to their web-customer.
Sarah dreams of joining a designer studio in London where she could fulfil her
talent. The current position, although boring, offers a good salary and the
possibility of living in London where . she can search for her dream job.
Sarah works in the web-development team. Her new boss is Elisabeth, a software engineer who
does not understand the user experience and is more concerned with technical details than with
design. Sarah is reasonably free in her job, as nobody seems to care.
Sarah’s been told that the company has adopted edge Connect and that her group will start using it
by next month. Sarah is worried about this decision: she thinks it is going to kill creativity and to
make her job even more boring. She has been told that she will be in charge of designing a
template layout for the car sector, and she wished she could use flash. She welcomes anyway the
idea of a change and a training course sounds interesting.
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Scenarios
• Key technique in interaction system design
• Iterative tools to be used throughout the design Process
• User stories = informal narrative description
which reports about user tasks and activities.
– Short snippets which tend to focus on the
user needs and motivations to perform a task rather than
on the use of a technology.
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The summer term has just started and Fritz, a computer science student at the
Technische Universität Dresden, has decided to attend a course on "User
Interface generation for Web Services”. He logs in the University portal and
accesses an overview of all lectures, sport and language courses. He tries to
subscribe to the UI course but the system indicates a timetabling conflict with the
course on ‘Service-oriented Architecture” he previously registered to. Fritz sign
in an Italian course, which is automatically displayed in his personal weekly
calendar.
• Fritz wonders whether he should change his study plan to accommodate for the
UI course. Thus he decides to ask other students’ opinion. He joins a chat room,
but nobody is there. Fritz waits for other students while working on an
assignment
using the library service.
• Looking at the watch on the portal, he realizes that he has only 30 minutes
before a date with a girl met at the University online social network. Fritz
switches on his PDA and logs into the university portal while boarding the tram.
A beep indicates that some students have joined the chat room and after a short
negotiation he manages to swap his place from the “Service-oriented
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Architecture” course with a place in the User Interface course27, 2022 with another
student. The system is automatically updated, just in time for his date.
HCI in the Software Process
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HCI in the Software Process…
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SDLC Model
• A framework that describes the activities
performed at each stage of a software development
project.
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The waterfall model
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Verification and validation
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The spiral lifecycle model
JAD workshops
Iterative design
and build
Engineer and
test final prototype
Implementation
review
Rapid Application Development (RAD)
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When to use RAD
• Reasonably well-known requirements
• User involved throughout the life cycle
• Project can be time-boxed
• Functionality delivered in increments
• High performance not required
• Low technical risks
• System can be modularized
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The Star Lifecycle Model
• Important features:
• Derived from some empirical work of interface designers
• No particular ordering of activities
• Evaluation is central to this model
task/functional
Implementation
analysis
Requirements
Prototyping Evaluation specification
Conceptual/
formal design
Agile SDLC’s
• Speed up or bypass one or more life cycle phases
• Usually less formal and reduced scope
• Used for time-critical applications
• Used in organizations that employ disciplined methods
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Agile software development
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Agile..
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Devops
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Deveops :
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Waterfall Vs Agile
• Some of the distinct differences are: Agile is an
incremental and iterative approach; Waterfall is a
linear and sequential approach. Agile separates a
project into sprints; Waterfall divides a project
into phases. Agile helps complete many small
projects; Waterfall helps complete one single
project.
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Agile Model Vs Waterfall Model
The customer has early and frequent The customer can only see the product
opportunities to look at the product at the end of the project
and make decision and changes to
the project
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Difference b/n Agile vs
Waterfall
Agile Waterfall
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Usability…
• Problems
– usability specification requires level of detail that
may not be
– possible early in design satisfying a usability
specification
– does not necessarily satisfy usability
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ISO usability standard 9241
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Iterative design and prototyping
Iterative design overcomes inherent problems of incomplete requirements
Prototypes
– simulate or animate some features of intended system
– different types of prototype
• throw-away
• incremental
• evolutionary
Management issues
– time
– planning
– non-functional features
– contracts
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Techniques for prototyping
• Storyboards
=need not be computer-based can be animated
• Limited functionality simulations
=some part of system functionality provided by designers tools
like HyperCard are common for these Wizard of Oz technique .
• Warning about iterative design
=design inertia – early bad decisions stay bad diagnosing real
usability problems in prototypes…. …. and not just the symptoms
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Summary
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Summary …
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Home work
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Questions???
Thank You