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USER-CENTERED APPROACHES TO INTERACTION DESIGN

andrea navarro Spanish

USER-CENTERED APPROACHES TO INTERACTION DESIGN

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USER-CENTERED APPROACHES TO INTERACTION DESIGN

  1. Understanding users' work: applying ethnography in design

    • Ethnography is a method that comes originally from anthropology and literally means "writing the culture"
      • distributed co-ordination
        • Dimension focuses on the distributed nature of the tasks and activities, and the means and mechanisms by which they are co- ordinated
      • plans and procedures
        • Dimension focuses on the organizational support for the work, such as workflow models and organizational charts, and how these are used to support the work
      • awareness of work
        • Dimension focuses on how people keep themselves aware of others' work
    • Coherence
      • Claims that presenting the data from an ethnographic study based around a set of "viewpoints" and "concerns" facilitates the identification of the product's most important use cases
        • Concerns
          • Paperwork and computer work
          • Skill and the use of local knowledge
    • Contextual Design
      • Contextual Design is another technique that was developed to handle the collection and interpretation of data from fieldwork with the intention of building a software-based product
      • Contextual Inquiry
        • Is an approach to ethnographic study used for design that fol- lows an apprenticeship model: the designer works as an apprentice to the user
          • It is much shorter than a typical ethnographic study
          • The interview is much more intense and focused than an ethnographic study, which takes in a wide view of the environment
          • In the interview, the designer is not taking on a role of participant observer, but is inquiring about the work
          • In the interview, the intention is to design a new system, but when conduct- ing an ethnography
    • WORK MODELING
      • SEQUENCE MODEL
      • ARTIFFACT MODEL
      • CULTURAL MODEL
    • INTERPRETATION SESSION
      • The work models are captured during an interpretation session. The team has to build an agreed view of the customers, their work, and the system to be built
    • Design Room
      • everything the team knows about the customer and their work
  2. Involving users in design: participatory design

    • PICTIVE
      • Plastic Interface for Collaborative Technology Initiatives through Video Exploration
        • Uses low-fidelity office items, such as sticky notes and pens, and a collection of design objects to investigate specificscreen and window layouts for a system.
          • empower users to act as full participants in the design process
          • improve knowledge acquisition for design
    • CARD
      • Collaborative Analysis of Requirements and Design
        • s similar to PIC- TIVE, but uses playing cards with pictures of computers and screen dumps on them to explore workflow options
  3. Why is it important to involve users at all?

    • The 2 important aspects
      • Expectation management
        • Is the process of making sure that the users views and expectations of the new product are realistic.
      • Ownership
        • Users who are involved and feel that they have contributed to a product's development, are more likely to feel a sense of "ownership" towards it and to be receptive to it when it finally emerges
    • Degrees of involvement
      • Different degrees of user involvement may be implemented in order to manage expectations and to create a feeling of ownership
  4. What is a user-centered approach?

    • Gould and Lewis 3 principles
      • Early focus on users and tasks
        • This means first understanding who the users will be by directly studying their cognitive, behavioral, anthropomorphic, and attitudinal characteristics
          • User's tasks and goals are the driving force behind the development
          • Users' behavior and context of use are studied and the system is designed to support them
          • Users' characteristics are captured and designed for
          • Users are consulted throughout development from earliest phases to the latest and their input is seriously taken into account
          • All design decisions are taken within the context of the users, their work, and their environment
      • EMPIRICAL MEASUREMENT
        • users interact with simulations and prototypes and their performance and reactions are observed, recorded, and analyzed
      • ITERATIVE DESIGN
        • This means that design and development is iterative, with cycles of "design, test, measure, and redesign" being repeated as often as necessary
  5. Andrea Navarro 1196414

    • Preece, rogers and sharp, "interaction design in human interaction", john willey and sons, inc, 2002.

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Mind Map on USER-CENTERED APPROACHES TO INTERACTION DESIGN, created by andrea navarro on 26/11/2017.
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