GoConqr has a new look! Let us know what you think.

Mind map

Chapter 2: The process of interaction design (3720)

Gideon Van Computer Science English

Chapter 2: The process of interaction design (3720)

Map content

Chapter 2: The process of interaction design (3720)

  1. This approach has four phases which are iterated:

    • • Discover: Designers try to gather insights about the problem
    • • Define: Designers develop a clear brief that frames the design challenge.
    • • Develop: Solutions or concepts are created, prototyped, tested, and iterated
    • • Deliver: The resulting project is finalized, produced, and launched.
  2. 2.2 What Is Involved in Interaction Design?

    • user-centered approach to development
      • the designs and potential solutions will need to be communicated to people other than the original designer
        • to produce a series of sketches
        • to write a description in natural language
        • to build a prototype
    • Design is also about trade-offs—about balancing conflicting requirements.
    • Generating alternatives is a key principle
    • 2.2.1 Understanding the Problem Space
      • Deciding what to design is key
        • This starts at the user and not at the nuts and bolts
      • understanding what is currently the user experience or the product,why a change is needed, and how this change will improve the user experience
      • The process of articulating the problem space is typically done as a team effort
        • time-consuming and sometimes resulting in disagreements among the design team, the benefits of this process can far outweigh the associated costs
          • less chance of incorrect assumptions and unsupported claims
          • more options and possibilities to be considered
    • 2.2.2 The Importance of Involving Users
      • ensure that the end product is usable and that it indeed will be used
      • Product owner is common. The product owner’s job is to filter user and customer input to the development cycle and to prioritize requirements or features.
      • involve target users throughout development.
        • Expectation management
          • the process of making sure that the users’ expectations of the new product are realistic.
        • Ownership
          • Users who are involved and feel that they have contributed to a product’s development
    • 2.2.3 Degrees of User Involvement
      • fully engaged throughout all iterations of the development process
      • targeted participation in specific activities and from small groups of individual users in face-to-face contexts to hundreds of thousands of potential users and stakeholders online
      • individual users may be co-opted onto the design team so that they are major contributors to the development.
        • Cons
          • full-time involvement may mean that they become out of touch with their user community
          • part-time involvement might result in a high workload for them.
        • Pros
          • the input is available continually throughout development.
        • Participatory design, also sometimes referred to as cooperative design or co-design
    • 2.2.4 What Is a User-Centered Approach?
      • real users and their goals, not just technology, are the driving force behind product development.
      • three principles that they believed would lead to a “useful and easy to use computer system.”
        • 1. Early focus on users and tasks.
          • first understanding who the users will
          • observing users doing their normal tasks, studying the nature of those tasks, and then involving users in the design process.
          • 1. Users’ tasks and goals are the driving force behind the development
          • 2. Users’ behavior and context of use are studied, and the system is designed to support them
          • 3. Users’ characteristics are captured and designed for
          • 4. Users are consulted throughout development from earliest phases to the latest
          • 5. All design decisions are taken within the context of the users, their activities, and their environment.
        • 2. Empirical measurement
          • the reactions and performance of intended users to printed scenarios, manuals, and so forth, are observed and measured
          • interact with simulations and prototypes,
        • 3. Iterative design
          • When problems are found in user testing, they are fixed, and then more tests and observations are carried out
    • 2.2.5 Four Basic Activities of Interaction Design
      • 1. Discovering requirements for the interactive product
        • understanding the target users and the support an interactive product could usefully provide
        • data gathering and analysis
      • 2. Designing alternatives that meet those requirements.
        • proposing ideas for meeting the requirements.
          • part of the Develop phase
        • two subactivities:
          • conceptual design
            • a conceptual model describes an abstraction outlining what people can do with a product and what concepts are needed to understand how to interact with it.
          • concrete design
            • the detail of the product including the colors, sounds, and images to use, menu design, and icon design
      • 3. Prototyping the alternative designs so that they can be communicated and assessed.
        • part of the Develop phase
        • Allows users to interact with the proposed solution or part thereof
      • 4. Evaluating the product and the user experience it offers throughout the process.
        • part of the Develop phase
        • process of determining the usability and acceptability of the product or design measured in terms of a variety of usability and user-experience criteria.
        • does not replace activities concerned with quality assurance and testing
      • This is Iterative
    • 2.2.6 A Simple Lifecycle Model for Interaction Design
      • lifecycle model (or process model) is used to represent a model that captures a set of activities and how they are related.
      • two well-known ones are the Star (Hartson and Hix, 1989) and an international standard model ISO 9241-210
      • A sprint is divided into five phases, and each phase is completed in a day
      • Setting the Stage -> This time is used to choose the right design challenge, gather the right team, and organize the time and space to run the sprint
      • Unpack Day 1 focuses on making a map of the challenge and choosing a target, that is, a part of the challenge that can be achieved in a week.
      • Sketch Competing Solutions Day 2 focuses on generating solutions, with an emphasis on sketching and individual creativity rather than group brainstorming.
      • Decide on the Best Day 3 focuses on critiquing the solutions generated on Day 1, choosing the one most likely to meet the sprint’s challenge, and producing a storyboard.
      • Build a Realistic Prototype Day 4 focuses on turning the storyboard into a realistic prototype, that is, something on which customers can provide feedback
      • Build a Realistic Prototype Day 4 focuses on turning the storyboard into a realistic prototype, that is, something on which customers can provide feedback
      • Research in the wild (RITW) develops technology solutions in everyday living by creating and evaluating new technologies and experiences in situ.
      • observe how people react to technology and how they change and integrate it into their everyday lives
      • Technology: Concerned with appropriating existing infrastructures/devices (e.g., Internet of Things toolkit, mobile app) in situ or developing new ones for a given setting
      • Design: Covers the design space of an experience
      • In situ study: Concerned with evaluating in situ an existing device/tool/service
      • Theory: Investigating a theory, idea, concept or observation about a behavior,
      • RITW (Research in the wild)
  3. 2.3 Some Practical Issues

    • • Who are the users?
      • Identifying the stakeholders for a project helps to decide who to involve as users and to what degree, but identifying relevant stakeholders can be tricky.
    • • What are the users’ needs?
      • people don’t necessarily know what is possible
      • exploring the problem space, investigating the users and their activities to see what can be improved
      • Focusing on people’s goals, usability goals and user experience goals is a more promising approach to interaction design than simply expecting stakeholders to be able to articulate the requirements for a product.
    • • How to generate alternative designs
      • Innovations often arise through cross-fertilization of ideas from different perspectives, individuals, and contexts; the evolution of an existing product through use and observation; or straightforward copying of other, similar products.
      • browsing a collection of designs will inspire designers to consider alternative perspectives and hence alternative solutions
    • • How to choose among alternatives
      • making design decisions
      • Broadly speaking, though, the decisions fall into two categories:
        • externally visible and measurable features
        • characteristics internal to the system
      • informed by letting users and stakeholders interact with them and by discussing their experiences, preferences, and suggestions for improvement.
        • Documentation is one traditional way to communicate a design
        • Prototyping is often used to overcome potential client misunderstandings
        • two different variations and collect data from actual use that is then used to inform the choice. This is called A/B testing,
      • quality differentiation
        • Subjective measure
      • Usability engineering involves specifying quantifiable measures of product performance, documenting them in a usability specification, and assessing the product against them.
    • • How to integrate interaction design activities with other lifecycle models
      • to integrate these practices focus on agile software development.
        • • Individuals and interactions over processes and tools • Working software over comprehensive documentation • Customer collaboration over contract negotiation • Responding to change over following a plan

Images and files in the map

  • Chapter 2: The process of interaction design (3720)
  • Chapter 2: The process of interaction design (3720)
  • Chapter 2: The process of interaction design (3720)
  • Chapter 2: The process of interaction design (3720)

Information

Description
Computer Science Mind Map on Chapter 2: The process of interaction design (3720), created by Gideon Van on 11/02/2020.
Created by
Gideon Van
Views
0
Rating

More on Interaction Design Process and Prototyping

Feedback

What is it about?

What do you think of the new look?

How do you like it?