Mapa mental
USER-CENTERED APPROACHES TO INTERACTION DESIGN

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USER-CENTERED APPROACHES TO INTERACTION DESIGN
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
- distributed co-ordination
- 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
- Concerns
- 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
- 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
- Is an approach to ethnographic study used for design that fol- lows an apprenticeship model: the designer works as an apprentice to the user
- 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
- Ethnography is a method that comes originally from anthropology and literally means "writing the culture"
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
- 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.
- Plastic Interface for Collaborative Technology Initiatives through Video Exploration
- 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
- Collaborative Analysis of Requirements and Design
- PICTIVE
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
- Expectation management
- Degrees of involvement
- Different degrees of user involvement may be implemented in order to manage expectations and to create a feeling of ownership
- The 2 important aspects
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
- This means first understanding who the users will be by directly studying their cognitive, behavioral, anthropomorphic, and attitudinal characteristics
- 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
- Early focus on users and tasks
- Gould and Lewis 3 principles
Andrea Navarro 1196414
- Preece, rogers and sharp, "interaction design in human interaction", john willey and sons, inc, 2002.
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- Descrição
- Mapa Mental sobre USER-CENTERED APPROACHES TO INTERACTION DESIGN, criado por andrea navarro em 26-11-2017.
- Criado por
- andrea navarro
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