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Interaction Design Chapter 9 notes http://www.id-book.com/chapter_index.htm # focus on users and their goals 4 basic activities of interaction design identifying needs and establishing requirements for user experience who - user and what – requirements data gathering and analysis developing alternative designs that meet requirements conceptual design physical design building interactive versions of the designs paper based simulated prototypes evaluate what is built throughout and the user experience it offers usability and acceptability how easy to use how error prone how fulfills requirements fit for purpose

Interaction Design ch9 notes

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Cues to remember Chapter 9 of Interaction Design

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  • 1. Interaction Design Chapter 9 notes
    • http://www.id-book.com/chapter_index.htm #
  • focus on users and their goals
  • 4 basic activities of interaction design identifying needs and establishing requirements for user experience who - user and what requirements data gathering and analysis developing alternative designs that meet requirements conceptual design physical design building interactive versions of the designs paper based simulated prototypes evaluate what is built throughout and the user experience it offers usability and acceptability how easy to use how error prone how fulfills requirements fit for purpose

2. 3.

  • design fundamental activities
  • understanding the requirements
  • produce a design that satisfies requirements
  • evaluating the design
  • produce a version of design users can interact with
  • capture design in form can be communicated to user - review revision improvement sketches natural language prototypes
  • Stages requirements design a solution produce interactive proto evaluate
  • generate alternatives brainstorm sharpen the focus playful rules get physical
  • the value of prototyping define requirements design refine evaluate

4. importance of involving users

  • importance of involving users not proxy users early and throughout expectation management - realistic less likely to be disappointed ownership training
  • level of user involvement best throughout important for input loose touch with user base without touch cycle different users design workshops evaluation sessions data gathering generating ownership
  • activity based planning - microsoft

5. user centred approach

  • user centred approach real users and goals early focus on users and tasks - itentify real users requirements tasks and goals driving force not technology behaviour and context of use studied - how user works characteristics - of user and work environment consulted throughout process and responses acted on respected design decisions in context of user empirical measurement - observe users reactions to design usability and user experience goals iterative design - fix problems and refine early cycles of design test measure redesign innovation takes time,evolution trial and error and patience Design interaction around what people want and need Do not force users to change to accommodate system
  • users and stakeholders who should be involved and to what degree primary - hands on users of system secondary - occasional system users or through intermediary tertiary - affected by intro of system or who influeence purchase

6.

  • needs requirements what trying to achieve how they currently achieve how to improve experiences and expectations
  • alternative designs - internal and external cross-fertilisations evolution copying experience balancing constraints quality
  • usability goals effectiveness efficiency safety utility learnability memorability
  • user experience satisfying enjoyable motivating rewarding aesthetics

7. Structure

  • What?(and how do you know...)
  • Questionnaires, focus groups, interviews, observation, ....
  • Use cases, task analysis, scenarios, user profiles, ...
  • How?
  • Sketches, wireframes, card sorting, storyboards,
  • prototyping, information architecture, navigation scheme,
  • input/output devices, ...
  • Whether?
  • White/black box testing, system testing, usability testing,

8. 9. 10. lifecycle models

  • aim to be able to react to change quickly and embed principles of iteration communication and feedback
  • set of activities and how related
  • when and how to move from 1 activity to next and deliverables
  • overall view of development
  • stable framework for creativity
  • sync and stabilise microsoft planning phase vision statement specification document schedule and feature team formation development phase 3 or 4 subprojects each has milestone release stabilisation phase internal test external test release prep - golden masters

11. Agile

  • eXtreme programming, ASD, Scrum
  • early and continuous delivery of valuable sw demanding customer input often
  • handle emergent requirements
  • balance between flexibility and structure
  • emphasise collaboration face-to-face communication, streamlined processes
  • avoid unnecessary activities - practice over process - getting work done
  • how much field study data is needed before product development starts
  • how much time should be spent on prototyping and getting user feedback

12. agilemanifesto.org

  • better ways of developing sw by doing it and helping others do it
  • individuals and interactions over processes and tools
  • working sw over documentation
  • customer over contract
  • responding to change over following a plan