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Chapter 3 Chapter 3 Managing Design Managing Design Processes Processes

Chapter 3 Managing Design Processes. 3.1 Introduction Design should be based on: –User observation Analysis of task frequency and sequences –Prototypes,

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Page 1: Chapter 3 Managing Design Processes. 3.1 Introduction Design should be based on: –User observation Analysis of task frequency and sequences –Prototypes,

Chapter 3Chapter 3

Managing Design Managing Design ProcessesProcesses

Page 2: Chapter 3 Managing Design Processes. 3.1 Introduction Design should be based on: –User observation Analysis of task frequency and sequences –Prototypes,

3.1 Introduction3.1 Introduction

Design should be based on:Design should be based on:– User observationUser observation

Analysis of task frequency and sequencesAnalysis of task frequency and sequences– Prototypes, usability, and acceptance testingPrototypes, usability, and acceptance testing

Usability engineering is becoming a recognized Usability engineering is becoming a recognized disciplinedisciplineThe LUCID (Logical User-Centered Interaction The LUCID (Logical User-Centered Interaction Design) methodologyDesign) methodology– A framework for scheduling:A framework for scheduling:

ObservationObservationDesignDesignScenario DevelopmentScenario DevelopmentPossibly, Social Impact StatementPossibly, Social Impact Statement

Page 3: Chapter 3 Managing Design Processes. 3.1 Introduction Design should be based on: –User observation Analysis of task frequency and sequences –Prototypes,

3.2 Organizational Design to 3.2 Organizational Design to Support UsabilitySupport Usability

Organizations are creating usability laboratoriesOrganizations are creating usability laboratories

Some organizations maintain a centralized Some organizations maintain a centralized human-factors group or a usability laboratory as human-factors group or a usability laboratory as a source of design and testing techniques a source of design and testing techniques (Gould et al., 1991; Nielsen, 1994)(Gould et al., 1991; Nielsen, 1994)

The Three Es (Management Strategies)The Three Es (Management Strategies)– EnforcementEnforcement– ExemptionExemption– EnhancementEnhancement

Page 4: Chapter 3 Managing Design Processes. 3.1 Introduction Design should be based on: –User observation Analysis of task frequency and sequences –Prototypes,

3.2 Continued3.2 Continued

Carroll and Rosson (1985) characterized Carroll and Rosson (1985) characterized design in this way:design in this way:– Design is a processDesign is a process– The design process is nonhierarchicalThe design process is nonhierarchical– The process is radically transformationalThe process is radically transformational– Design intrinsically involves the discovery of Design intrinsically involves the discovery of

new goalsnew goals

Page 5: Chapter 3 Managing Design Processes. 3.1 Introduction Design should be based on: –User observation Analysis of task frequency and sequences –Prototypes,

3.3 The Three Pillars of Design3.3 The Three Pillars of Design

3.3.1Guidelines documents and processes3.3.1Guidelines documents and processes– Words and iconsWords and icons– Screen-layout issuesScreen-layout issues– Input and output devicesInput and output devices– Action sequencesAction sequences– TrainingTraining

3.3.2 User-interface software tools3.3.2 User-interface software tools– Software can help customers and users get a clear idea of what Software can help customers and users get a clear idea of what

a system will look like when it is finished:a system will look like when it is finished:Menu systemMenu systemForm-filling systemForm-filling system

– HyperCard and MacroMind Director are two examples of HyperCard and MacroMind Director are two examples of graphical design environmentsgraphical design environments

Page 6: Chapter 3 Managing Design Processes. 3.1 Introduction Design should be based on: –User observation Analysis of task frequency and sequences –Prototypes,

3.3 Continued3.3 Continued

3.3.3 Expert reviews and usability testing3.3.3 Expert reviews and usability testing– Interactive-system designers are doing more Interactive-system designers are doing more

testing of system components before release testing of system components before release to customersto customers

Tests with the intended usersTests with the intended users

SurveysSurveys

Automated analysis toolsAutomated analysis tools

Page 7: Chapter 3 Managing Design Processes. 3.1 Introduction Design should be based on: –User observation Analysis of task frequency and sequences –Prototypes,

3.4 Development Methodologies3.4 Development Methodologies

LUCID Methodology (Six stages)LUCID Methodology (Six stages)– Stage 1: Develop product concept+Stage 1: Develop product concept+– Stage 2: Perform research and needs analysisStage 2: Perform research and needs analysis– Stage 3: Design concepts and key-screen prototypeStage 3: Design concepts and key-screen prototype– Stage 4: Do iterative design and refinementStage 4: Do iterative design and refinement– Stage 5: Implement softwareStage 5: Implement software– Stage 6: Provide rollout supportStage 6: Provide rollout support

12 Areas of Activity12 Areas of Activity

Page 8: Chapter 3 Managing Design Processes. 3.1 Introduction Design should be based on: –User observation Analysis of task frequency and sequences –Prototypes,

3.5 Ethnographic Observation3.5 Ethnographic ObservationGuidelines for preparing evaluations, field study, analyzing data, and Guidelines for preparing evaluations, field study, analyzing data, and reporting:reporting:– PreparationPreparation

Understand organizational and work cultureUnderstand organizational and work cultureFamiliarize yourself with the system and its historyFamiliarize yourself with the system and its historySet initial goals and prepare questionsSet initial goals and prepare questionsGain access and permission to observe or interviewGain access and permission to observe or interview

– Field StudyField StudyEstablish rapport with managers and usersEstablish rapport with managers and usersObserve or interview users, collect subjective, objective quantitative, qualitative dataObserve or interview users, collect subjective, objective quantitative, qualitative dataFollow any leads that emerge from the visitsFollow any leads that emerge from the visitsRecord your visitsRecord your visits

– AnalysisAnalysisCompile the collected dataCompile the collected dataQuantify data and compile statisticsQuantify data and compile statisticsReduce and interpret the dataReduce and interpret the dataRefine the goals and process usedRefine the goals and process used

– ReportingReportingConsider multiple audiences and goalsConsider multiple audiences and goalsPrepare a Report and present findingsPrepare a Report and present findings

Page 9: Chapter 3 Managing Design Processes. 3.1 Introduction Design should be based on: –User observation Analysis of task frequency and sequences –Prototypes,

3.6 Participatory Design3.6 Participatory Design

Involving system users in the design Involving system users in the design process helps make the design betterprocess helps make the design better

PICTIVE approach:PICTIVE approach:– Plastic interface for collaborative technology Plastic interface for collaborative technology

initiatives through video explorationinitiatives through video exploration

Page 10: Chapter 3 Managing Design Processes. 3.1 Introduction Design should be based on: –User observation Analysis of task frequency and sequences –Prototypes,

3.7 Scenario Development3.7 Scenario Development

Scenario development can be conducted Scenario development can be conducted by using the following process:by using the following process:– Choosing a scenario of how the software is Choosing a scenario of how the software is

supposed to be usedsupposed to be used– Getting user-collaboration through surveysGetting user-collaboration through surveys– Presenting common or emergency situations Presenting common or emergency situations

to themto them

Page 11: Chapter 3 Managing Design Processes. 3.1 Introduction Design should be based on: –User observation Analysis of task frequency and sequences –Prototypes,

3.8 Social Impact Statement for 3.8 Social Impact Statement for Early Design ReviewEarly Design Review

Similar to an environmental impact Similar to an environmental impact statement, helps to promote high-quality statement, helps to promote high-quality systems in government-related systems in government-related applicationsapplications

Outline for social impact statement:Outline for social impact statement:– Describe the new system and its benefitsDescribe the new system and its benefits– Address concerns and potential barriersAddress concerns and potential barriers– Outline the development processOutline the development process

Page 12: Chapter 3 Managing Design Processes. 3.1 Introduction Design should be based on: –User observation Analysis of task frequency and sequences –Prototypes,

3.9 Legal Issues3.9 Legal Issues

Copyright issues are critical to software Copyright issues are critical to software development pertaining to user interfaces:development pertaining to user interfaces:– PrivacyPrivacy– Safety and reliabilitySafety and reliability– Copyright protectionCopyright protection– Freedom of speechFreedom of speech

User interfaces, being designs, can be User interfaces, being designs, can be copyrighted simply by putting the copyright copyrighted simply by putting the copyright on the interface itselfon the interface itself