The Basics of User Experience Design
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The Architecture Analysis and Design Language: an Overview Outline
Institut Supérieur de l’Aéronautique et de l’Espace The Architecture Analysis and Design Language: an overview Outline 1. AADL a quick overview 2. AADL key modeling constructs 1. AADL components 2. Properties 3. Component connection 3. AADL: tool support AADL Tutorial -- MODELS'15 2 Introduction > ADL, Architecture Description Language: » Goal : modeling software and hardware architectures to master complexity … to perform analysis » Concepts : components, connections, deployments. » Many ADLs : formal/non formal, application domain, … > ADL for real-time critical embedded systems: AADL (Architecture Analysis and Design Language). AADL Tutorial -- MODELS'15 3 AADL: Architecture Analysis & Design Language > International standard promoted by SAE, AS-2C committee, released as AS5506 family of standards > Version 1.0 (2004), version 2 (2009), 2.1 (2012) » Based on feedback from the aerospace industry > Annex document to address specific needs » Behavior, data, error modeling, code generation, … > AADL objectives are “to model a system” » With analysis in mind » To ease transition from well-defined requirements to the final system : code production > Require semantics => any AADL entity has a semantics (natural language or formal methods). AADL Tutorial -- MODELS'15 4 AADL components > AADL model : hierarchy/tree of components » Textual, graphical representations, XMI serialization > AADL component models a software or a hardware entity » May be organized in packages : reusable » Has a type/interface, one or several implementations » May -
User Psychology of Emotional User Experience JYVÄSKYLÄ STUDIES in COMPUTING 213
JYVÄSKYLÄ STUDIES IN COMPUTING 213 Jussi P. P. Jokinen User Psychology of Emotional User Experience JYVÄSKYLÄ STUDIES IN COMPUTING 213 Jussi P. P. Jokinen User Psychology of Emotional User Experience Esitetään Jyväskylän yliopiston informaatioteknologian tiedekunnan suostumuksella julkisesti tarkastettavaksi yliopiston Agora-rakennuksen auditoriossa 2 kesäkuun 6. päivänä 2015 kello 12. Academic dissertation to be publicly discussed, by permission of the Faculty of Information Technology of the University of Jyväskylä, in building Agora, auditorium 2, on June 6, 2015 at 12 o’clock noon. UNIVERSITY OF JYVÄSKYLÄ JYVÄSKYLÄ 2015 User Psychology of Emotional User Experience JYVÄSKYLÄ STUDIES IN COMPUTING 213 Jussi P. P. Jokinen User Psychology of Emotional User Experience UNIVERSITY OF JYVÄSKYLÄ JYVÄSKYLÄ 2015 Editors Marja-Leena Rantalainen Department of Mathematical Information Technology, University of Jyväskylä Pekka Olsbo, Ville Korkiakangas Publishing Unit, University Library of Jyväskylä Cover picture: CC-BY-SA by Jussi Jokinen from following images: Coghead: CC-0 Cellphone icon: CC-BY-SA WZ Computer icon: CC-BY-SA Carlosdevivo URN:ISBN:978-951-39-6225-8 ISBN 978-951-39-6225-8 (PDF) ISBN 978-951-39-6224-1 (nid.) ISSN 1456-5390 Copyright © 2015, by University of Jyväskylä Jyväskylä University Printing House, Jyväskylä 2015 “For all men begin, as we said, by wondering that things are as they are, as they do about self-moving marionettes, or about the solstices or the incommensura- bility of the diagonal of a square with the side; for it seems wonderful to all who have not yet seen the reason, that there is a thing which cannot be meas- ured even by the smallest unit.” (Aristotle, Metaphysics, 983a15) ABSTRACT Jokinen, Jussi P. -
A Glossary of User-Centered Design Strategies for Implemen- Tation Experts
TBM ORIGINAL RESEARCH A glossary of user-centered design strategies for implemen- Downloaded from https://academic.oup.com/tbm/advance-article-abstract/doi/10.1093/tbm/iby119/5232646 by guest on 07 December 2018 tation experts Alex R. Dopp,1, Kathryn E. Parisi,1 Sean A. Munson,2 Aaron R. Lyon3 1Department of Psychological Abstract Science, University of Arkansas, User-centered design (UCD), a discipline that seeks to ground Implications Fayetteville, AR 72701, USA the design of an innovation in information about the people 2 Practice: Use of shared language around user-cen- Department of Human Centered who will ultimately use that innovation, has great potential tered design (as presented in this glossary) can Design and Engineering, University of Washington, Seattle, WA to improve the translation of evidence-based practices from maximize the usefulness of interdisciplinary 98195, USA behavioral medicine research for implementation in health care efforts to promote the implementation of evi- 3Department of Psychiatry and settings. UCD is a diverse, innovative field that remains highly dence-based practices through improved design. Behavioral Sciences, University of variable in terms of language and approaches. Ultimately, we Washington School of Medicine, produced a glossary of UCD-related strategies specifically for Seattle, WA 98195, USA experts in implementation research and practice, with the goal Policy: Policymakers who wish to promote a of promoting interdisciplinary collaboration in implementation user-centered culture in health services should efforts. We conducted a focused literature review to identify consider the value of tools like this glossary in key concepts and specific strategies of UCD to translate into developing shared language and interdisciplinary the implementation field. -
Discussion on Application for Interior Space Design and the Application of Interior Design Style
3rd International Conference on Education, Management and Computing Technology (ICEMCT 2016) Discussion on Application for Interior Space Design and the Application of Interior Design Style Xiaodong Zhang Institute of Environmental art design, Hebei Institute of Fine Art, Shijiazhuang hebei, 050700, China Keywords: interior design, psychological space, design style Abstract. Interior design is the essence of the interior space design, including physical space design and psychological space design two levels. Interior design style is an important issue for interior designers and owners. Through analysis and Research on the relationships between design and interior design style of interior space, summed up the "interior space design to create a style of interior design" and "interior design style shape the psychological space two obvious characteristics. Interior Space Design and Its Content The Meaning of Interior Space Design. Interior space design is a creative activity of human transformation of living space, through the interior space design can make human living environment become more comfortable [1]. Although the "interior space design" theory is not a long time, but has been constantly being human practice. Since ancient times, human beings have been in the pursuit of the security of living space. Full, comfortable and beautiful. People in the primitive society in the cave laying leaves, weeds and skins and in the walls of the cave with color drawing lines and patterns, and so on for living space transformation, which all belong to the indoor space design. Interior space design is not only focused on solving the relationship between people and nature, but also more and more focus on solving the problem of the relationship between people and society, so that people in the community better work and life. -
Games User Research and Physiological Game Evaluation
Chapter 4 Games User Research and Physiological Game Evaluation Lennart E. Nacke Abstract This chapter introduces physiological measures for game evaluation in the context of games user research (GUR). GUR consists of more than playtest- ing game; it comprises a collection of methods that allow designers to bring their creations closer to the initial vision of the player experience. With the prices of physiological sensors falling, and the advancement of research in this area, physi- ological evaluation will soon become a standard tool in GUR and game evaluation. Since mixed-method approaches are of increasingly prominent value, this chap- ter describes core GUR methods with a special focus on physiological evaluation, keeping in mind both benefits and limitations of the approach in academic and industrial applications. 4.1 Introduction From the academic domains of human-computer interaction, human factors, and social psychology, robust and scientific user-testing approaches have been adopted in a game industry field called games user research (GUR) to ensure optimal qual- ity of the user experience (UX) in games and virtual entertainment products. In the games industry, the domains of quality assurance (QA) and game testing are focus- ing on finding technical errors in the game code (i.e., bugs) and ensuring smooth execution of the game on a technical level. By contrast, GUR is concerned with evaluation through the observation and analysis of players. A game designer com- municates their thoughts to the player using the game. In turn, the user researcher applies methods that are inspired by psychology and user-centered design to evalu- ate the player. -
Interaction Design Studio - 711 Instructor: Patrick Thornton Email: [email protected] Thursday 6-8:45 Pm Location: Pac 1815 - Clarice Smith Performing Arts Center
Interaction Design Studio - 711 Instructor: Patrick Thornton Email: [email protected] Thursday 6-8:45 pm Location: Pac 1815 - Clarice Smith Performing Arts Center Course Description Interaction design is the process of defining products and the broad services built around them. When interacting with systems, people build expectations and mental models of how things work. They learn what they can and cannot achieve. This course is about how to design for interactions that will resonate with your audiences: How the features and functions of a product get translated into something people find usable, useful, and desirable. Through a series of lectures, discussions, in-class design practice, and projects, students will explore the role of interaction designers. Students will learn how to prototype interactive products, systems, and services, and how to defend their work through the cycle of brainstorming and shared critique. This is a studio class, focusing on production processes that are required to develop public-facing work. The studio is important both as a working space and a space for collaborative reflection. Studio practice also describes a working method. As such, the INST711 classroom will focus on two activities: ● Externalization: You will put your ideas and conceptualizations into tangible materials. ● Critique: You will both give and receive constructive feedback on your own work and the work of other students in class. Student Learning Outcomes On the successful completion of this course, students will be able to: ● Explain basic concepts, techniques, and knowledge of interaction design. ● Critically discuss common methods in the interaction design process ● Use visual thinking and communication techniques to develop design concepts ● Build prototypes at varying levels of fidelity and can evaluate them using appropriate methods ● Develop critiquing skills to analyze interaction design artifacts and concept design. -
User Experience Design: Design for Empowerment
NMDD 3450 / Summer 2020 User Experience Design: Design for Empowerment Session: Session I (June 1st – June 18th) Class Time: Mon, Tue, & Thur (1-5pm) w/ remaining time online asynchronously Location: TBD Professor: Ralph Vacca | [email protected] | Office @ Martino Hall (45 Columbus Ave) Room 716 Office Hours: Monday & Thursday 11:00 - 12:30pm Links: CMS Facebook: www.facebook.com/FordhamCMS | Twitter: www.Twitter.com/FordhamCMS This course focuses on how human-centered design and participatory design methods can be used as approaches to empowerment. Students will gain hands-on experience with conducting user research, synthesizing findings into insights, ideating, sketching, rapid prototyping, and validating concepts with users. Course readings, discussions, and activities will be organized into a user-experience project to help students get out and interact with real users, needs, and challenges. COURSE MATERIALS Textbooks: ● Quesenbery, W., Brooks, K. (2010). Storytelling for User Experience: Crafting Stories for Better Design. United States: Rosenfeld Media. ● Norman, D. (2013). The Design of Everyday Things: Revised and Expanded Edition. United States: Basic Books. ● Knapp, J., Zeratsky, J., Kowitz, B. (2016). Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days. Spain: Simon & Schuster. ● Greenberg, S., Marquardt, N., Buxton, B., Carpendale, S. (2012). Sketching User Experiences: The Workbook. Netherlands: Elsevier Science. Additional Materials Needed: ● You are required to purchase a physical sketchbook for the course. Any blank paper (no lines) sketchbook that is 8 x 11 or larger. You want to have enough space. These sketchbooks are great, but feel free to find your own. COURSE GOALS ● Students will gain familiarity with human-centered design research methods ● Students will learn to generate typical user experience design outputs such as personas, journey maps, storyboards, and wireframes. -
Geometric Modeling in Shape Space
Geometric Modeling in Shape Space Martin Kilian Niloy J. Mitra Helmut Pottmann Vienna University of Technology Figure 1: Geodesic interpolation and extrapolation. The blue input poses of the elephant are geodesically interpolated in an as-isometric- as-possible fashion (shown in green), and the resulting path is geodesically continued (shown in purple) to naturally extend the sequence. No semantic information, segmentation, or knowledge of articulated components is used. Abstract space, line geometry interprets straight lines as points on a quadratic surface [Berger 1987], and the various types of sphere geometries We present a novel framework to treat shapes in the setting of Rie- model spheres as points in higher dimensional space [Cecil 1992]. mannian geometry. Shapes – triangular meshes or more generally Other examples concern kinematic spaces and Lie groups which straight line graphs in Euclidean space – are treated as points in are convenient for handling congruent shapes and motion design. a shape space. We introduce useful Riemannian metrics in this These examples show that it is often beneficial and insightful to space to aid the user in design and modeling tasks, especially to endow the set of objects under consideration with additional struc- explore the space of (approximately) isometric deformations of a ture and to work in more abstract spaces. We will show that many given shape. Much of the work relies on an efficient algorithm to geometry processing tasks can be solved by endowing the set of compute geodesics in shape spaces; to this end, we present a multi- closed orientable surfaces – called shapes henceforth – with a Rie- resolution framework to solve the interpolation problem – which mannian structure. -
User Interaction Design for Secure Systems
User Interaction Design for Secure Systems Ka-Ping Yee Report No. UCB/CSD-02-1184 May 2002 Computer Science Division (EECS) University of California Berkeley, California 94720 Supported by NSF award #EIA-0122599 ITR/SI: Societal Scale Information Systems: Technologies, Design and Applications User Interaction Design for Secure Systems Ka-Ping Yee [email protected] Computer Science Department University of California, Berkeley Abstract Perhaps the most spectacular class of recent security problems is the e-mail virus, which is a good real-life The security of any computer system that is configured example of a security violation in the absence of software and operated by human beings critically depends on the errors. At no point in the propagation of the virus does information conveyed by the user interface, the decisions any application or system software do anything other of the computer users, and the interpretation of their than exactly what its programmers would expect: the e- actions. We establish some starting points for reasoning mail client correctly displays the message and correctly about security from a user-centred point of view, by decodes the attached virus program; the system correctly modelling a system in terms of actors and actions and executes the virus program. Rather, the problem has introducing the concept of the subjective actor-ability occurred because the expectations of the programmer state. We identify ten key principles for user interaction became inconsistent with what the user would want. design in secure systems and give case studies to Our purpose here is to present a way of thinking about illustrate and justify each principle, describing real-world this type of issue. -
Analyzing Space Dimensions in Video Games
SBC { Proceedings of SBGames 2019 | ISSN: 2179-2259 Art & Design Track { Full Papers Analyzing Space Dimensions in Video Games Leandro Ouriques Geraldo Xexéo Eduardo Mangeli Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ Computação, COPPE/UFRJ Computação, COPPE/UFRJ Center for Naval Systems Analyses Departamento de Ciência da Rio de Janeiro, Brazil (CASNAV), Brazilian Nay Computação, IM/UFRJ E-mail: [email protected] Rio de Janeiro, Brazil Rio de Janeiro, Brazil E-mail: [email protected] E-mail: [email protected] Abstract—The objective of this work is to analyze the role of types of game space without any visualization other than space in video games, in order to understand how game textual. However, in 2018, Matsuoka et al. presented a space affects the player in achieving game goals. Game paper on SBGames that analyzes the meaning of the game spaces have evolved from a single two-dimensional screen to space for the player, explaining how space commonly has huge, detailed and complex three-dimensional environments. significance in video games, being bound to the fictional Those changes transformed the player’s experience and have world and, consequently, to its rules and narrative [5]. This encouraged the exploration and manipulation of the space. led us to search for a better understanding of what is game Our studies review the functions that space plays, describe space. the possibilities that it offers to the player and explore its characteristics. We also analyze location-based games where This paper is divided in seven parts. -
Lmc 6313 Principles of Interaction Design
Principles of Interaction Design – LMC 6313 Syllabus Course Number: LMC 6313 Location: Skiles 346 Times: T/Th – 3:00p-3:50p F (lab) – 11:15a-2:00p Instructor: Dr. Anne Sullivan Instructor Email: [email protected] Office Hours: By Appointment (Mondays are the best bet) Office Location: TSRB 317C TA: Takeria Blunt TA Email: [email protected] Course Website: http://canvas.gatech.edu Course Description: What is interaction, what is design, where did these notions come from, and where are they going? Through the activities in this course, you will return to questions of what kind of designer you are and wish to be, what you believe in, and how that will extend to your research and practice. You will also develop your own critical take on the material in the class and sharpen your voice and arguments about your perspectives. Interaction design wasn’t invented from scratch as a singular, monolithic practice. It was born out of the intersection of a number of disciplines from within design and human-computer interaction, and also from art, media, architecture, politics, and philosophy, and beyond. There are many different definitions of what it is and where we fit into it, and no two people we meet in this class will likely have the same definition. And that’s the way it should be. Through my suggestions and yours, we will also turn to design questions in digital culture, film, tv, fiction, gaming, music, art and beyond as we together frame our understandings. As you read, The syllabus, dates, times, assignments, and details are subject to change by instructor notification through Canvas or email. -
How Interaction Designers Use Tools to Manage Ideas Preprint
How Interaction Designers Use Tools to Manage Ideas NANNA INIE, Aarhus University PETER DALSGAARD, Aarhus University This paper presents a grounded theory-analysis based on a qualitative study of professional interaction designers (n=20) with a focus on how they use tools to manage design ideas. Idea management can be understood as a subcategory of the field Personal Information Management, which includes the activities around the capture, organization, retrieval, and use of information. Idea management pertains then to the management and use of ideas as part of creative activities. The paper identifies tool-supported idea management strategies and needs of professional interaction designers, and discusses the context and consequences of these strategies. Based on our analysis, we identify a conceptual framework of ten strategies which are supported by tools: saving, externalizing, advancing, exploring, archiving, clustering, extracting, browsing, verifying, and collaborating. Finally, we discuss how this framework can be used to characterize and analyze existing and novel idea management tools. CCS Concepts: • Human-centered computing~User studies KEYWORDS Idea management; design ideas; design process; design tools; ideation ACM Reference format: 1 INTRODUCTION The fields of HCI and interaction design are well-known for studying impacts of novel interfaces and tools, and perhaps less known for studying the impact of tools that are already used in professional practice (Smith et al. 2009; Pedersen at al. 2018; Dalsgaard 2017). In the words of Stolterman, this ofen leads to research outcomes that are difficult to apply in practice, because the research is based on an inadequate understanding of how design happens in professional setings (Stolterman 2008).