Lmc 6313 Principles of Interaction Design
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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 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. -
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). -
Toward Unified Models in User-Centered and Object-Oriented
CHAPTER 9 Toward Unified Models in User-Centered and Object-Oriented Design William Hudson Abstract Many members of the HCI community view user-centered design, with its focus on users and their tasks, as essential to the construction of usable user inter- faces. However, UCD and object-oriented design continue to develop along separate paths, with very little common ground and substantially different activ- ities and notations. The Unified Modeling Language (UML) has become the de facto language of object-oriented development, and an informal method has evolved around it. While parts of the UML notation have been embraced in user-centered methods, such as those in this volume, there has been no con- certed effort to adapt user-centered design techniques to UML and vice versa. This chapter explores many of the issues involved in bringing user-centered design and UML closer together. It presents a survey of user-centered tech- niques employed by usability professionals, provides an overview of a number of commercially based user-centered methods, and discusses the application of UML notation to user-centered design. Also, since the informal UML method is use case driven and many user-centered design methods rely on scenarios, a unifying approach to use cases and scenarios is included. 9.1 Introduction 9.1.1 Why Bring User-Centered Design to UML? A recent survey of software methods and techniques [Wieringa 1998] found that at least 19 object-oriented methods had been published in book form since 1988, and many more had been published in conference and journal papers. This situation led to a great 313 314 | CHAPTER 9 Toward Unified Models in User-Centered and Object-Oriented Design deal of division in the object-oriented community and caused numerous problems for anyone considering a move toward object technology. -
General Video Brainstorming for Workshops
Standard Brainstorming Brainstorming, also known as the Delphi technique, is used to generate innovative ideas. Osborn (1957) introduced brainstorming to create synergy within the members of a group: ideas suggested by one participant would spark ideas in other participants. Subsequent studies (Collaros and Anderson, 1969, Diehl and Stroebe, 1987) challenged the effectiveness of group brainstorming, finding that aggregates of individuals could produce the same number of ideas as groups. They found that production blocking, free-riding and evaluation apprehension were sufficient to outweigh the benefits of synergy in brainstorming groups. Since then, many researchers have explored different strategies for addressing these limitations. For our purposes, the quantity of ideas is not the only important measure. We are also interested in the relationship among the members of the group. As de Vreede et al. (2000) point out, one should also consider elaboration of ideas, as group members react to each other's ideas. Brainstorming sessions have two phases: the first for generating ideas and the second for reflecting upon them. A small group (three to seven people) agree on a specific topic and a limited period of time. The goal is to generate as many ideas as possible, maximizing quantity over quality: Twenty different ideas are better than three indepth ideas. Phase 1 usually lasts from half-an-hour to an hour, depending upon the topic and the group. Sessions longer than an hour are not recommended. Even if ideas are still flowing, the group should stop when time is up. It is better that everyone leaves feeling energized and excited by the ideas rather than tired and bored. -
An Overview of the Building Delivery Process
An Overview of the Building Delivery CHAPTER Process 1 (How Buildings Come into Being) CHAPTER OUTLINE 1.1 PROJECT DELIVERY PHASES 1.11 CONSTRUCTION PHASE: CONTRACT ADMINISTRATION 1.2 PREDESIGN PHASE 1.12 POSTCONSTRUCTION PHASE: 1.3 DESIGN PHASE PROJECT CLOSEOUT 1.4 THREE SEQUENTIAL STAGES IN DESIGN PHASE 1.13 PROJECT DELIVERY METHOD: DESIGN- BID-BUILD METHOD 1.5 CSI MASTERFORMAT AND SPECIFICATIONS 1.14 PROJECT DELIVERY METHOD: 1.6 THE CONSTRUCTION TEAM DESIGN-NEGOTIATE-BUILD METHOD 1.7 PRECONSTRUCTION PHASE: THE BIDDING 1.15 PROJECT DELIVERY METHOD: CONSTRUCTION DOCUMENTS MANAGEMENT-RELATED METHODS 1.8 PRECONSTRUCTION PHASE: THE SURETY BONDS 1.16 PROJECT DELIVERY METHOD: DESIGN-BUILD METHOD 1.9 PRECONSTRUCTION PHASE: SELECTING THE GENERAL CONTRACTOR AND PROJECT 1.17 INTEGRATED PROJECT DELIVERY METHOD DELIVERY 1.18 FAST-TRACK PROJECT SCHEDULING 1.10 CONSTRUCTION PHASE: SUBMITTALS AND CONSTRUCTION PROGRESS DOCUMENTATION Building construction is a complex, significant, and rewarding process. It begins with an idea and culminates in a structure that may serve its occupants for several decades, even centuries. Like the manufacturing of products, building construction requires an ordered and planned assembly of materials. It is, however, far more complicated than product manufacturing. Buildings are assembled outdoors by a large number of diverse constructors and artisans on all types of sites and are subject to all kinds of weather conditions. Additionally, even a modest-sized building must satisfy many performance criteria and legal constraints, requires an immense variety of materials, and involves a large network of design and production firms. Building construction is further complicated by the fact that no two buildings are identical; each one must be custom built to serve a unique function and respond to its specific context and the preferences of its owner, user, and occupant. -
Interaction Design
Interaction Design Do you want to design products that are easy to use? Through this course you’ll develop an understanding of the patterns and principles that govern interaction design. You’ll become familiar with a framework for assessing the success of interaction design, you’ll learn to structure the design of products around the goals of users, and you’ll learn to sketch and wireframe your design ideas. OVER FOUR WEEKS, WE WILL COVER Introduction Interaction design is a major component of the user experience. It incorporates information architecture and usability to define how a product will behave. Projects: Business Goals, Competitive Analysis, Context of use Scenarios Usability To create products that are easy to use, designers obey a set of usability guidelines. These rules of thumb are good points of reference for making decisions, and for communicating and justifying design decisions to others. Project: Usability Competitive Analysis Intro to Sketching Sketching is a fast and easy way for designers to get their ideas out and discuss them collaboratively with team mates. Project: Sketching Exercise Information Architecture Information Architecture is the structural design of an interface that allows a user to access the right content at the optimal time so that she can navigate the product most effectively. Projects: Card Sorting, Sitemap User Flows User flows are the paths that a user takes through a product in order to complete her tasks. Project: User Flows Wireframes Once a designer hashes out the overall structure and navigation patterns of a product, she draws up the product’s blueprints, or wireframes. -
Design, Prototyping and Construction
Overview • Prototyping and construction Design, prototyping and • Conceptual design construction • Physical design • Generating prototypes • Tool support Prototyping and construction What is a prototype? • What is a prototype? In other design fields a prototype is a small- • Why prototype? scale model: • Different kinds of prototyping • a miniature car low fidelity • a miniature building or town high fidelity • Compromises in prototyping vertical horizontal • Construction What is a prototype? Why prototype? In interaction design it can be (among other things): • Evaluation and feedback are central to interaction • a series of screen sketches design • a storyboard, i.e. a cartoon-like series of scenes • Stakeholders can see, hold, interact with a prototype • a Powerpoint slide show more easily than a document or a drawing • Team members can communicate effectively • a video simulating the use of a system • a lump of wood (e.g. PalmPilot) • You can test out ideas for yourself • a cardboard mock-up • It encourages reflection: very important aspect of design • a piece of software with limited functionality written in • Prototypes answer questions, and support designers in the target language or in another language choosing between alternatives What to prototype? Low-fidelity Prototyping • Technical issues • Uses a medium which is unlike the final medium, e.g. paper, cardboard • Work flow, task design • Is quick, cheap and easily changed • Screen layouts and information display • Examples: sketches of screens, task sequences, etc • Difficult, controversial, critical areas ”Post-it‘ notes storyboards ”Wizard-of-Oz‘ Storyboards Sketching • Often used with scenarios, bringing more • Sketching is important to low-fidelity detail, and a chance to role play prototyping • Don‘t be inhibited about drawing ability. -
Lean Product Launch: 3 Ways 3P Events Can Reduce Waste, Risk, and Time to Market
LEAN PRODUCT LAUNCH: 3 WAYS 3P EVENTS CAN REDUCE WASTE, RISK, AND TIME TO MARKET www.viantmedical.com / [email protected] By Todd Clark Program Manager INTRODUCTION Get a diverse group of smart people in a room and present them with a challenge. Brainstorm ideas and collaborate to choose the best solution. Build a mockup and simulate the process to learn as much as you can before bringing it into the real world. Sounds like a solid foundation for a successful a product launch, right? We think so, too. In a nutshell, that’s what happens during a Lean Production Preparation Process (3P) event. For more than a decade, Viant teams have been leveraging Lean Product Development and Lean Product Launch techniques to improve product quality, lower cost, and speed time to market. We’re bringing Lean to life across the product lifecycle to support our customers in expanding their product offerings, optimizing their supply chains, and managing costs on a global scale. Both Lean Product Development and Lean Product Launch have Lean principles at their core, like identifying and reducing waste. Both use Lean tools, including cross-functional teams and set-based design. However, Lean Product Development is used earlier in the product lifecycle and focuses on the process of product design. While there is often some overlap, Lean Product Launch happens later in the product lifecycle and focuses on the design of the manufacturing process. 3P is a Lean Product Launch tool that has been particularly effective for our customers. 3P events bring stakeholders together to identify and reduce waste in every step of a process, thereby increasing efficiency, de-risking the manufacturing process, and compressing the timeline. -
Designing a First-Class User Experience for Affordable Care Act Enrollment
Designing a First-Class User Experience for Affordable Care Act Enrollment Project Overview February 2012 OVERVIEW Project Objectives 1. Develop first-class user experience (UX) design for health insurance exchanges operated by state and federal governments under the Affordable Care Act. 2. Design the UX based on an understanding of consumer needs and refined through user testing. OVERVIEW Public / Private Partnership OVERVIEW 11 Participating States AL, AR, CA, CO, IL, MA (RI, VT), MN, MO, NY, OR, TN OVERVIEW UX 2014 Design Partner . World-class design and innovation firm. Palo Alto-based with 10 offices on three continents. Market leader in simplifying design of complex systems; understanding and then translating needs and desires of end users. OVERVIEW Project Scope . Individual and family self-service enrollment. End-to-end eligibility, enrollment, plan comparison and selection, premium payment and retention experience. All health insurance affordability programs (Medicaid, CHIP, Exchange, Basic Health Plan); linkage to other human services programs. Multiple pathways; support for assisters. Design for diversity and ADA compliance. Vendor neutral, system agnostic and customizable. OVERVIEW Project Timeline OVERVIEW Project Engagement and Communication . Series of workshops with CMS and states. Webinars with states and national organizations and associations. Subject matter expert sessions. Panel and conference presentations. Public website with project updates to active mailing list. UNDERSTAND Human-Centered Design Research Understand needs and desires of prospective users, and public and community-based agencies who interact with users as they flow in and out of the enrollment process. Received in-depth briefings on the Affordable Care Act. Conducted field interviews with consumers in three states. -
Sres Logo Download What Is SRE (Site Reliability Engineering)? Site Reliability Engineering (SRE) Is a Software Engineering Approach to IT Operations
sres logo download What is SRE (site reliability engineering)? Site reliability engineering (SRE) is a software engineering approach to IT operations. SRE teams use software as a tool to manage systems, solve problems, and automate operations tasks. SRE takes the tasks that have historically been done by operations teams, often manually, and instead gives them to engineers or ops teams who use software and automation to solve problems and manage production systems. SRE is a valuable practice when creating scalable and highly reliable software systems. It helps you manage large systems through code, which is more scalable and sustainable for sysadmins managing thousands or hundreds of thousands of machines. The concept of site reliability engineering comes from the Google engineering team and is credited to Ben Treynor Sloss. SRE helps teams find a balance between releasing new features and making sure that they are reliable for users. Standardization and automation are 2 important components of the SRE model. Site reliability engineers should always be looking for ways to enhance and automate operations tasks. In this way, SRE helps to improve the reliability of a system today, while also improving it as it grows over time. SRE supports teams who are moving from a traditional approach to IT operations to a cloud-native approach. What does a site reliability engineer do? A site reliability engineer is a unique role that requires either a background as a software developer with additional operations experience, or as a sysadmin or in an IT operations role that also has software development skills. SRE teams are responsible for how code is deployed, configured, and monitored, as well as the availability, latency, change management, emergency response, and capacity management of services in production. -
Design Thinking and Applied Ideation
Design Thinking and Applied Ideation . Thinking about problems . Brainstorming and ideation . Improv and collaboration our h y etc Sk m ble . Practice brainstorms pro . Scenarios and storytelling . Presentation and wrap Gayle Curtis E110 – 14 January 2010 Thinking about problems Investigate Contextualize Brainstorm Cluster Explain Evaluate Observe Substantiate Explore: Analyze Diagram Try out on Record Diagram Alternatives Prioritize Mockup stakeholders Analyze Explain Possibilities Eliminate Express Test with Understand Articulate Choices Elevate Build users Discover Define Ideate Evaluate Prototype Test Iterate Problems Solutions Reframe Redefine Reprioritize Redirect Replan 2 Ideation and inspiration Genius is one percent inspiration and ninety-nine percent perspiration. Thomas Edison, inventor Inspiration is for amateurs. The rest of us just show up and get to work. Chuck Close, artist 3 Brainstorming Defined by Alex Osborn in 1939 “Storming a problem in a commando fashion” . “Your Creative Power,” 1949 . “Applied Imagination,” 1953 Took on a life of its own . BBDO - Alex Osborn . MIT Creative Engineering Lab - John Arnold . Stanford Design Division - Bob McKim . IDEO . d.school at Stanford and Potsdam Sources: _; Verner Reed/Time & Life Pictures/Getty Images; Gayle Curtis 4 The Osborn Rules for Brainstorming 5 Osborn Rule #1 DEFER JUDGEMENT Say Yes! Source: Doré 6 Fifty phrases that kill creativity . Our place is different . Now's not the right time. It can't be done. We tried that before. It isn't in the budget. It's too much trouble to change. It costs too much. Can't teach an old dog new tricks. It won't pay for itself. That's not my job. Good thought, but impractical.