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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. -
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. -
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). -
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. -
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. -
Usability and User Experience: Measurement Model
Master Thesis Software Engineering Thesis no: MSE-2011:78 Month Year Usability and user experience: measurement model Eriks Klotins School of Computing Blekinge Institute of Technology SE-371 79 Karlskrona 1 Sweden This thesis is submitted to the School of Engineering at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Software Engineering. The thesis is equivalent to XXX weeks of full time studies. Contact Information: Eriks Klotins Address: 123-46 Lubanas St. LV-1021, Riga, Latvia E-mail: [email protected] University advisor: Dr. Tony Gorschek Department of Systems and Software Engineering School of Computing Internet : Blekinge Institute of www.bth.se/com Technology Phone : +46 455 38 50 00 2 SE -371 79 Karlskrona Fax : +46 455 38 50 57 Sweden Abstract Software quality is one of success factors in software development. Usability and user experience (U&UX) as a part of software quality is becoming more and more important. Although, there has been successful attempts to formalize specific parts of U&UX there is still a need for a systematic framework of U&UX evaluation. This thesis is aimed to study the state of the art in U&UX evaluation in order to develop a single framework that comprises existing knowledge on the topic. Furthermore, the U&UX evaluation framework is aimed to support product development in industry and provide a versatile guide for U&UX practitioners. The study is based on reference based systematic review. The literature review covers both scientific publications and industrial grade papers. -
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. -
19 Broadening the Boundaries of Communication Design
SIGDOC ’19 Broadening the Boundaries of Communication Design The 37th ACM International Conference on the Design of Communication Portland, OR, USA October 4-6, 2019 Photo Credit: Umit Aslan Unsplash.com Contents Welcome from the Conference Chairs 3 Welcome from the Program Chairs 4 WiFi & Social Media Info 5 Registration Area Info 6 Acknowledgments 7 Policy Against Harassment at ACM Activities 9 SIGDOC Board Members 12 Best Paper Award 13 Keynote: Megan Bigelow 14 Keynote: Dr. Samantha Blackmon 15 Thursday Night Super Meetup 16 Friday Night Social Events 17 Conference Schedule 18 Workshops 22 Student Research Competition 23 Concurrent Session A 24 SIGDOC Poster Presentations 25 Concurrent Session B 26 Concurrent Session C 27 Session D 28 Session E 30 Concurrent Session F 31 Sponsors 32 CDQ Call for Papers 36 SIGDOC Career Advancement Grant 37 SIGDOC 2020 39 2 Welcome from the Conference Chairs Sarah Read, Lars Soderlund, & Julie Staggers Welcome to Portland! We hope you have an enriching and entertaining stay in the Rose City for SIGDOC 2019. We’ve chosen conference, hotel, and meeting spaces that we think reflect Portland’s unique character, and we look forward to meeting you and hearing the insights that come up during this conference. Here’s to a stimulating conference and lots of great conversations. From the Conference Chairs, Sarah Read (top right), Lars Soderlund (middle right) Julie Staggers (bottom right) 3 Welcome from the Program Chairs Dan Richards, Tim Amidon, & Ehren Helmut Pflugfelder We are pleased to share with the SIGDOC community this year’s conference program and proceedings. This year’s event is particularly notable for its international representation, with presenters either teaching or enrolled at universities in the United States, Canada, Brazil, China, and the Netherlands. -
Interaction Design Chapter 8
Design, prototyping and construction Overview • Prototyping and construction • Conceptual design • Physical design • Generating prototypes • Tool support Prototyping and construction • What is a prototype? • Why prototype? • Different kinds of prototyping low fidelity high fidelity • Compromises in prototyping vertical horizontal • Construction What is a prototype? In other design fields a prototype is a small- scale model: • a miniature car • a miniature building or town What is a prototype? In interaction design it can be (among other things): • a series of screen sketches • a storyboard, i.e. a cartoon-like series of scenes • a Powerpoint slide show • a video simulating the use of a system • a lump of wood (e.g. PalmPilot) • a cardboard mock-up • a piece of software with limited functionality written in the target language or in another language Why prototype? • Evaluation and feedback are central to interaction design • Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing • Team members can communicate effectively • You can test out ideas for yourself • It encourages reflection: very important aspect of design • Prototypes answer questions, and support designers in choosing between alternatives What to prototype? • Technical issues • Work flow, task design • Screen layouts and information display • Difficult, controversial, critical areas Low-fidelity Prototyping • Uses a medium which is unlike the final medium, e.g. paper, cardboard • Is quick, cheap and easily changed •Examples: sketches of screens, task sequences, etc ‘Post-it’ notes storyboards ‘Wizard-of-Oz’ Storyboards • Often used with scenarios, bringing more detail, and a chance to role play • It is a series of sketches showing how a user might progress through a task using the device • Used early in design Sketching • Sketching is important to low-fidelity prototyping • Don’t be inhibited about drawing ability.