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What percentage of new product development fails due to a lack of understanding users' needs?
70% to 80%
What is the issue with software engineering methodologies?
They focus on providing system functionality over interactivity and the importance of the user.
What is the Waterfall Model?
A sequential development model with requirements written up front that does not involve users in the development process.
What is the Boehm's Spiral Model?
A software development model that allows for multiple rounds of development, testing, and evaluation but does not involve users.
What are the core values of Agile?
Individuals and interactions over processes and tools
Working software over comprehensive documentation
Customer collaboration over contract negotiation
Responding to change over following a plan
What is the Star Lifecycle?
A methodology for designing and evaluating interactive systems that emphasizes iteration and evaluation throughout the process and is applicable to both small and large projects.
What are the steps in the star lifecycle?
Situation, Task Analysis, Analysis, Revision, Implementation
Situation
Understand the context and goals of the user and the system being designed.
Task Analysis
Analyse the tasks that users need to perform with the system.
Analysis
In this stage, the usability of the system is evaluated, including user interface design, interaction design, and information architecture. This stage includes heuristic evaluations, cognitive walkthroughs, and usability testing.
Refinement
Develop detailed designs, prototypes, and usability tests to refine the system's design.
Testing
Test the system's usability with representative users and evaluate the results.
What is the Design Thinking Process?
A problem-solving methodology that emphasizes empathy, creativity, and iterative testing to create innovative and effective solutions.
empathise
This stage involves understanding the needs, wants and feeling of the people who are experiencing the problem.
define
Once problem has been identified the next stage is to define the problem more clearly
ideate
This stage involves generating wide range of potential solutions to the problem
prototyping in the design thinking process
Once potential solutions are generated, the next step is to create a prototype of the solution.
What is the Double Diamond?
A problem-solving methodology consisting of four stages that are grouped into two diamonds, representing the divergent and convergent thinking stages of the design process.
test
Involves testing prototype with users to gain feedback.
What are the steps in the Double Diamond
Stage 1 Discover Stage 2 Define Stage 3 Develop Stage 4 Deliver
Stage 1 Discover:
Involves identifying and understanding the problem through research analysis and observation
Goal is to explore problem space broadly
Stage 2 Define:
Involves developing the insights gained in stage 1 to create a clear problem statement
Goal is to define the problem narrowly and identify the key issues to be addressed.
Stage 3 Develop:
Involves generating potential solutions to the defined problem statement
Goal is to explore wide range of ideas and develop them into workable solutions
Stage 4 Deliver:
Involves prototyping and testing the potential solutions developed in the previous stage
Goal is to refine and improve the most promising solutions until final design is reached.
Visibility
The ability of users to see and understand the available options and actions in the user interface.
Feedback
The immediate response that users receive after taking an action in the user interface.
Constraints
Design elements that prevent users from making mistakes or performing unintended actions.
Mapping
The relationship between the controls and the results in the user interface.
Consistency
The use of the same design elements and interaction patterns throughout the user interface.
Affordance
The visual or physical cues in the user interface that suggest how an object should be used.
Aesthetics
The emotional appeal and attractiveness of the user interface.
Semantic networks
web of concepts linked through association
easy way to explore problem space
requires knowledge of problem space
what do we use prototyping for
work out details and test them, quickly and cheaply build features of interest, concrete approach, users can suggest changes
why do we need to quickly and cheaply build features of interest
to try them out
Describe Mental models as a form of knowledge representation
They are simplified versions of reality
Describe the Interactional utility of mental models
supports understanding of system operations
Structural
understanding the components and their relationships
Conceptual model
defines how systems are designed to be understood
A Good conceptual model is a high level description of
- the proposed system in terms of a set of ideas
- what it should do, behave and look like
- how it should be understood by users
Card Sort
organise info collected in a discovery phase
quick and easy
difficult to navigate
Flowcharts
identifies elements or computation processes
Scenario
give rich picture of user's tasks
What do Scenarios show?
- Basic goal
-Conditions
-Activities
-Outcomes
Conceptual design involves
structuring information space, creating of alternative solutions, determining which design concept to pursue.
Human-centred design process
specifies general activities to be performed in development, does not demand or recommend particular techniques or methods
Design process
involves searching for an acceptable design in a infinitely large design space
3 problems with prototyping
may not search for solution effectively, may not recognise a good design, may think a bad design is good.
when do we prototype
application area is poorly defined, cost of rejection is high, final version is essential to be right first time, requirement to assess impact of change.
Evolutionary Prototyping
final design looks similar initial design
horizontal prototyping
providing a lot of requirements but not functionality
why is wizard of oz prototyping useful?
allows for early designs to be tested.
what form of fidelity layout design is wireframing?
low fidelity
Mental Models
Models people have of themselves, others, their environments and things with which they interact
Mental models are formed by ...
Self, shown by others, told by someone else
Psychological utility of mental models
simple, help us make sense of the way the world works
Types of mental models
functional, structural
Functional
knowing what to do but not why
Ways to design
brainstorm, card sort, semantic networks, flowcharts, scenarios.
Brainstorm
team activity, combine and improve ideas
prototype
building a physical working model of all or parts of the system and using it to identify weaknesses in the understanding of the real requirements
best practices in prototyping
If you want to look at social and cognitive effects, use hands-on testing by users in realistic scenarios, use with a design/evaluation methodology integrating prototype testing.
concrete approach
show users what inputs, intermediate stages and outputs look like
Prototyping works out details and tests them
in ways not possible at level of verbal description
prototyping car design examples
doodles, blueprint, scale models, computer models
product conceptualisation
allows exploration of alternative designs
methods for prototyping
requirements animation, rapid prototyping, evolutionary prototyping, incremental prototyping
requirements animation
shows what the system would do but user cannot interact with it
Rapid Prototyping
collect information on requirements, at end of each prototype we discard the prototype, taking the good and leaving the bad.
Incremental Prototyping
building and refining a prototype in stages, with each stage adding additional features and functionality to the prototype
Economic principle of prototyping
the best prototype is one that in the simplest and most efficient way makes the possibilities and limitation of a design idea visible and measurable.
full prototype
full unpolished components with functionality
paper prototype
sketch on paper, has no functionality
vertical prototyping
providing a lot of functionality but for little requirements
low fidelity vs high fidelity prototypes
low fidelity are rough mock-ups, high fidelity are detailed more advanced prototypes that are closer to the final product.
Wizard of oz prototype
a human intermediary intercepts commands from the user and instructs the system to carry them out.
card-based prototyping
each card represents one screen, used in web development
wireframing
wireframes similar to blueprints, each wireframe represents an individual screen.
describe wireframing
contains main info, abstracted from content, visual description of UI.
problems with paper prototypes
concepts and terminology, navigation problems, content, help, requirements/functionality.