MGMT Tech
Human-Centered Design (HCD)
HCD is a philosophy and set of procedures that add human (user) needs to the design process regardless of the areas of focus
Definition: An approach to system design that focuses on users' needs,
requirements, and social context
Goal: Create products and systems that are useful, usable, and meaningful to the intended users
Key Principle: Involve users throughout the design process
Affordances
The relationship between a physical object and a user's capabilities determines how the object could be possibly used (what actions are possible)
Definition: Affordances are the perceived possibilities for action in an environment or with an object
In Design: What users perceive they can do with an object or interface
Key Principle: Affordances should be clear and intuitive to users
Example: A door handle affords pulling; a flat plate affords pushing
Signifiers
Communicate where the action should take place, communicate to the user the device's purpose and how to use the device properly
Definition: Signifiers are perceivable indicators that communicate how to use something; Introduced by Don Norman to clarify the concept of affordances
Purpose: To make affordances more obvious and understandable
Key Principle: Good signifiers reduce cognitive load and increase usability
Examples: Labels, symbols, colors, shapes, or any perceivable indicator of functionality
Feedback
A continuous loop of input from users to designers
Informing the user that the system is working on the user’s request
Poor feedback and too much feedback is worse than no feedback
distracting & irritating (run the dishwasher at night beeps when done)
too much feedback results in users ignoring or disabling it
Prioritized – most important feedback structured to capture attention
Conceptual models
User forms mental models to understand and interact with a system or product
a simplified mental representation that a user forms to understand and interact with a system or product
Mental models exist in user’s minds of how things work (perceived structure)
Bridges user's understanding with the system's functionality
Shapes user expectations and interactions
Influenced by prior experiences, cultural background, and system design
Crucial for effective and intuitive user interface design
Abstraction
Create a simplified system representation without needing full system complexity
1. Identifying Key Elements: Users focus on main features and functions
2. Categorization: Grouping similar elements or actions
3. Hierarchical Organization: Structuring information in levels of importance
4. Analogy Formation: Relating new concepts to familiar ones
5. Pattern Recognition: Detecting recurring elements or behaviors
Example:
Complex system: Smartphone
Abstracted model: Communication device with apps to accomplish various tasks
Minimize Simon chapter 1
Week 2 Finding the Design Problem Space
Double-Diamond Model of Design
Discover – First Diamond – Divergent Thinking
Research and gather insights
Explore user needs and context
Define - First Diamond - Convergent Thinking
Synthesize findings
Identify core problems
Develop - Second Diamond - Divergent Thinking
Generate ideas and potential solutions
Create prototypes
Deliver - Second Diamond - Convergent Thinking
Test and refine solutions
Select the final concept and implement
Human-Centered Design (HCD)
Observation – The designer defines a design problem and a design space.
What is the problem you are trying to solve?
Why is it important?
What’s the motivation to solve it?
Idea generation: starting to think about ways to solve the problem.
Designers have to set out the range of viable solutions to a design problem
Prototyping: allows the designer to try out the chosen design solution without having to build it out completely [details to follow]
Testing the solution to make sure that it actually solves the problem identified
Iteration
The process encourages moving back and forth between phases as needed
Differences between tasks and activities
Activity
a high-level structure, such as “go shopping” a collection of tasks performed together
Task
a lower-level component, such as driving to the store, finding a shopping basket, following a shopping list an organized, cohesive set of operations directed toward a single, low-level goal
Standards and technology
Standardization provides a major breakthrough in usability because once you have learned something, you can apply that to a device of the same type (like with cars and driving)
Technology
Design optimal solutions
Maximize the user's experience (economic utility) with the device or app based on the existing system constraints and environmental factor
Type of logic needed for design - satisfactory solution
Week 3 Symbolic Representation Systems: Introducing Unified Modeling Language
Unified Modeling Language (UML)
A class diagram is a blueprint that shows the structure of a system or subsystem by visualizing the classes that make up the system and the relationships between them
Deployment diagrams show the relationships between the software and hardware components in the system and the physical distribution of the processing
A component diagram is similar to a class diagram in that it illustrates how items in a given system relate to each other, but component diagrams show more complex and varied connections than most class diagrams can.
Use-case diagrams describe the high-level functions and scope of a system. These diagrams also identify the interactions between the system and its actors.
State Diagrams: states are represented as rounded rectangles labeled with state names. The transitions, represented as arrows, are labeled with the triggering events followed optionally by the list of executed actions.
Activity Diagrams: used to display the sequence of activities. Activity diagrams show the workflow from a start point to the finish point detailing the many decision paths that exist in the progression of events contained in the activity.
Sequence Diagram: describes how—and in what order—a group of objects works together. These diagrams are used by software developers and business professionals to understand requirements for a new system or to document an existing process.
Symbolic systems in human-centered design
Week 4 Stakeholders, Process, and Design
Computer Supported Cooperative Work (CSCW)
These three problem areas escape adequate notice due to two natural but ultimately misleading analogies:
multi-user application programs and multi-user computer systems
multi-user applications and single-user applications.
These analogies influence the way we think about cooperative work applications and designers and decision-makers fail to recognize their limits
Why do CSCW applications fail
The application fails because it requires some people (who do not benefit from the app) to do additional work
The design process fails because of poor Hunan-centered design intuitions for multi-user applications
decision-makers only see benefits for people similar to themselves
they don’t see the implications of extra work required by others that don’t benefit
Failure to learn from the experience with the applications decision process
not identifying where the decision process breaks down
Computer-Supported Cooperative Work (CSCW)
Social design planning versus business planning
Week 5 Social Requirements and Technical Feasibility
Computer Supported Cooperative Work (CSCW)
Human activity in the social world is highly flexible, nuanced, and contextualized
Computer systems such as information transfer, roles, and policies need to process similar to this human activity
But, current computer systems cannot fully support the social world
People's nuanced behaviors
“Nuanced“ is people’s behavior of how and with whom they share info
whether to release information to someone due to the situation and impact
people may lack shared history, knowledge, meanings, and goals, so info may lose context
Social activity is fluid and nuanced, making systems technically difficult to construct properly and often awkward to use
Making their work visible may open them to criticism
People will not use a CSCW if enough users don’t exist (e-mail, synchronous communication, and calendars)
Social-technical gap
There is an inherent gap between the social requirements of CSCW and its technical mechanisms
The social-technical gap is the divide between what we know we must support socially and what we can support technically
CSCW needs to reduce this social-technical gap and one of the central problems for Human-Computer Interaction (HCI)
Week 6 Unified Modeling Language I: Structural Diagrams
Conceptual model
Three building blocks - things | relationships | diagrams
Things - abstractions that are first-class citizens in a model
Relationships – tie these things together
Diagrams - group interesting collections of things
Things - structural | behavioral | grouping | annotation
Structural
First - a class
Second - an interface
Third - a collaboration
Fourth - a use case
Fifth - an active class
Sixth - a component
Seventh - a node
Behavioral things are dynamic parts of UML models
First - an interaction
Second - a state machine
Grouping things are organized parts of UML models
A package
Annotation things are explanatory parts of UML models
Relationships - dependency | association | generalization | realization
Relationships are the basic relational building blocks of the UML
First - a dependency
a semantic relationship between two things in which a change to one thing may affect the semantics of the other thing
Second - an association
a structural relationship that describes a set of links
Third - a generalization
a specialization/generalization relationship objects of the specialized element (child) are substitutable for objects of the generalized element (parent)
Fourth - a realization
a semantic relationship between classifiers
one classifier specifies a contract that
another classifier guarantees to carry out
Rules & mechanisms - specification | adornment | common division | extensibility mechanism
Specifications
Specifications provide the syntax textual statement and that building block’s semantics
Example - behind a class icon is a specification that provides the full set of attributes, operations and behaviors that the class embodies
Designers use UML graphical notation to visualize the system
Designers use UML specifications to state the system’s details
Adornments
UML elements have a unique and direct graphical notation that provides a visual representation of the most important aspects of the element
For example – the class notation design is easy to draw because classes are the most common element in modeling object-oriented systems
Common Divisions
First - a division of class and object - UML models both
a class is an abstraction and an object is one concrete manifestation of that abstraction
Second - separation of interface and implementation – UML models both
an interface declares a contract
an implementation represents one concrete realization of that contract
UML has three extensibility mechanisms:
Stereotypes
Extends the UML vocabulary to create new kinds of building blocks
derived from existing building blocks but
are specific to the design problem
Tagged values
Extends UML building block properties
to create new information in that element’s specification
Constraints
Extends UML building block semantics
designers can add new rules or modify existing rules
UML structural diagrams - class | deployment | component
A class diagram is a blueprint that shows the structure of a system or subsystem by visualizing the classes that make up the system and the relationships between them
Deployment diagrams show the relationships between the software and hardware components in the system and the physical distribution of the processing
A component diagram is similar to a class diagram in that it illustrates how items in a given system relate to each other, but component diagrams show more complex and varied connections than most class diagrams can.
Week 7 Unified Modeling Language II: Dynamic Diagrams
UML dynamic diagrams - use case | state | activity | sequence
Use-case diagrams describe the high-level functions and scope of a system. These diagrams also identify the interactions between the system and its actors.
State Diagrams: states are represented as rounded rectangles labeled with state names. The transitions, represented as arrows, are labeled with the triggering events followed optionally by the list of executed actions.
Activity Diagrams: used to display the sequence of activities. Activity diagrams show the workflow from a start point to the finish point detailing the many decision paths that exist in the progression of events contained in the activity.
Sequence Diagram: describes how—and in what order—a group of objects works together. These diagrams are used by software developers and business professionals to understand requirements for a new system or to document an existing process.