d0107 media design and integration lecturer: merja bauters [email protected]

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D0107 Media Design and Integration Lecturer: Merja Bauters [email protected]

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Page 1: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

D0107 Media Design and Integration

Lecturer: Merja Bauters

[email protected]

Page 2: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Course Description Course: D0023/OJ/2000 Media Design and

Integration (obligatory course) 3 credit weeks (points).

Previous courses that should be completed: D0009 Visual Design

Aim of the course: To understand the product process of different digital products from the user side namely to be able to understand the intertwined nature of technical software design process the user experience design process.

Page 3: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Course Description Design theories, cognitive, user-centred design (e.g.,

participatory), End-user development... Design methodologies (ethnographic, scenario-based,

activity theory based) Some basic testing / evaluation methods of usability are

introduced in the lifecycle of the product and practises made with this issue.

The art and science of interface design will also be studied through examination of real case studies.

Hands on practices related to the above Participation as end-users to test actual

mock-ups/demos/products

Page 4: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Course Contents

36

Descriptio n of the course , a ctivities , produ ct process s tarts .

37

Para llel desig n met hod in parti cipa tory desi gn

38

Conte xt a nd Users

39

Pro totyp ing practice s (rapi d pro totyping)

40

Othe r desi gn m e thod ologie s (et hnograp hic, scenari o based, involvi ng users)

41

User experienc e Criteria

42

User experienc e Criteria

43

Star t of basi c usab ility testi ng m e thod ologies

44

Proje ct a nd s e lf stud y week

45

Exa m we ek

46

Usabil ity me thods continues

47

Usabil ity me thods continues

48

Exhib ition / event

49

Convergence

50

Star t of basi c usab ility testi ng m e thod ologies

51

Summary an d ex a m tips

52

Chris tmas holiday

1

Proje ct a nd s e lf stud y wee k

2

Proje ct a nd s e lf stud y week

3

Exa m we ek

Page 5: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Course Objectives After completing the course the student will

understand the background for different methodologies for design and be able to choose and mix the appropriate ones for a particular product design Understand the design challenges Be able to see the need of testing as integrated

to whole design process Integrate design of different elements into the

product taking into account the context and the user as active actors

Envision and judge the “hypes” in media design

Page 6: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

How to pass the course Exam in the second period’s exam

week. Labs every week. Activity during the course! (includes

suggestion of visiting exhibitions etc, taking part in lecture discussions, providing idea for other topics....)

Page 7: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

The Design Process - Objectives Software engineering provides a means of

understanding the structure of the design process, and that process can be accessed for its effectiveness in interactive system design.

Design rules in the form of standards and guidelines provide direction for design, in both general and more concrete terms, in order to enhance the interactive properties of the system.

Usability engineering promotes the use of explicit criteria to judge success of a product in terms of its usability.

Page 8: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

The Design Process – Introduction Software engineering addresses the

management and technical issues of the development of software systems.

Software life cycle describes the activities that take place from the initial concept formation for a software system up until its eventual phasing out and replacement.

The issues from HCI affecting the usability of interactive systems are relevant within all the activities of the software life cycle.

Page 9: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

The Software Life Cycle There are two parties in the development of a software

product: Customer who requires the use of the product Designer who must provide the product

Typically, the customer and the designer are groups of people and some people can be both customer and designer.

It is important to distinguish between the customer who is the client of the designing company and the customer who is the eventual user of the system. (These roles can be played by different people.)

Page 10: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Activities in the Life Cycle Requirements specification Architectural design Detailed design Coding and unit testing Integration and testing Maintenance

The analogy of the waterfall (in the next slide) is not completely faithful to the real relationship between these activities, but it provides a good starting point for discussing the logical flow of activity.

Page 11: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Waterfall ModelRequirementsSpecification

ArchitecturalDesign

DetailedDesign

Coding andUnit Testing

Integrationand Testing

Operation andMaintenance

The activities in the waterfall model of the software life cycle

Page 12: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Interactive Systems and the Software Life Cycle - Iteration

The traditional software life cycle does not promote the use of techniques which support the user’s perspective of the interactive system. (The purpose of validation and the formality gap.)

No structured development process will entirely eliminate the formality gap, the particular techniques used can go a long way towards making validation of non-functional requirements feasible with expert assistance.

Page 13: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Project process/waterfall:iteration need of interaction between parties Guidelines Prototyping Design rules Standards Cyclical and iterative Involving users

Page 14: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Projectprocess: cycle

Page 15: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Project Process- scenario based

Page 16: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Parties

All parties involved in the product development cycle, including the executives (who must make decisions about strategic directions), the product managers (who must keep in constant communication with the customer community), and of course the development team, have a clear understanding of the business context where the product line lives. Thus, everyone is on the same page when discussing requirements, features, and product positioning. Furthermore, the development team finally has the means to achieve the customer orientation that is always asked of them. Having defined which parts of a process are common among all customers -- and which are implemented optionally -- also helps guide the prioritization of the product's features.

Understanding the customer Understanding the users Conceptual design

Page 17: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Parties

The process needed to implement the workload scheduling, including:

what are the different activities how they are related who is responsible for each of them which artefacts are exchanged during the process

The goals, set by the organization/institute etc, that the process supports. This includes understanding:

what are the goals how each of them is measured who sets each goal

Page 18: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

KP-Lab Design Approaches

Anders Mørch, Anne Moen, Sten Ludvigsen

InterMedia, University of OsloKP-Lab WP2: Challenges, methodology, example

Linz, April 20-21, 2006

Page 19: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Design techniques Scenario-based design Empirical-based design Participatory design Theory-based design Evolutionary design The techniques are partially overlapping

and are often used in combination

Page 20: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Scenario-based design Simulation of future (envisioned) use A textual description with (or without) screen

mock ups depicting an imagined sequence of interactions with a simulated system

The context of the setting should be included in the description, so that the scenario is meaningful to as many as possible (see PD)

Two types Generic (domain independent) Specific (domain specific)

Page 21: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Empirical-based design (also called iterative design, prototyping)

Suggest answers to empirical questions Involving real users in order to support

their needs, not primarily the needs of system developers

Iterations of system building and evaluation with end users

Evaluation is often done as testing in “usability labs”, but can also be done using other means (see PD)

Page 22: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Participatory design User participation in the early phases of system

development Users are considered equal partners with

developers at this stage Often referred to as “Scandinavian approach” to

system development (stressing democratic design) Understand what goes on at a workplace and in

interaction between workers and their tools Technology as “mediating artefact” alongside

other artefacts, including profession-oriented languages

Mutual learning and use of low-fidelity prototyping techniques (see SBD & EBD)

Page 23: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Theory-informed design

Using theories to inform and ground a design Psychological theories in HCI have been used to

create conceptual models and design principles, and this is often referred to as theory-based design

The models or design principles can be used again and again to create designs

When the theory (or theoretical idea) is taken all the way, we call it theory-informed design, in which the goal is to express a theory or idea in visual form, examples include Coordinator (speech act theory) Janus (reflection-in-action) FLE (progressive inquiry)

Page 24: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Evolutionary design

Develop a new system based on existing system(s) This is often the default approach for many developers,

even without being aware of it, because many developers have a repertoire of tools to build from

Start from something that works, which is open to low level inspection and code reuse (API and/or source code)

Find out what can be improved with the existing system and add the improvements to it

Can be used in different ways within one system (e.g. extending a system into a new

release); from one generation of system to another (e.g. product

families); from one technology to another (mock up to computer display)

Page 25: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Example Integrating participatory design and

evolutionary design, using scenarios and empirical-based design (LAP/Statoil case)

Page 26: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

E-learning introduced with PD and evolutionary design techniques How can participatory design be

useful for E-learning? Approach:

Participatory design from beginning to end

Users participated as designers in the beginning and as evaluators in the end

Page 27: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Mock-ups developed in Utopia project in the 1980s (early PD project)

User interface in cardboard and paper

Laser printer made from cardboard box

Page 28: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

LAP project Learning and Knowledge Building at Work (LAP is

the acronym in Norwegian) 3 year project among researchers and service

industry companies in Norway (2001-2004) Goal: Introduce e-learning in two large

corporations in Scandinavia (Statoil Detaljhandel and Visma Services)

Empirical studies of the adoption process Analyze empirical and technical innovation

Page 29: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Statoil – The gas station division Goal: develop an e-learning system for gas

station attendants and identify new learning opportunities to supplement traditional training

The work at the gas stations is mostly manual labor; serving customers is the main task of the employees

Young staff with average 12 months on the job Knowledge demand is high, ranging from how to

prepare hot food to knowing the details about automobile products

Page 30: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Techniques employed Involving employees at multiple levels in

a design workshop Intermediate abstractions: creating a

smooth transition from user representations to software system

Evolutionary design: transfer knowledge and code from one system to another in incremental steps

Page 31: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Design workshop Focus groups Learning scenarios Role playing Mock-ups Breakdown (constructive

intervention)

Page 32: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Identifying work situations that can be improved (focus group)

Page 33: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Learning scenarios Create

Collaborative design in groups of 4 Including station attendants and regional managers Half day session recorded on video

Acting (demonstrated in 3 video clips)– Illustrate current work situation (and learn role playing

technique)– Simulate a future situation that improves upon current

work practice– Breakdowns and creative work-around (with drama

instructor) to invent new ways of working and learning

Page 34: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Role playing situation

Page 35: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Mock-up information display created by one of the employee groups

Page 36: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Intermediate abstractions

Page 37: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Evolutionary design

Transforming a mock-up to a computer prototype in multiple stages

Intermediate abstractions aided the process, bridging informal and formal representations

Page 38: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Computer prototype v.1

First prototype crated by IT dept. in Statoil based on one of the intermediate abstractions

Installed at pilot station for 3 months

Page 39: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Software prototype v.2 Using

ColdFusion a Flash-like environment

Vertical prototype of selected functionality

Page 40: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Third prototype: Laptop interface Third prototype has more functionality than its

predecessors, but turned out to be less user friendly Company profile alignment became as important as local

engagement Two-level grounding was accomplished: top-down

(management) and bottom-up (user participation) System integrates well with the company’s advanced

information and communication infrastructure Deployed at 25 gas stations as of 7/2004 Roll-out to more stations planned during 12/2004

Page 41: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Computer prototype v.3

Laptop located at the end of the counter, in-between two activities: Serving customers and back-office activities

Lesser functionality than v.2, but better integration with company information infrastructure

Page 42: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Computer prototype v.4 (current)

The system has been integrated as a separate screen in the cash register interface, early 2005

It has been deployed in 300 gas stations, some of them outside Norway

We have not yet made any follow-up study of use Based on my own inquires at local stations it seems

use is sporadic and for other purposes that was intended, no new practices has emerged

A reported problem is that it interferes with the operation of the cash register, i.e “risky” to use

Found that the co-existence of multiple generations of technologies for information finding works fine

Page 43: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Lessons learned Importance of interacting multiple

design techniques Transformation from informal (user

oriented) representations to software systems

To generalise: Multiplicity and cross-disciplinary transformation and integration

Page 44: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Horizontal/vertical integration

Technology

Activity

Social practice

Hardware – tech. infrastructure

Software -

Interaction through shared objectsabout authentic issues

Interaction and transformation

Middle wareInfrastructure

Tools and services

Applications

Design doc. OntologiesSpecification

Standards

Examples

Page 45: D0107 Media Design and Integration Lecturer: Merja Bauters merjab@evtek.fi

Week 37 (10.9) Opening of the deliverables needed in the

process Background on scenario-based theory User-centres (EUD) Reading related today’s lecture:

Cognitive theories: Norman, D.A. (1988) The psychology of everyday things. Basic Books. http://www.jnd.org/

Preece, J., Rogers, Y., Sharp, H., Benyon, D., Holland, S. & Carey, T. (1994) Humancomputer interaction. Addison-Wesley.

Ben Shneiderman: http://www.cs.umd.edu/~ben/ Jef Raskin: http://jef.raskincenter.org/home/index.html Sinkkonen, Irmeli, Kuoppala, Hannu, Parkkinen, Jarmo, Vastamäki, Raino: Psuchology of

usability. IT Press (2006). Agile development http://www.versionone.net/Resources/AgileDevelopment.asp