RequiredReading
Introduction
DesignProcesses
Linear Models
IterativeModels
References
Overview
Jörg Cassens
SoSe 2019
Contextual Design of Interactive Systems
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Foreword
Does good design pay?
A simple premise: If we design and develop digital products in such a way that thepeople who use them can easily achieve their goals, they will be satisfied, e�ective,and happy. They will gladly pay for our products—and recommend that others dothe same. Assuming that we can do so in a cost-e�ective manner, this will translateinto business success. (Cooper et al., 2014)
Does it? What do you think?
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RequiredReadingWeek 1
Academic Literacy:Reading
Introduction
DesignProcesses
Linear Models
IterativeModels
References
Required Reading
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RequiredReadingWeek 1
Academic Literacy:Reading
Introduction
DesignProcesses
Linear Models
IterativeModels
References
Week 1
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RequiredReadingWeek 1
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Assignment 2.1: D. NormanRequired Reading
Required reading for week 1Norman, Donald A. “Human-centered design considered harmful.” interactions12, no. 4 (2005): 14-19.
The text will be discussed in the tutorial 16.04.2019
Course readings can be downloaded in the learnwebEvery text has a wiki-page in the learnweb
Use it to describe the textUse it to link the text to the course
Results of the discussion may also be written up
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RequiredReadingWeek 1
Academic Literacy:Reading
Introduction
DesignProcesses
Linear Models
IterativeModels
References
Academic Literacy: Reading
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RequiredReadingWeek 1
Academic Literacy:Reading
Introduction
DesignProcesses
Linear Models
IterativeModels
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General StructureTitleAbstractIntroductionMethods
AnalysisDesignImplementation
ResultsEvaluation
Discussion/ConclusionsFurther Works
AcknowledgementsReferences + xkcd: dubious study
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RequiredReadingWeek 1
Academic Literacy:Reading
Introduction
DesignProcesses
Linear Models
IterativeModels
References
Skim & ReadDo not read from start to finish
1 Abstract2 Conclusions3 Introduction4 “the rest”
Whether you continue with the conclusions or the introduction depends onyour familiarity with the topics. . .and on the length of the sections
+ Calamities of Nature
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RequiredReadingWeek 1
Academic Literacy:Reading
Introduction
DesignProcesses
Linear Models
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Skim, Re-Read, Examine, Summarize
Another approach championed by Natalia RodriguezFour steps
SkimRead for “big picture”
Re-readExamine graphs, tables, figuresInterpret the data yourself
ExamineWhat problems are addressed?Why is it important?Is the method good?
SummarizeWrite a summary of key point in own words
+ Elsevier Connect,+ research4life.org
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RequiredReadingWeek 1
Academic Literacy:Reading
Introduction
DesignProcesses
Linear Models
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Three Pass Reading
Read the Paper in three passes1 Quick scan to get a bird’s-eye view of the paper to be able to answer the five C:
1 Category: What type of paper is this?2 Context: Which other papers is it related to?3 Correctness: Do the assumptions appear to be valid?4 Contributions: What are the main contributions?5 Clarity: Is the paper well written?
2 Read the paper with greater care, but ignore details such as proofsA�erwards, you be able to summarize the main thrust of the paper, with supportingevidence, to someone else
3 Attempt to virtually re-implement the paperMaking the same assumptions as the authors, try to re-create the work
+ S. Keshav: How to Read a Paper
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RequiredReadingWeek 1
Academic Literacy:Reading
Introduction
DesignProcesses
Linear Models
IterativeModels
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What to Look For
Five elements to look out for:1 A significant question or claim2 A position in the academic debate3 An explanation of the research method or approach4 A presentation of the findings and argument5 A statement of the implications and contributions of the research study
You should also aim to place a journal article within the broader academicdebate+ Nicholas Carah and Eric Louw: Guide to reading journal articles
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RequiredReadingWeek 1
Academic Literacy:Reading
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DesignProcesses
Linear Models
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Paper on Reading Papers
RV Subramanyam
“The reader should begin by reading the title, abstract and conclusions first. If adecision is made to read the entire article, the key elements of the article can beperused in a systematic manner e�ectively and e�iciently. A cogent and organizedmethod is presented to read articles published in scientific journals.”
Subramanyam R V. Art of reading a journal article: Methodically and e�ectively. JOral Maxillofac Pathol [serial online] 2013; 17:65-70. Available from:http://www.jomfp.in/text.asp?2013/17/1/65/110733
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Notes & Annotations
AnnotationsThe paper advantageNotes, marks, scribbles, Post-Its are sign of active, creative examination of thecontent
NotesNever read a text without pen & paper
cc by-nc Manuel Sanfuentes cc by Kristian D.
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RequiredReadingWeek 1
Academic Literacy:Reading
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Excerpts
Reproducing parts of a textParaphrased or word-by-wordWordNet synonyms: excerpt, excerption, extract, selection
1 OrientationGet a grip of the structure of the text
2 ExcerptWork with the text – “what is the contribution of this part of the text?” and “whatare the main points made?”
3 CompactSummarize the texts and the excerpts
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RequiredReadingWeek 1
Academic Literacy:Reading
Introduction
DesignProcesses
Linear Models
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Visualisation
VisualisationMindmaps, Concept Maps, . . .
Individual preferences
cc by-nc-sa Kevin Lim cc 0
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Introduction
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Assignment 2.2: Buzzword BingoDiscussion
Please share your associations with the following terms:
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Assignment 2.2: Buzzword BingoDiscussion
Human-Computer Interaction
Design rulesHuman-Centred Design ProcessesUser testsField studiesStoryboardsPersonasScenariosPrototypesEvaluation
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Assignment 2.2: Buzzword BingoDiscussion
Human-Computer InteractionDesign rules
Human-Centred Design ProcessesUser testsField studiesStoryboardsPersonasScenariosPrototypesEvaluation
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Assignment 2.2: Buzzword BingoDiscussion
Human-Computer InteractionDesign rulesHuman-Centred Design Processes
User testsField studiesStoryboardsPersonasScenariosPrototypesEvaluation
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What do youmean?
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Assignment 2.2: Buzzword BingoDiscussion
Human-Computer InteractionDesign rulesHuman-Centred Design ProcessesUser tests
Field studiesStoryboardsPersonasScenariosPrototypesEvaluation
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RequiredReading
IntroductionErrors
What do youmean?
Choices
Hardware
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Assignment 2.2: Buzzword BingoDiscussion
Human-Computer InteractionDesign rulesHuman-Centred Design ProcessesUser testsField studies
StoryboardsPersonasScenariosPrototypesEvaluation
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RequiredReading
IntroductionErrors
What do youmean?
Choices
Hardware
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Assignment 2.2: Buzzword BingoDiscussion
Human-Computer InteractionDesign rulesHuman-Centred Design ProcessesUser testsField studiesStoryboards
PersonasScenariosPrototypesEvaluation
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IntroductionErrors
What do youmean?
Choices
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Assignment 2.2: Buzzword BingoDiscussion
Human-Computer InteractionDesign rulesHuman-Centred Design ProcessesUser testsField studiesStoryboardsPersonas
ScenariosPrototypesEvaluation
SoSe 2019 Jörg Cassens – Overview 18 / 81
RequiredReading
IntroductionErrors
What do youmean?
Choices
Hardware
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Assignment 2.2: Buzzword BingoDiscussion
Human-Computer InteractionDesign rulesHuman-Centred Design ProcessesUser testsField studiesStoryboardsPersonasScenarios
PrototypesEvaluation
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RequiredReading
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What do youmean?
Choices
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Assignment 2.2: Buzzword BingoDiscussion
Human-Computer InteractionDesign rulesHuman-Centred Design ProcessesUser testsField studiesStoryboardsPersonasScenariosPrototypes
Evaluation
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What do youmean?
Choices
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Assignment 2.2: Buzzword BingoDiscussion
Human-Computer InteractionDesign rulesHuman-Centred Design ProcessesUser testsField studiesStoryboardsPersonasScenariosPrototypesEvaluation
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IntroductionErrors
What do youmean?
Choices
Hardware
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IterativeModels
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Errors
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What do youmean?
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Notes
Quelle: + The Daily WTF
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Word of the Day
Quelle: + The Daily WTF
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Google Quick Search
Quelle: + The Daily WTF
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What do youmean?
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OK or Cancel?
Quelle: + Ryan from gdgt
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Quicktime
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Brill Publishing
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Fabricland
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RequiredReading
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What do youmean?
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Choices
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Icons PC
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What do youmean?
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Icons Mobile
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What do youmean?
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Calculators
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RequiredReading
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What do youmean?
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Font Preferences
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What do youmean?
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Hardware
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Hardware
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Ballot
cc by-nc-nd+ Julian Bleecker – Easily readable. . . for whom?
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Knobs and Arows
How to prepare for the presentation? (cc Danny Hope)
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A�ordances
“Push here”, “Pull here”
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Superficial
These problems are only “skin deep”What about problems that do not manifest themselves in what we see?What about problems stemming from the fact that some activity is notsupported?Common problems: Computers. . .
. . .are rude, the user is at fault
. . . require you to think like a computer, e.g. “Enter SSID”
. . .are sloppy, e.g. asking you to save a document a�er you printed it
. . . require humans to do the heavy li�ing, e.g. try to paste formatted text
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Mitigation
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Introduction
Development and design of digital media and so�ware applications canbecome very costly for larger projectsFor small projects with one or few developers, ad-hoc approaches may workMore extensive productions require communication and coordinationClassic problem of so�ware developmentO�en amixture of di�erent areas
So�ware designMedia designUsability designUser experience design
Focus hereIterative processesHuman-centred models
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UX
User experience (UX) design has three overlapping concerns(Cooper et al., 2014)
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Design
DefinitionHuman-oriented design activities include:
Understanding the desires, needs, motivations, and contexts of people usingproductsUnderstanding business, technical, and domain opportunities, requirements,and constraintsUsing this knowledge as a foundation for plans to create products whose form,content, and behavior are useful, usable, and desirable, as well as economicallyviable and technically feasible
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Learning outcomes
Understanding the necessities of design processesSpecific challenges when developing and designing interactive systems
Particularly involving digital media
Di�erent human-centred processes and their advantages and shortcomingsBe aware that there are di�erent challenges for
Interactive productivity so�wareGamesDigital media
One needs to find a fitting model and then understand how to use it
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Design Processes
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Goals
The design process should be . . .goal-orientedhave the desired use, material, cost, usability and user experience in mindshould enable creativityinclude cost and goal planingmake decisions traceable
We also need plans and requirementsWhere are we?What is missing?
Flexibility and alternatives should be possible
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Usability Engineering
Usability Engineering and user experience design cannot stand on their ownThey need to be connected to so�ware development methodologiesDi�erent process models and design philosophies are di�erently suitableMediation between di�erent “stakeholders” is a key issue for usability experts
We need to know and understand so�ware engineering processesWe need to know and understand artistic and design processesWe need to communicate with customers and users
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Assignment 2.3: Gadget DesignGroup Work
What about a new gadget that includes:
FM-Radio“something with USB”CD-PlayerTelephoneAnswering machine(Alarm) ClockLamp (night stand or desk)Maybe even:
TV“Smart features” (controlling toaster, co�ee machine)
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Assignment 2.3: Project IdeaGroup Work
Form groups of 3-6Describe product & processProduct:
Develop the outline of a project idea which would implement such a systemPrepare a short pitch
Process:Howwould youmanage developmentHowwould youmake sure your product is usable and can be implemented?
Pitch your idea in the course
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Linear Models
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Systems Engineering
According to Bahill and Gissing (1998)
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Waterfall
“In my experience, . . . the simpler model has never worked on large so�waredevelopment e�orts . . .” – Royce (1970)
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Waterfall
“In my experience, . . . the simpler model has never worked on large so�waredevelopment e�orts . . .” – Royce (1970)
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Advantages and Disadvantages
AdvantagesClear demarcation of phasesEasy planing and controlSimple cost estimates
DisadvantagesDoes not scaleInflexible requirementsRealization starts lateLate discovery of faulty conceptualizations
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Results
What is interesting is more the aspects than the structureAnalysis – Understanding the worldConcept – Designing a solutionImplementation – Realization of said solutionEvaluation – Test of said solution
Wewill need to cover these aspects
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Iterative Models
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Waterfall – Do it twice
Royce (1970)SoSe 2019 Jörg Cassens – Overview 54 / 81
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Praxis
Development processes are rarely as simple and straight as the linear modelssuggestChanges in requirements or requirements that are hard to formalize make the“waterfall” di�icult to followWorst case: develop a product removed from user requirements that will not beusableSo�ware engineering has therefore developed di�erent process models tocounter these aspectsJust a few examples
Spiral modelUnified process model (rational)Agile Models
Feature driven developmentScrum
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Iterative Models
Iterative models paint s a muchmore realistic picture of developmentprocessesIn real world settings, there will be phases where di�erent sub tasks will beworked on independently
Producing media
Later project phases will need a stronger relationshipIt is important to keep some aspects in mind
Di�erent design activities can take a di�erent amount of time and cannot easilybe parallelizedDecision in some areas might be costly to revise later (music, video production)
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User-Centred Design
DefinitionA User-Centred Design Process
is a method, that includes relevant human factorscaters for conscious and accountable decisionshelps set the focus on important questions and requirementssupports evaluation and testing of assumptions
Process as well as product are based on goals, activities, tasks, capabilities, needsand context of users. Therefore, user participation plays a role early in the process.To be able to measure success, requirements need to be translated into quantifiableandmeasurable criteria
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ISO Model
PlanningUCD
Process
FinishedProduct
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ISO Model
PlanningUCD
Process
FinishedProduct
RequirementsElicitation
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ISO Model
PlanningUCD
Process
FinishedProduct
RequirementsElicitation
RequirementsSpecification
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ISO Model
PlanningUCD
Process
FinishedProduct
RequirementsElicitation
RequirementsSpecification
Design &Production
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ISO Model
PlanningUCD
Process
FinishedProduct
RequirementsElicitation
RequirementsSpecification
Design &Production
Evaluation
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ISO Model
PlanningUCD
Process
FinishedProduct
RequirementsElicitation
RequirementsSpecification
Design &Production
Evaluation
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ISO Model
PlanningUCD
Process
FinishedProduct
RequirementsElicitation
RequirementsSpecification
Design &Production
Evaluation
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Usability
DefinitionThe o�icial ISO 9241-11 definition of usability is: “the extent to which a product canbe used by specified users to achieve specified goals with e�ectiveness, e�iciencyand satisfaction in a specified context of use.”
It should be easy for the user to become familiar with and competent in usingthe user interface during the first contactIt should be easy for users to achieve their objective through using the interfaceIt should be easy to recall the user interface and how to use it on subsequentvisits
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Processes and Steps
The ISO-Standard gives only a broad definition of human-centred processesA couple of di�erent approaches can be classified as being instantiations ofsuch an abstract definitionWe will o�en find the following aspects
Analysis (Requirements Elicitation)Description of contextDescription of userActivity analysisArtefact analysis
Concept (Requirements Specification)Activity designInformation designInteraction design
Prototypical Implementation (Design & Production)Evaluation (Evaluation)
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Assignment 2.4: Learning Support SystemsGroup Work
What about a new learning management system that can help you
Access course materialConnect material from di�erent sourcesUpload and share your ownmaterialHelps you organize your study groupsGives you early feedback on your learning outcomesHelps you write reports and do assignments
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Assignment 2.4: Project IdeaGroup Work
Form groups of 3-6Describe product & processProduct:
Develop the outline of a project idea which would implement such a systemPrepare a short pitch
Process:Howwould youmanage developmentHowwould youmake sure your product is usable and can be implemented?
Pitch your idea in the course
SoSe 2019 Jörg Cassens – Overview 62 / 81
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Introduction
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IterativeModelsAnalysis
Concept & Design
Implementation
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Analysis
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Context- and Institutional Analysis
To begin with, we need to describe the context of use of the productProduction, safety-critical, entertainmentMarket analysis – expectations of users
Description of the spatio-temporal setting for using the systemIs it to be used outside? At what time?
Description of the institutional context of usefor business so�ware, how is it used in the business
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User Analysis
Description of the target audience of the systemPhysical and cognitive abilitiesCultural and social factors
Di�erent methods availableUser classes – the potential users of the system are categorized into di�erentclasses, using a range of criteria
Experts, casual usersRoles they have using the system
Personas – concrete, but fictitious description of person dealing with the systemPrimary, secondary, negative
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Task Analysis
Di�erent techniques can be used, such as interviews or ethnological studiesFirst we need to know, how the users work today
And that is not how they (or their boss) thinks how they do it
Individual activities, tasks and operations can be identified and e.g.hierarchically organizedDi�erent models exist, for example the Hierarchical Task Analysis (HTA)Example: In a bank, the tasks REVIEW-ACCOUNTS can be divided into:
RETRIEVE-ACCOUNT-LISTFIND-RECENT-ACTIVITYREVIEW-ACTIVE-ACCOUNTS
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Hierarchische Aufgabenanalyse
+ Nick Gibbins
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Artefact Analysis
Description of artefacts usedWhat are the “things” that are being used? And how?What is an artefact? A culturally defined object.
O�ice furniturePens, staplers, hole punchersProtocolsFormsFilesComputer (Hard- and So�ware)
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Artefacts
cc by-nc-sa Ian Lewis
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Assignment 2.5: ArtefactsDiscussion
What artefact use do you notice?
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Concept & Design
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IterativeModelsAnalysis
Concept & Design
Implementation
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Activity Design
First step: what activities are to be supported by the new system?Some process models have this as an explicit step (e.g. Scenario-BasedDevelopment)Challenges and opportunities of current situation are transformed into systembehaviour
Keep opportunities and address challengesGoal: specification of what can be done with the system
What information is made available?What operations are possible?What kind of results is getting delivered?
Activity design defines the opportunities, but the experience is constructedthrough the interfaceThe activity design has to be transformed into a design that supportsbi-directional interaction of human and computer
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Gulfs
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Information DesignThe objects and actions possible in a system are represented and arranged ina way that facilitates perception and understandingIncludes the design of
Application screensWeb pagesMenusDialogsIcons
Other modalitiesSound
Speech synthesisTactile
Force feedback game controlsVisual
3D-displays (geowall)
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Interaction Design
Goal: specify the mechanisms for accessing andmanipulating task informationInformation design focuses on determining which task objects and actions toshow and how to represent themInteraction design tries to make sure that people can do the right things atthe right timeBroad scope:
Selecting and opening a spreadsheetPressing and holding a mouse button while dragging itSpecifying a range of cells
Addresses the Gulf of Execution
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Implementation
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Prototypical Implementation
Instead of “Do it right the first time” we will develop iterative prototypesA prototype is a concrete but partial implementation of a system designConstructed and evaluated to guide redesign and refinementCreated to explore many questions during system design
System reliabilityBandwidth consumptionHardware compatibility
User interface prototypeBuilt to explore usability issues
User interface prototypes can be built early on in the design processPaper prototype
Late prototypes will probably be very close to the actual system (depending onprocess model)
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Evaluation
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Evaluation
Necessary to assess progress and satisfaction of requirementsFormative and summative
Helps understanding the activity and resulting requirementsThis leads to enhanced specifications and implementationsEvaluation can start early in the process
Not only “finished” So�ware can be evaluatedEvaluation of User-Interface-Specifications
Evaluations help to detect deficits in the design early on and to correct mistakes
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Assignment 2.6: Evaluation and AnalysisGroup Work
Form groups of 3-6Use a system you are acquainted with and research your use of it
LearnwebWebmailLSF
Let groupmembers use the system and describe their activities and problemsE.g. download of course material
Document your findingsPresent your findings in the course
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Overview
Jörg Cassens
SoSe 2019
Contextual Design of Interactive Systems
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References I
Bahill, A. T. and Gissing, B. (1998). Re-evaluating systems engineering concepts usingsystems thinking. IEEE Transactions on Systems, Man, and Cybernetics, Part C(Applications and Reviews), 28(4):516–527.
Cooper, A., Reimann, R., Cronin, D., and Noessel, C. (2014). About Face (fourthedition): the essentials of interaction design. John Wiley & Sons.
Norman, D. A. (2005). Human-centered design considered harmful. interactions,12(4):14–19.
Royce, W. W. (1970). Managing the development of large so�ware systems: conceptsand techniques. In Proceedings IEEE WESTCON, pages 1–9, Los Angeles.
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