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Requirements & Interaction Styles 9-17-2012 Establishing - - PowerPoint PPT Presentation
Requirements & Interaction Styles 9-17-2012 Establishing - - PowerPoint PPT Presentation
Requirements & Interaction Styles 9-17-2012 Establishing Requirements Selecting an Interaction Style Activity#2 due today, 9/17/12 Select your project topic & team HW#2 posted, due Wednesday 9/19 Activity#3 due Monday,
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Describe the conceptual model underlying the two vending machines. Which is easiest to use?
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Start with Usability Goals & User Experience Goals
Generate Usability Criteria in the form of
questions Identify the User’s Conceptual Model
Are there relevant metaphors? How do people interact with the product?
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- 1. Identifying needs and establishing
requirements for the user experience
- 2. Developing alternative designs to meet
these
- 3. Building interactive prototypes that can be
communicated and assessed
- 4. Evaluating what is being built throughout
the process and the user experience it
- ffers
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What
Two aims:
- 1. Understand as much as possible about
users, task, context
- 2. Produce a stable set of requirements
How
Data gathering activities
Data analysis activities
Expression as ‘requirements’
All of this is iterative
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Why:
Requirements definition: the stage where failure occurs most commonly
Getting requirements right is crucial !!
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What do users want? What do they ‘need’?
Requirements need clarification, refinement,
completion, re-scoping
Input: requirements document (maybe) Output: stable requirements
Why ‘establish’?
Requirements arise from understanding users’
needs
Requirements can be justified & related to data
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Functional:
What the system should do
Historically the main focus of requirements
activities (Non-functional: memory size, response time, physical constraints, ... )
Data:
What kinds of data need to be stored? How will they be stored (e.g. database)?
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Environment or context of use:
physical: dusty? noisy? vibration? light?
heat? humidity? …. (e.g. ATM)
social: sharing of files, of displays, in paper,
across great distances, work individually, privacy for clients
organizational: hierarchy, IT department’s
attitude and remit, user support, communications structure and infrastructure, availability of training
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http://wetpc.com.au/html/products/mobile.htm
KordGrip
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Users: Who are they?
Characteristics: ability, background,
attitude to computers
System use: novice, expert, casual, frequent Novice: step-by-step (prompted),
constrained, clear information
Expert: flexibility, access/power Frequent: short cuts Casual/infrequent: clear instructions, e.g.
menu paths
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Usability Goals User Experience Goals
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Suggest one key functional, data, environmental, user and usability requirement for a Clarkson Student Center information kiosk
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“Most users are neither beginners nor experts; instead, they are intermediates.” – Cooper, About Face 2.0, p. 33 “Optimize for intermediates”
- 1. Rapidly and painlessly help beginners achieve
intermediacy.
- 2. Avoid putting obstacles in the way of those
intermediates who want to become experts.
- 3. Keep perpetual intermediates happy as they
stay in the middle of the skill spectrum.
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“Nobody wants to remain a beginner.” Imagine that users are simultaneously very intelligent and very busy. They need some instruction or aid, but the process must be rapid and targeted. A newbie must grasp the concepts and scope of the program quickly => ensure that the software reflects the user’s mental model of the tasks
standard on-line help is insufficient for this a separate dialog box may be helpful to communicate
- verview, scope and purpose
beginners rely heavily on menus to learn commands
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Perpetual intermediates need access to tools
tooltips online help
Intermediates develop a frequently used working set of features May know that advanced features exist, but may not need them or know how to use them
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Direct Manipulation Menu selection Form fillin Command language Natural language
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Instruc ructing ing
issuing commands using keyboard and function
keys and selecting options via menus
Conver ersing sing
interacting with the system as if having a
conversation
Manip ipulat ulating ing
interacting with objects in a virtual or physical
space by manipulating them
Ex Explo loring ring
moving through a virtual environment or a
physical space
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Where users instruct a system by telling it what to do
e.g., tell the time, print a file, find a photo
Very common interaction type underlying a range of devices and systems A main benefit of instructing is to support quick and efficient interaction
good for repetitive kinds of actions performed on
multiple objects
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Like having a conversation with another human Differs from instructing in that it more like two-way communication, with the system acting like a partner rather than a machine that obeys orders Ranges from simple voice recognition menu- driven systems to more complex ‘natural language’ dialogues Examples include search engines, advice- giving systems and help systems
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Allows users, especially novices and technophobes, to interact with the system in a way that is familiar
makes them feel comfortable, at ease and less
scared Misunderstandings can arise when the system does not know how to parse what the user says
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Exploit’s users’ knowledge of how they move and manipulate in the physical world Virtual objects can be manipulated by moving, selecting, opening, and closing them Tagged physical objects (e.g., bricks, blocks) that are manipulated in a physical world (e.g., placed on a surface) can result in other physical and digital events
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Shneiderman (1983) coined the term Direct Manipulation Came from his fascination with computer games at the time Proposes that digital objects be designed so they can be interacted with analogous to how physical objects are manipulated Assumes that direct manipulation interfaces enable users to feel that they are directly controlling the digital objects
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2-26
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Raffle, Yip & Ishii Mit media lab http://web.media.mit.edu/~hayes/topobo/index.html