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welcome to

USER INTERACTION DESIGN

DEVELOPMENT TECHNOLOGIES
Lecturer
Itamar Medeiros (Brazil)
BA in Industrial Design;
PgDip in Information Design;
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USER INTERACTION DESIGN


Expertise
Multimedia/Web Design,
Photography, Information Design
and Human-Computer Interaction.
CLASSROOM RULES
itamar medeiros

DEVELOPMENT TECHNOLOGIES
Answer to commands promptly;

No food, no drinks, no games in class;

Always keep your mobile in silent mode;


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No electronic devices during class-time;

USER INTERACTION DESIGN


Bring only class related material to class;
LESSON 02:
DEVELOPMENT METHODOLOGIES
learning outcome

DEVELOPMENT TECHNOLOGIES
Students will learn that consistently
following development methodologies
can help design teams meet budgets 3 /35

and schedules.

USER INTERACTION DESIGN


LESSON 02:
DEVELOPMENT METHODOLOGIES
content

DEVELOPMENT TECHNOLOGIES
A lecture on the 6 (six) stages of the Logical
User-Centered Interactive Design
Methodology -- LUCID --, from Cognetics 4 /35

Corporation, Princeton Junction, NJ, USA.

USER INTERACTION DESIGN


DEVELOPMENT METHODOLOGIES

DEVELOPMENT TECHNOLOGIES
Many software development projects fail to
achieve their goals. Some estimates of the
failure rate put it as high as 60%.

Much of this problem can be traced to poor 5 /35

communication between developers*

USER INTERACTION DESIGN


and their business clients* or between
developers and their users*.
DEVELOPMENT METHODOLOGIES
developer | 发者

DEVELOPMENT TECHNOLOGIES
A developer is an entity, either a company or
individual, that creates interactive media
products/systems/applications.

发者是一个实体,可以是一个公司或者 6 /35

个人。该公司和个人 创交互式媒体产

USER INTERACTION DESIGN


品/系统/应用。
DEVELOPMENT METHODOLOGIES
client | 客户

DEVELOPMENT TECHNOLOGIES
The persons or group that are the direct
beneficiaries of a project or service. They
are the people for whom the project is
being undertaken.
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直接受益于一项项目或服务的个人或组

USER INTERACTION DESIGN


织。这些项目是为客户服务的。
DEVELOPMENT METHODOLOGIES
user | 用户

DEVELOPMENT TECHNOLOGIES
A person who requires an interactive
system/product for the performance of a
task or recreational activity. Also called
an end-user.
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需要利用交互式系统/产品来执行一项任务

USER INTERACTION DESIGN


或进行娱乐活动的人。也可称为终端客
户。
DEVELOPMENT METHODOLOGIES
understanding the business

DEVELOPMENT TECHNOLOGIES
Successful developers work carefully to
understand the business’ needs and
refine their skills in collecting
requirements from non-technical
business managers. 9 /35

USER INTERACTION DESIGN


Since business managers may lack the
knowledge to understand technical
proposal, dialog is necessary to reduce
confusion about the implications of
design decisions.
DEVELOPMENT METHODOLOGIES
user-centered design

DEVELOPMENT TECHNOLOGIES
Successful developers also know that
consistently following user-centered
methodologies* can help design teams
meet budgets* and schedules* for the
development of a product*. 10/35

USER INTERACTION DESIGN


USER-CENTERED DESIGN
methodology | 方法学

DEVELOPMENT TECHNOLOGIES
A methodology represents a package of
practical ideas and proven practices for
a given area of activity, such as the
planning, design development or
management of IT-based systems. 11/35

USER INTERACTION DESIGN


在某一领域中一系列的实际的想法和已证
明的实践。诸如计 、设计的发展或建
立在信息技术系统上的管理。
USER-CENTERED DESIGN
budget | 预算

DEVELOPMENT TECHNOLOGIES
A plan for determining in advance the
expenditure of time, money, etc.

在操作之前预先对于时间和钱等事项的计
算。 12/35

USER INTERACTION DESIGN


USER-CENTERED DESIGN
schedule | 时间表

DEVELOPMENT TECHNOLOGIES
A Plan for an activity or event; make a
schedule; plan the time and place for
events; In project management, a
schedule consists of a list of a project's
terminal elements with assigned start 13/35

and finish dates.

USER INTERACTION DESIGN


于一项活动或项目的计 ;做计 表;
计 该项目的时间和地点;在项目管理
中,计 表包括期末元素以及项目 始
和截至日期。
USER-CENTERED DESIGN
product | 产品

DEVELOPMENT TECHNOLOGIES
A good, service, person, or idea consisting
of a bundle of tangible and intangible
benefits that satisfies consumers' needs
and wants.
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指的是包含了一系列切合实际和不切合实

USER INTERACTION DESIGN


际的利益的,并且能 满足客户需求的
服务、人或想法。
DEVELOPMENT METHODOLOGIES
user-centered design

DEVELOPMENT TECHNOLOGIES
User-centered design leads to systems
that generate fewer problems during
development and have lower
maintenance cost over their lifetime:
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USER INTERACTION DESIGN


DEVELOPMENT METHODOLOGIES
user-centered systems

DEVELOPMENT TECHNOLOGIES
Easier to learn;

Produce faster performance;

Reduce user errors substantially;


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Encourage users to explore its features*.

USER INTERACTION DESIGN


DEVELOPMENT METHODOLOGIES
features | 特征

DEVELOPMENT TECHNOLOGIES
Characteristics of a product or service. In an
interactive product, represents the different
functionalities which users have access to.

产品或服务的特性。在交互式产品中指的是用 17/35

户可以使用的不同功能。

USER INTERACTION DESIGN


ESTABLISHED METHODOLOGIES

DEVELOPMENT TECHNOLOGIES
There are dozens of advertised
methodologies – from software
engineering to business oriented
approaches – but we’ll focus on the well-
tested and widely used method, 18/35

The Logical User-Centered Interactive

USER INTERACTION DESIGN


Design Methodology (LUCID).

It identifies six stages:


LUCID METHODOLOGY
stages

DEVELOPMENT TECHNOLOGIES
Envision;

Discovery;

Design Foundation;
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Design detail;

USER INTERACTION DESIGN


Build;

Release.
LUCID METHODOLOGY
envision

DEVELOPMENT TECHNOLOGIES
Align the agendas of all stakeholders
with organizational strategy and need for
“extreme usability”, and develop a clear,
shared product vision, embodied in a
concept sketch. 20/35

USER INTERACTION DESIGN


LUCID METHODOLOGY
envision

DEVELOPMENT TECHNOLOGIES
Management Activities UI and Usability Sample Tools &
Activities Templates
•Establish project plan, •Identify major user •Envision Statement
including general strategy groups. •Collaboration-Teamwork
for usability activities for •Establish preliminary Model 21/35
each stage. usability goals. •Risk Assessment

USER INTERACTION DESIGN


•Assign and communicate •Understand technical, Worksheet
roles, responsibility, and schedule, and resource
approval process. constraints.
•Achieve buy-in and •Gather high-level design
common vision from ideas in the form of
stakeholders, and concept sketches.
communicate that to the
team.
LUCID METHODOLOGY
envision

DEVELOPMENT TECHNOLOGIES
Management Activities UI and Usability Sample Tools &
Activities Templates
•Establish project plan, •Identify major •Envision Statement
including general strategy user groups. •Collaboration-Teamwork
for usability activities for •Establish preliminary Model 22/35
each stage. usability goals. •Risk Assessment

USER INTERACTION DESIGN


•Assign and communicate •Understand technical, Worksheet
roles, responsibility, and schedule, and resource
approval process. constraints.
•Achieve buy-in and •Gather high-level design
common vision from ideas in the form of
stakeholders, and concept sketches.
communicate that to the
team.
LUCID METHODOLOGY
discovery

DEVELOPMENT TECHNOLOGIES
Study users to determine high-level
user requirements*, terminology,
and mental models*.

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USER INTERACTION DESIGN


LUCID METHODOLOGY
user requirements | 用户需求

DEVELOPMENT TECHNOLOGIES
The requirements governing the
project's deliverable or product as
expressed by the users.

控制了该项目或产品最终交付使用时的 24/35

特性。

USER INTERACTION DESIGN


LUCID METHODOLOGY
mental models | 智力模型

DEVELOPMENT TECHNOLOGIES
A mental representation that people
use to organize their experience
about themselves, others, the
environment, and the things with
which they interact; 25/35

USER INTERACTION DESIGN


指的是人们根据自己、他人、环境的之
前的经历,而产生的对于事物的预
期。
LUCID METHODOLOGY
discovery

DEVELOPMENT TECHNOLOGIES
Management Activities UI and Usability Sample Tools &
Activities Templates

•Determine appropriate •Assist manager in •Discovery Plan


user analysis activities. determining appropriate •Personas-Scenarios
•Support designers in user analysis activities. •High-level User
executing analysis •Conduct user analysis Requirements 26/35
activities, particularly in (interviews, contextual

USER INTERACTION DESIGN


the areas of resources and inquiry, usability tests,
access to users. etc.).
•Coordinate review and •Create personas,
approval of personas, scenarios, and
scenarios, and requirements.
requirements.
LUCID METHODOLOGY
discovery

DEVELOPMENT TECHNOLOGIES
Management Activities UI and Usability Sample Tools &
Activities Templates

•Determine appropriate •Assist manager in •Discovery Plan


user analysis activities. determining appropriate •Personas-Scenarios
•Support designers in user analysis activities. •High-level User
executing analysis •Conduct user analysis Requirements 27/35
activities, particularly in (interviews, contextual

USER INTERACTION DESIGN


the areas of resources and inquiry, usability tests,
access to users. etc.).
•Coordinate review and •Create personas,
approval of personas, scenarios, and
scenarios, and requirements.
requirements.
LUCID METHODOLOGY
discovery

DEVELOPMENT TECHNOLOGIES
Study users to determine high-level
user requirements, terminology,
and mental models.

We’ll create personas* for this stage of 28/35

development of your interactive

USER INTERACTION DESIGN


product.
PERSONAS
model of a user | 角色

DEVELOPMENT TECHNOLOGIES
A persona is a model of a user that
focuses on the individual’s goals when
using an artifact.

角色指的是一个虚拟的人物模型,他代 29/35

表了用户在使用人工产品/产品时可

USER INTERACTION DESIGN


能出现的期望和目标。
PERSONAS
model of a user | 角色

DEVELOPMENT TECHNOLOGIES
The persona represents patterns of users’
behavior, goals and motives*,
compiled in a fictional description of a
single individual.
30/35

指的是用户的行为风格、目标和动机。

USER INTERACTION DESIGN


将所有的这些组合在一个虚拟的个体
身上。
PERSONAS
purposes and people

DEVELOPMENT TECHNOLOGIES
Personas also focus on the motives
behind the user’s actions. Cooper
(1999, p.149) argues that good
interaction design has a meaning
only in the context of a person 31/35

actually using it for some purpose:

USER INTERACTION DESIGN


“You cannot have purposes without
people […] That is why the two key
elements of our design process are
goals and personas; purposes and
people.”
ACTIVITY #3
personas

DEVELOPMENT TECHNOLOGIES
Create 3 (three) personas for your
interactive product, according to
the template handed in class;

Each persona must include: 32/35

-Name;

USER INTERACTION DESIGN


-Personal Profile;
-Background;
-Attributes;
-Customer needs.
HOMEWORK [ GROUPS ]
interactive products

DEVELOPMENT TECHNOLOGIES
1. In your groups, create the concept of
-- at least -- 3 (three) personas
for their proposed interactive product
according to the template presented in
class. 33/35

USER INTERACTION DESIGN


2. Find 5 (five) examples of similar
interactive products for each of the
concepts you’ve create, and bring
3 (three) pictures of each one:
15 (fifteen) screenshots.
HOMEWORK [ INDIVIDUAL ]
sketchbook

DEVELOPMENT TECHNOLOGIES
1. Choose 5 (five) words marked with asterisks
(*) you’ve seen in this class and create 5 (five)
posters -- one for each word -- on separate
pages of your sketchbook;
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2. Each poster must include:

USER INTERACTION DESIGN


-The word chosen, with its English definition;
-3 (three) pictures;
-2 (two) websites;
-Your comments/impressions of the definition.
HOMEWORK [ INDIVIDUAL ]
tags
EFWFMPQFST

DEVELOPMENT TECHNOLOGIES
VTFSTSFRVJSFNFOUT
DMJFOUT
NFOUBMNPEFMT
NPUJWFT
CVEHFU TDIFEVMF
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VTFST

USER INTERACTION DESIGN


QSPEVDU
QFSTPOBT
GFBUVSFT
NFUIPEPMPHJFT

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