141 lines
3.9 KiB
Plaintext
141 lines
3.9 KiB
Plaintext
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| IS-104 Digital Interaction Design |
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| Geir Inge Hausvik |
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PACT and the process of interface design
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Envision Understanding
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\ /
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Evaluation
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Design
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P - People
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A - Activities
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C - Contexts
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T - Technologies
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Understand the ACTIVITIES of PEOPLE and the CONTEXTS within which they will use TECHNOLOGY.
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Design and visualize TECHNOLOGICAL solutions that will fit with PEOPLE and their ACTIVITIES in the CONTEXTS where they occur.
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PEOPLE - Physical Characteristiscs
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- Anthropometrics
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- Senses
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- Abilities / disabilities
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Phyical characteristiscs affects how accessible, how usable, and how enjoyable using technology will be.
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- Psychological Characteristics
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- Memory
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- Orientation
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- Words and numbers
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- Attention and focus
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- Mental Models
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A mental model is a mental structure that reflects the users understanding of a system and therefore is a source of expectancies about how a system will respond.
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- Social Differences
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People have different backgrounds and make sense of signs and symbols in different ways.
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People make use of systems with different motivations and aims.
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- Attitudinal Differences
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- Values
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- Aspirations
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- Ideological stances
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ACTIVITIES
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Designers should focus on:
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1. the overall PURPOSE of the activity
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2. then the MAIN FEATURES:
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- temporal aspects
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- cooperation
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- complexity
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- safety-criticality and error tolerance
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- the nature of the content
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CONTEXTS
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Thee useful types of contexts are distinguishable:
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- Physical
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- Social
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- Organizational
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========================================
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TECHNOLOGIES
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Interactive technologies change rapidly. Designers need to be aware of technological possibilities for input and output.
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INPUT technologies support people to enter data into a system reliably and efficiently.
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Technologies for OUTPUT rely primarily on vision, hearing, and touch.
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========================================
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UNDERSTANDING
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User research
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Aim: to understand the requirements
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Involves collecting and analyzing data
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Requirements are essentially about understanding
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DESIGN
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Conceptual design (the "WHAT")
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- An abstract view of a design solution
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Physical design (the "HOW")
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- Operational design
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- Representative design
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- Interaction design
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ENVISIONMENT
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Designs need to be visualized
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- to help designers clarify their own ideas
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- to enable people to give feedback
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Scetches, fully functioning prototypes, scenarios.
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EVALUATION
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We can evaluate the outcome of any of the other three activities: understanding, design and envisionment.
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Many different techniques for evaluation
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- Analytical evaluations
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- Field studies
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- Testing with users
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PERSONAS AND SCENARIOS
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PEOPLE who will use the system are represented by PERSONAS (profiles of different archetypical users)
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ACTIVITIES and the CONTEXTS are captured in SCENARIOS of use.
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Thinking about people involves thinking of what they do. Thinking about scenarios involves thinking of who will undertake them . Personas and scenarios are interrelated.
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PERSONAS
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Imaginative descriptions of users based on the understanding developed (through interviews, questionnaires, observations)
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- Personas are fictitious – they are synthesized from knowledge of real people
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- Personas need to have goals. Personas want to be able to do things using your system
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- It is best to develop a few concrete personas who have specific characteristics, such as age, interests, a name, etc.
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- Try to bring the characters alive – perhaps include a picture
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SCENARIOS
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- Stories about people undertaking activities in context using technologies
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- Scenarios (and their associated personas) are core constructs for interactive systems design
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- They are useful in understanding, envisioning, evaluation, and bothh conceptual and physical design.
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