Week 3 - Day 2
Navigate using audio
Announcements
- You need to submit an idea or the fact that you don’t have an idea by tomorrow night to blackboard
- Audio 0:01:36.512224
- Someone did a robot with a face that changes when you tell it things (mood)
- People have made apps of things around campus
- Audio 0:02:50.978653
- For class next week, if not many people have ideas, we’ll use class to figure out the project idea
Intro to Design
- Audio 0:04:25.364576
- More high level
- Today is design process in general
- Later will be how do you evaluate design
- Audio 0:05:37.283149
- Every time you make a digital artifact, you are making decisions and thus designing
- Even though it might not feel like designing
- Audio 0:06:46.009063
- Three ways that good design makes you happy
- Audio 0:20:14.374219
- What are things that stood out in the video?
- Comfortable
- Happy, think creatively
- uncomfortable
- Focused, but un-creative
- Comfortable
- Audio 0:25:38.879283
- If software isn’t fun and easy to use, people will use an alternative
- Audio 0:26:18.045601
- “Design is a process and not a state”
- Meaning
- It’s dynamic and not step by step
- Requirements
- Audio 0:28:31.977102
- Use case
- description of how a particular user will interact with the system to accomplish a particular task
- The process of collecting use cases (Anything not a use case should not be in the system)
- Design
- Audio 0:30:40.662594
- Try to develop a mental model consistent with the mental model the user should have to use and understand the system
- Implement
- Evaluate
- You might do these steps 100 times
- Audio 0:32:25.643012
- How do you measure “goodness” of the interface
- Time to learn, error-rate, etc
- Surveys
- It’s dynamic and not step by step
- Meaning
User-centered design
- Audio 0:34:54.615972
- user-centered design vs participatory design
- user-centered design makes sure you get input from the users while designing while participatory design has users involved in the actual design process
- Audio 0:36:45.033722
- video
- What the $@%^ is UX?
- Audio 0:42:40.819544
- You have to balance what the users want and what you can deliver
- You don’t have to be artistic to design interfaces
- It’s not art, it’s a science
Participatory design
- Audio 0:45:07.380258
- video
- Audio 0:50:54.256935
- Participatory design techniques
- Gets the users to think creatively
- Looks like participatory design would take longer
Focus Group
- Audio 0:55:54.310256
- Interview is like 1 on one, focus group is like a group interview
- Audio 0:57:12.044040
- Ethnographic interpretations
- Sends designers into the field where the interface is being used
- Become part of the culture
Scenario development
- Examines how might people use my system?
- Audio 1:00:11.662222
- Example - basalmic is a wire frame tool for drawing interface designs
- Medium fidelity design
Vocab
Term | Definition |
---|---|
How do pleasant things work better? | Being anxious and frightened makes you think “depth-first” and focused, but fun things allow you to relax and think outside of the box |
Design phases | requirements, design, implementation, and evaluation |
requirements phase | The process of collecting use cases (Anything not a use case should not be in the system) |
use case | description of how a particular user will interact with the system to accomplish a particular task |
design phase | Tries to develop a mental model consistent with the mental model the user should have to use and understand the system |
user-centered design | makes sure you get input from the users while designing |
participatory design | has users involved in the actual design process |
Ethnographic interpretations | becoming part of the culture using the product in order to design it better |
scenario development | examines how people might use your product |