Hci 2 Reviewer
Hci 2 Reviewer
JOURNEY MAP
A journey map is a visualization of the process that a person goes through in order to accomplish a
goal
A process that provides a holistic view of the customer experience by uncovering moments of both
frustration and delight throughout a series of interactions.
If done successfully, it reveals opportunities to address customers’ pain points, alleviate
fragmentation, and, ultimately, create a better experience for your users
Journey Map
Experience Map
specific actor
specific scenario understanding a general human
specific and focused on a particular behavior
business or product
Service Blueprint
User Story Map
visualize the relationships between
different service components (such as
visual version of a user story
people of processes at various
for planning and implementation
touchpoints in a specific customer
journey
PROTOTYPING
What is a Prototype?
o For users to effectively evaluate the design of an interactive product, designers must produce an
interactive version of their ideas, this activity is called prototyping
Why Prototype?
o Evaluation and feedback
Allows stakeholders to interact with an envisioned product, to gain some experience
of using it in realistic settings and to explore imagined uses
o Communication among team members
Clarifies vague requirements
o Validation of design ideas
Test out the technical feasibility of an idea
o Choosing between alternatives
Provides multiple designs for the application
What to Prototype?
o Technical issues
o Work flow, task design
o Screen layouts and information display
o Difficult, controversial, critical areas
Different Types of Prototyping
o Low-Fidelity Prototyping
Does not look very much like the final product
Uses materials that are very different from the intended final version
Paper and cardboard rather than electronic screens and metals
Ex. Palm pilot
Used during early stages of development
Cheap and easy to modify so they support the exploration of alternative designs and
ideas
It is never intended to be integrated into the final system
For exploration only
Examples
Storyboard
- Originally from film, used to get the idea of a scene
- Snapshots of the interface at particular points in the interaction
- Series of sketches
Shows how a user can perform a task using the device
- Often used with scenarios
Brings more detail to the written scenario
Offers stakeholders a chance to role play with the prototype by
stepping through the scenario
Sketching
- Drawing skills are not critical
Symbols to indicate tasks, activities, objects
Flowcharts for time-related issues
Block diagrams for functional components
Index cards
- Small cards (3 x 5 inches)
- Each card represents one screen
Multiple screens can be shown easily on a table or the wall
- Thread or lines can indicate relationships between screens
Sequence
Hyperlinks
- Often used in website development
‘Wizard of Oz’
- Simulated interaction
The user thinks they are interacting with a computer, but a
developer is providing output rather than the system
o High-Fidelity Prototyping
Choice of materials and methods
Similar or identical to the ones in the final product
Looks more like the final system
Appearance, not functionality
Common development environments
Macromedia Director, Visual Basic, Smalltalk
Web development tools
Misled user expectations
Users may think they have a full system
Advantages/Disadvantages
Compromises in Prototyping
o All prototypes involve compromises
o Compromises in low-fidelity prototypes
Device doesn’t actually work
o Compromises in high-fidelity prototypes
Slow responses
Sketchy icons
Limited functionality available
o Two common types of compromise
Horizontal
Provide a wide range of functions, but with little detail
Vertical
Provide a lot of detail for only a few functions
CONSTRUCTION
Creation, manufacturing of the final system
o Based on experience and feedback gathered from the prototypes
Development philosophy
o Evolutionary prototyping
Involves evolving a prototype into the final product
o Throw-away prototyping
Used as a stepping stone towards final design
Prototype is thrown away and the final system is built from scratch
Quality
o Although prototypes have undergone extensive user evaluation, the final product still has to be
subjected to rigorous quality testing
Reliability
Robustness
Maintainability
Integrity
Portability
Efficiency
DESIGN OBJECTIVES
Identify critical interaction aspects of the product (Conceptual Design)
Select the appropriate tools and method to provide interactivity (Physical Design)
Realize that design of products usually involves several intermediate stages
Consider the importance of early feedback for interaction design (Prototypes and Scenarios)
CONCEPTUAL DESIGN
A description of the proposed system in terms of a set of integrated ideas and concepts about what
it should do, behave and look like, that will be understandable by the users in the manner intended
Evaluation of a Metaphor
How much structure does it provide?
o Requires a sound and familiar structure
How relevant is it to the problem?
o Reduce confusion and false expectations
Is it easy to represent?
o Visual and audio elements combined with words
Will the audience understand it?
How extensible is it?
o Extra aspects that can be useful later on
o Interaction Paradigm
Coherent collection of interaction methods
Addresses environmental requirements
Desktop paradigm
WIMP interface (windows, icons, menus and pointers
Ubiquitous computing
Pervasive computing
Wearable computing
Mobile devices
o Running Example:
Shared Calendar
Used in a corporate environment for employees to maintain their schedule and
organize meeting based on that
o Emphasis
Menu Design
Arrangement
- Number of menus
- Length
- Order of items
Grouping
- Categorization
- Visual division
Colours
Diving lines
Structure
- Sub-menus
- Dialog boxes
Terminology
Constraints
- Screen size
- Input method
Context
- Applicability of entries
Icon Design
Good icon design is difficult
- Has to be widely acceptable
- Meaning must be readily perceivable
- Distinguishable from each other
Meaning of icons
- Cultural and context sensitive
Practical tips
- Always draw on existing traditions or standards
- Concrete objects or things are easier to represents than actions
Screen Design
Splitting functions across screens
- Moving around within and between screens
- How much interaction per screen
- Serial or workbench style
- User attention
Directed to salient point
E.g. via colour, motion, etc
Animation is very powerful but can be distracting
- Organization
Grouping
Physical proximity, colour, shape
Structure
Connections between related items
- Trade-off
Sparse population vs. overcrowding
Information Display
Context
- Relevant information is available at all times in the most efficient format
for the specific task
Types of information
- Imply different kinds of display
- Alpha-numerical, chart, graphs
Consistency
- Paper display and screen data entry
- Different screens with similar information (customizable)
- Information content vs. presentation
SUMMARY
Different kinds of prototyping is used for different purposes and at different stages
Construction: Make sure the final product is engineered appropriately
Conceptual design (the first step of design)
Physical design: menus, icons, screen design, information display
Prototypes and scenarios are used throughout design as well