0% found this document useful (0 votes)
22 views

Hci 2 Reviewer

A journey map is a visualization of the process a person goes through to accomplish a goal. It provides a holistic view of the customer experience by showing moments of frustration and delight throughout interactions. If done successfully, it reveals opportunities to address pain points and create a better user experience. Journey mapping starts by compiling user actions into a timeline, which is then fleshed out with thoughts and emotions to create a narrative. Key components of a journey map include the actor, journey phases, opportunities, scenario, expectations, and actions, mindsets, and emotions.

Uploaded by

yuuushuuuu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
22 views

Hci 2 Reviewer

A journey map is a visualization of the process a person goes through to accomplish a goal. It provides a holistic view of the customer experience by showing moments of frustration and delight throughout interactions. If done successfully, it reveals opportunities to address pain points and create a better user experience. Journey mapping starts by compiling user actions into a timeline, which is then fleshed out with thoughts and emotions to create a narrative. Key components of a journey map include the actor, journey phases, opportunities, scenario, expectations, and actions, mindsets, and emotions.

Uploaded by

yuuushuuuu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 10

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 mapping starts by compiling a series of user actions into a timeline


 The timeline is fleshed out with user thoughts and emotions in order to create a narrative
 Narrative is condensed and polished, ultimately leading to a visualization

KEY COMPONENTS OR ELEMENTS OF A JOURNEY MAP


 Actor
 Journey Phases
 Opportunities
 Scenario + Expectations
 Actions, Mindsets, Emotions

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

WHY USE JOURNEY MAPS


 The process of creating a map forces conversation and an aligned mental model for the whole team
 The shared artifact resulting from the mapping can be used to communicate an understanding of
your user or service to all involved
DESIGN, PROTOTYPING AND CONSTRUCTION

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

o In other design fields a prototype can be:


 a small-scale model
 a miniature car
 a model of a building
o In interaction design it can be:
 a series of screen sketches
 a PowerPoint slide show
 a video simulating the use of a system
 a lump of wood, e.g. hand-held computer
 a cardboard mock-up
 a piece of software with limited functionality

 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

Prototype Advantages Disadvantages


- low developmental cost - limited error checking
Low-fidelity prototype - evaluate multiple design - navigational and flow
concepts limitations
- more expensive to develop
- fully interactive
- time consuming to build
- look and feel of final product
High-fidelity prototype - developers are reluctant to
- clearly defines navigational
change something they have
scheme
crafted for hours

 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

 Transformation of user requirements/needs into a conceptual model


 Stepwise refinement
o Iterate, iterate and then iterate some more
 Consideration of alternatives
o Prototyping & scenarios

 Three Perspectives for a Conceptual Model


o Interaction mode
 How the user invokes actions
 Activities by the use and the system’s responses
 Activity-based
 Instructing, conversing, manipulating and navigating, exploring and browsing
 Object-based
 Structured around real-world objects
 Process-oriented
 Support work processes
 Ex. financial software
 Product-oriented
 Develop products that users create, modify and maintain
 Ex. Microsoft Excel, Word
o Metaphors
 Interface Metaphors
 Partial mapping of the software to a real object
 Combine familiar knowledge with new knowledge
 Help the user understand the product

 Three-step process for choosing a good metaphor


 Understand system functionality
 Identify potential problem or complicated/critical areas
 Generate metaphors

 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

 Expanding the Conceptual Model


o Functionality
 Task allocation
 What will the product do and what will the human do?
o Relationship of subtasks
 Categorizations
 All actions related to one particular aspect
 Temporal associations
 Sequential
 Parallel
 Ex. CASE tools
o Information
 Data required to perform the task
 Transformation of data by the system
 Scenarios in Conceptual Design
o Express proposed or imagined situations
o Used throughout the design process in various ways
 Scripts for user evaluation of prototypes
 Concrete examples of prototypes
 As a means of co-operation across professional boundaries (shared understanding of the
system)
 Sell ideas to users and potential customers
o ‘Plus’ and ‘Minus’ scenarios
 Exploration of extreme cases

 Prototypes in Conceptual Design


o Evaluation of emerging ideas
 User feedback
 Feasibility
 Choice of methods and materials
o Continuous prototyping
 Low-fidelity prototypes early on
 High-fidelity prototypes later
o Evolutionary prototyping
 Early prototypes are gradually enhanced and augmented
 Appearance
 Functionality
PHYSICAL DESIGN
 Concrete, detailed issues of designing the interface
o Although inaccurate, the term is also used for software-based systems
 Pervasive physical/conceptual design

 Guidelines for physical design


o Nielsen’s heuristics
o Shneiderman’s eight golden rules
o Style guides: commercial/corporate purposes
 Collection of design rules and principles
 Decide ‘look and feel’

 Physical Design for Computer Interaction


o Different kinds of ‘widgets’
 Dialog boxes
 Toolbars
 Icons
 Menus, etc.

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

- Task analysis as a starting point


 Each screen should contain a single simple step
 User frustration
 Too many simple screens
- Context
 All pertinent information must be made available at relevant times
 Multiple screens open at once
 Individual screen design
- White space
 Balance between information/interaction and clarity
- Grouping of items
 Separation with boxes, lines, colors

- 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

You might also like