This document provides an overview of a lecture on user interaction design. It introduces the lecturer, Itamar Medeiros, and their expertise in multimedia, web design, photography, information design, and human-computer interaction. The document then outlines classroom rules and expectations before detailing the learning outcomes and content covered for a lesson on user research and scenarios. Key areas covered in the lesson include tasks and task analysis, usability measures and motivations, and how to write scenarios. Students are assigned homework to write scenarios for personas and create posters defining keywords.
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User Research and Scenarios
1. welcome to
USER INTERACTION DESIGN
USER RESEARCH & SCENARIOS
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.
2. CLASSROOM RULES
itamar medeiros
USER RESEARCH & SCENARIOS
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;
3. LESSON 03:
USER RESEARCH & SCENARIOS
learning outcome
USER RESEARCH & SCENARIOS
Students will learn about the importance of
developing a clear understanding of the
characteristics of an interaction design 3 /46
product:
USER INTERACTION DESIGN
-Understand their users;
-The tasks users perform;
-The user requirement document.
4. LESSON 03:
USER RESEARCH & SCENARIOS
content
USER RESEARCH & SCENARIOS
An introduction on the procedure of
conducting user research;
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A tutorial on writing scenarios;
USER INTERACTION DESIGN
An overview on the process of writing an
USER REQUIREMENTS DOCUMENT;
5. USER RESEARCH & SCENARIOS
scenarios | 特定情节
USER RESEARCH & SCENARIOS
A scenario is a description of a person's
interaction with a system.
个人与系统或产品之间的互动描
述。
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USER INTERACTION DESIGN
6. USER RESEARCH & SCENARIOS
scenarios | 特定情节
USER RESEARCH & SCENARIOS
A scenario is used to communicate an
idea for a product or experience
involving interactivity.
用于沟通互动活动产品或体验的一 6 /46
个理念。
USER INTERACTION DESIGN
7. SCENARIOS
understanding what users do
USER RESEARCH & SCENARIOS
To write a scenario, you need a basic
understanding of the tasks* to be
supported by the system. You also
need to have an understanding of the
users and the context of use. 7 /46
USER INTERACTION DESIGN
In order to have this understanding of
the tasks to be supported by the
system, one must perform a task
analysis* before designing that
system.
8. SCENARIOS
task | 任务
USER RESEARCH & SCENARIOS
The smallest essential part of a job.
A unit of work activity that is a
logical and necessary action in the
performance of a job.
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工作中最小的基本部分。工作执行
USER INTERACTION DESIGN
进程中具有逻辑性和必要性的工作
活动单元。
9. SCENARIOS
task | 任务
USER RESEARCH & SCENARIOS
In terms of user interaction, involves the
steps that users take while they are
interacting with a system/product.
就用户交互性而言,任务指用户与 9 /46
系统或产品互动时所涉及的各项步
USER INTERACTION DESIGN
骤。
10. SCENARIOS
task analysis | 任务分析
USER RESEARCH & SCENARIOS
The process of investigating a problem
by breaking down the tasks that
potential users of a system would
do.
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指通过分析有 系统的潜在用户
USER INTERACTION DESIGN
所执行的各项任务来调查某一
问题的过程
11. SCENARIOS
task analysis | 任务分析
USER RESEARCH & SCENARIOS
This provides information about
improving the design of tools or
procedures that aid in performing
the task and how features should be
provided. 11/46
USER INTERACTION DESIGN
提供改善相 工具设计或步骤的
信息,有助于执行任务和如何
提供必要的功能或特征
12. TASK ANALYSIS
USER RESEARCH & SCENARIOS
Once designers have an understanding
of the tasks to be supported by the
system, they must concentrate on
how to make those task easy to
perform. 12/46
USER INTERACTION DESIGN
Designers must ensure the system/
product have a high level of
usability*.
13. TASK ANALYSIS
usability | 用户可用性
USER RESEARCH & SCENARIOS
According to the ISO 9241, usability
measures the effectiveness*, efficiency*,
and satisfaction* with which specified
users can achieve specified goals in a
particular environment. Synonymous with 13/46
"ease of use".
USER INTERACTION DESIGN
即具体用户在某一特点环境中可达到
的具体目标的有效性,功效性和满
意度;同义词:“使用的便利性。”
14. USABILITY
effectiveness | 有效性
USER RESEARCH & SCENARIOS
Ability to achieve stated goals or
objectives, judged in terms of both
output and impact.
以输出和影响为标准来判断达到各项 14/46
既定目标或目的的能力。
USER INTERACTION DESIGN
15. USABILITY
efficiency | 功效度
USER RESEARCH & SCENARIOS
Skillfulness in avoiding wasted time and
effort; "she did the work with great
efficiency".
避免浪费时间和精力的技能;例如: 15/46
做事十分具有效率。
USER INTERACTION DESIGN
16. USABILITY
satisfaction | 满意度
USER RESEARCH & SCENARIOS
The human experience of being filled and
enriched by their experience.
人类在体验过程中所获得收获和满足
感的程度。
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USER INTERACTION DESIGN
17. USABILITY MEASURES
iso 9241
USER RESEARCH & SCENARIOS
For practical evaluation:
Time to learn;
Speed of performance;
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Rate of errors by users;
USER INTERACTION DESIGN
Retention over time;
Subjective satisfaction.
18. USABILITY MEASURES
time to learn
USER RESEARCH & SCENARIOS
How long does it take for typical members
of the user community to learn how to
use the actions relevant to a set of tasks?
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USER INTERACTION DESIGN
19. USABILITY MEASURES
speed of performance
USER RESEARCH & SCENARIOS
How long does it take to carry out the
benchmark* tasks?
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USER INTERACTION DESIGN
20. USABILITY MEASURES
benchmark | 基准
USER RESEARCH & SCENARIOS
A standard set by the best existing
practice, product or service. A standard
by which something can be measured
or judged.
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由最好的现行做法、产品或服务而设
USER INTERACTION DESIGN
定的某一标准。标准可用来衡量或
判断某项事物。
21. USABILITY MEASURES
benchmark | 基准
USER RESEARCH & SCENARIOS
Benchmarking is the process of comparing
performance against that of others in
an effort to identify areas for
improvement.
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基准衡量是一个对于不同性能进行比
USER INTERACTION DESIGN
较的过程,以 定出可以进行改善
的方方面面。
22. USABILITY MEASURES
rate of errors by users
USER RESEARCH & SCENARIOS
How many and what kinds of errors* do
people make in carrying out the
benchmark tasks?
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USER INTERACTION DESIGN
23. USABILITY MEASURES
error | 过失
USER RESEARCH & SCENARIOS
Failure of a planned action to be
completed as intended or use of a wrong
plan to achieve an aim;
某项举措没有按照计 来完成或采用 23/46
一个错误的计 来完成某一目标;
USER INTERACTION DESIGN
24. USABILITY MEASURES
retention over time
USER RESEARCH & SCENARIOS
How long after users perform a task they
can still remember how to do them?
One hour? One day? One week?
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USER INTERACTION DESIGN
25. USABILITY MEASURES
subjective satisfaction
USER RESEARCH & SCENARIOS
How much does the user enjoys using the
various aspects of the system?
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USER INTERACTION DESIGN
26. USABILITY MOTIVATIONS
USER RESEARCH & SCENARIOS
As designers, we must always be aware of
the users needs and wants for any given
system: different users might have
different expectations* regarding a
particular system; 26/46
USER INTERACTION DESIGN
Different systems might have different
uses, therefore, users might have
different motivations* for using them.
27. USABILITY MOTIVATIONS
expectations | 期望值
USER RESEARCH & SCENARIOS
Belief about (or mental models of ) the
functioning and feedback of a system/
product which the users consciously or
unconsciously expects to see.
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对于用户有意识或无意识地所期望看
USER INTERACTION DESIGN
到的对于某一系统或产品具有的功
能和反馈(或者智力模式)的信
心。
28. USABILITY MOTIVATIONS
motivations | 动机
USER RESEARCH & SCENARIOS
The reason(s) behind the users' actions
which causes them to react or act in the
way they do.
导致用户以某 方式反应或行动的背 28/46
后动因。
USER INTERACTION DESIGN
29. USABILITY MOTIVATIONS
Life-Critical systems
USER RESEARCH & SCENARIOS
Applications
air traffic, nuclear reactors, military,
emergency dispatch
Requirements/Needs
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reliability and effective (even under stress)
USER INTERACTION DESIGN
Not as important
cost, long training, satisfaction, retention
30.
31. USABILITY MOTIVATIONS
Industrial and Commercial Use
USER RESEARCH & SCENARIOS
Applications
banking, insurance, inventory,
reservations.
Requirements/Needs 31/46
short training, ease of use/learning,
USER INTERACTION DESIGN
multiple languages, adapt to local
cultures, multiplatform, speed.
32.
33. USABILITY MOTIVATIONS
Office, Home, and Entertainment
USER RESEARCH & SCENARIOS
Applications
E-mail, games, education, search engines,
cell phones/PDA
Requirements/Needs 33/46
Ease of learning/use/retention, error rates,
USER INTERACTION DESIGN
satisfaction
Difficulties
cost, size.
34.
35. ACTIVITY #4
usability motivations
USER RESEARCH & SCENARIOS
1. Each group must analyze their own
product and identify which
category does it fit in:
life-critical system;
industrial/commercial use; 35/46
office, home & entertainment.
USER INTERACTION DESIGN
2. According to the personas created last
week, identify the users’
expectations and motivations.
36. SCENARIOS
how to write one?
USER RESEARCH & SCENARIOS
The designer shows and/or tells an
engaging short story, about a
fictitious person using the interactive
product or interacting with the
"smart" architectural space, artwork, 36/46
or virtual environment (from a web
USER INTERACTION DESIGN
page to immersive virtual reality
experience).
37. SCENARIOS
how to write one?
USER RESEARCH & SCENARIOS
To write a scenario, describe in simple
language the interaction that needs
to take place.
It is important to avoid references to 37/46
technology, except where it
USER INTERACTION DESIGN
represents a design constraint that
must be acknowledged.
38. SCENARIOS
example
scenario
It's Friday afternoon; Joe is in Shanghai and he
is flying back to Sydney. He doesn't have
enough money for a taxi to the airport, and
he's running late.
He goes to the nearest ATM to withdraw
money, so that he can pay the taxi.
39. SCENARIOS
example
scenario needs
It's Friday afternoon; Joe is in Shanghai and he ease of use
is flying back to Sydney. He doesn't have
enough money for a taxi to the airport, and multiple
he's running late.
languages
He goes to the nearest ATM to withdraw
money, so that he can pay the taxi. speed
40. SCENARIOS
example
behavior
Joe goes to the nearest ATM and inserts his bank
card; the machine asks what language he
wishes to get served with (English/Chinese)
He identifies himself, by typing his password.
He specifies that he wants $100 from his savings
account. He'd like the money in $20 notes so
that he can give the taxi driver the correct
change.
He doesn't want a printed receipt, as he doesn't
bother keeping track of transactions in this
account.
41. SCENARIOS
example
behavior features
Joe goes to the nearest ATM and inserts his bank
card; the machine asks what language he select language
wishes to get served with (English/Chinese)
He identifies himself, by typing his password. input password
He specifies that he wants $100 from his savings withdraw
account. He'd like the money in $20 notes so select account
that he can give the taxi driver the correct specify change
change.
He doesn't want a printed receipt, as he doesn't
bother keeping track of transactions in this print receipt
account.
42. ACTIVITY #5
scenarios
USER RESEARCH & SCENARIOS
Create 3 (three) scenarios -- one for
each persona you’ve created--
according to the template handed in
class;
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The Scenarios must include:
USER INTERACTION DESIGN
-Scenario description;
-User needs;
-System/product features;
-User behavior.
43. LESSON 03:
USER RESEARCH & SCENARIOS
summary
USER RESEARCH & SCENARIOS
In today’s class, we’ve covered:
Conducting user research:
-Tasks & Task Analysis;
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Usability:
USER INTERACTION DESIGN
Definition, Measures,
Motivations and Expectations;
Scenarios:
-How to write one;
44. HOMEWORK [ GROUPS ]
interactive products
USER RESEARCH & SCENARIOS
1. In your groups, write -- at least -- 3 (three)
scenarios for each persona created last
week: 9 (nine) scenarios.
2. Each scenario must include -- at least -- 44/46
1 (one) different feature:
USER INTERACTION DESIGN
9 (nine) features.
45. HOMEWORK [ INDIVIDUAL ]
sketchbook
USER RESEARCH & SCENARIOS
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.
46. tags
HOMEWORK [ INDIVIDUAL ]
USER INTERACTION DESIGN USER RESEARCH & SCENARIOS
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