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UNIT II DESIGN & SOFTWARE
PROCESS
Interactive Design:
Basics:
HCI is the study Focus on understanding the the way people interact
with technology. However a large part of HCI is about doing things and
making things – design.
Design of a Interactive system
• So, interactive system design is not just about the artifact that is
produced, whether a physical device or a computer program, but
about understanding and choosing how that is going to affect the
way people work.
What is Design?
A simple definition is:
Achieving goals within constraints
Goals
What is the purpose of the design we are intending to produce?
Who is it for?
Why do they want it?
Example:
If we are designing a wireless personal movie player, we may think
about young affluent users wanting to watch the latest movies whilst
on the move and download free copies, and perhaps wanting to share
the experience with a few friends.
Constraints
• What materials must we use?
• What standards must we adopt?
• How much can it cost?
• How much time do we have to develop it?
• Are there health and safety issues?
• In the case of the personal movie player: does it have to withstand
rain?
• Must we use existing video standards to download movies?
• Do we need to build in copyright protection?
….
• Of course, we cannot always achieve all our goals within the
constraints.
• So perhaps one of the most important things about design is:
Trade-off - Choosing which goals or constraints can be relaxed so that
others can be met.
The golden rule of design
• The designs we produce may be different, but often the raw materials
are the same.
• For Human–Computer Interaction the obvious materials are the
human and the computer.
• That is we must:
• understand computers – limitations, capacities, tools, platforms
• understand people – psychological, social aspects, human error
The Process Of Design
• Often HCI professionals complain that they are called in too late.
• A system has been designed and built, and only when it proves
unusable do they think to ask how to do it right!
….
• In other companies usability is seen as equivalent to testing –
checking whether people can use it and fixing problems, rather than
making sure they can from the beginning.
…..
• In the best companies, however, usability is designed in from the
start.
Four main phases plus an iteration loop,
focused on the design of interaction
Requirements-What is needed
• The first stage is establishing what exactly is needed.
• It is usually necessary to find out what is currently happening.
• For example, how do people currently watch movies? What sort of
personal appliances do they currently use?
HCI techniques for this
• Interviewing people
• videotaping them
• looking at the documents and objects that they work with
• observing them directly.
Analysis
The results of observation and interview need to be ordered in some
way to bring out key issues and communicate with later stages of
design.
Design
• Well, this is all about design, but there is a central stage when you
move from what you want, to how to do it.
• There are numerous rules, guidelines and design principles that can
be used to help with this .
• It is at this stage also where input from theoretical work is most
helpful, including cognitive models, organizational issues and
understanding communication
Iteration and prototyping
• Humans are complex and we cannot expect to get designs right first
time.
• We therefore need to evaluate a design to see how well it is working
and where there can be improvements.
• Most user interface design therefore involves some form of
prototyping, producing early versions of systems to try out with real
users.
Implementation and Deployment
• Finally, when we are happy with our design, we need to
create it and deploy it.
• This will involve writing code, perhaps making
hardware, writing documentation and manuals –
everything that goes into a real.
…..
• There is a trade-off between the length of the design period and the
quality of the final design.
• This means one sometimes has to accept a design as final even if it is
not perfect: it is often better to have a product that is acceptable but
on time and to cost than it is to have one that has perfect interaction
but is late and over budget

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Basics of Interactive Design and the Software Process

  • 1. UNIT II DESIGN & SOFTWARE PROCESS
  • 2. Interactive Design: Basics: HCI is the study Focus on understanding the the way people interact with technology. However a large part of HCI is about doing things and making things – design.
  • 3. Design of a Interactive system • So, interactive system design is not just about the artifact that is produced, whether a physical device or a computer program, but about understanding and choosing how that is going to affect the way people work.
  • 4. What is Design? A simple definition is: Achieving goals within constraints
  • 5. Goals What is the purpose of the design we are intending to produce? Who is it for? Why do they want it?
  • 6. Example: If we are designing a wireless personal movie player, we may think about young affluent users wanting to watch the latest movies whilst on the move and download free copies, and perhaps wanting to share the experience with a few friends.
  • 7. Constraints • What materials must we use? • What standards must we adopt? • How much can it cost? • How much time do we have to develop it? • Are there health and safety issues? • In the case of the personal movie player: does it have to withstand rain? • Must we use existing video standards to download movies? • Do we need to build in copyright protection?
  • 8. …. • Of course, we cannot always achieve all our goals within the constraints. • So perhaps one of the most important things about design is: Trade-off - Choosing which goals or constraints can be relaxed so that others can be met.
  • 9. The golden rule of design • The designs we produce may be different, but often the raw materials are the same. • For Human–Computer Interaction the obvious materials are the human and the computer. • That is we must: • understand computers – limitations, capacities, tools, platforms • understand people – psychological, social aspects, human error
  • 10. The Process Of Design • Often HCI professionals complain that they are called in too late. • A system has been designed and built, and only when it proves unusable do they think to ask how to do it right!
  • 11. …. • In other companies usability is seen as equivalent to testing – checking whether people can use it and fixing problems, rather than making sure they can from the beginning.
  • 12. ….. • In the best companies, however, usability is designed in from the start.
  • 13. Four main phases plus an iteration loop, focused on the design of interaction
  • 14. Requirements-What is needed • The first stage is establishing what exactly is needed. • It is usually necessary to find out what is currently happening. • For example, how do people currently watch movies? What sort of personal appliances do they currently use?
  • 15. HCI techniques for this • Interviewing people • videotaping them • looking at the documents and objects that they work with • observing them directly.
  • 16. Analysis The results of observation and interview need to be ordered in some way to bring out key issues and communicate with later stages of design.
  • 17. Design • Well, this is all about design, but there is a central stage when you move from what you want, to how to do it. • There are numerous rules, guidelines and design principles that can be used to help with this . • It is at this stage also where input from theoretical work is most helpful, including cognitive models, organizational issues and understanding communication
  • 18. Iteration and prototyping • Humans are complex and we cannot expect to get designs right first time. • We therefore need to evaluate a design to see how well it is working and where there can be improvements. • Most user interface design therefore involves some form of prototyping, producing early versions of systems to try out with real users.
  • 19. Implementation and Deployment • Finally, when we are happy with our design, we need to create it and deploy it. • This will involve writing code, perhaps making hardware, writing documentation and manuals – everything that goes into a real.
  • 20. ….. • There is a trade-off between the length of the design period and the quality of the final design. • This means one sometimes has to accept a design as final even if it is not perfect: it is often better to have a product that is acceptable but on time and to cost than it is to have one that has perfect interaction but is late and over budget