Design Process Elements
Mithat Konar
2011–10–03
Topics
- Identifying whom
- Identifying what
- User patterns
Identifying whom
Identifying whom
- The better you understand your users, the better you will be able to anticipate their needs.
- Earlier, we said that you are not a typical user.
- Keeping in mind “user use cases” and “user experience levels” can help roughly guide you to better user understanding.
Use cases
- User use cases:
- Finding some fact or object
- Learning something
- Performing a transaction
- Controlling or monitoring something
- Creating something
- Conversing with other people
- Being entertained
Experience levels
- User experience levels:
- Beginner/one-off: has little familiarity but must use it quickly
- Kiosk
- Online shopping
- Installation wizard
- Intermediate: uses regularly but doesn’t necessary use “power” features
- Mail clients (Thunderbird, Outlook Express, etc.)
- PowerPoint
- Expert: uses tool daily for important tasks and becomes a “power user”
Identifying whom: techniques
- The above helps but is rarely enough.
- Techniques for increasing understanding of your users can be loosely placed into two groups:
- “Creative” approaches
- “Analytic” approaches
‘Creative’ approaches
- Personas
- Scenarios
- Stories
Personas
- A persona is a character sketch that tries to capture relevant details about potential users.
- Helps put designer in user’s place
- Examples:
Scenarios
- Scenarios are descriptions of tool use from a user’s perspective.
- Intended to help explore and/or describe a design idea.
- “Similar to Use Cases, but they lay out the steps from the user’s point of view rather than from the Web site’s point of view.” [Usability.gov]
- Can be [Usability.gov]
- Goal or Task-Based: states only what the user wants to do
- Elaborated: gives more context than goal or task-based scenarios
- Full Scale: describes all the steps needed to accomplish a task
- Can form the basis for usability tests
Scenario example [Just Ask]
Scenario #1: Changing an employee’s job title
Hanna Reed-Smith, Human Resources Specialist, receives an email request to change Josh Anderson’s job title from Personal Lines Analyst to Personal Lines Manager.
Action: She opens HRWeb
and clicks on Search for Employee
. Hanna then uses the task bar buttons to get back to her e-mail to get Josh’s employee number from his e-mail message. She uses the mouse to highlight the number, copy it, go back to HRWeb
, paste the number in the Employee ID
field, and activate the Search
button. She clicks on Employment Information
, and …
Stories
- Stories are tools for design exploration and expression that are something like a hybrid of personas and a scenarios.
- Deeper exploration of use than a persona.
- Deeper character development and context than a scenario.
- Reads more like fiction than either.
‘Analytic’ approaches
- Direct observation: observe users use the tool
- Can be enhanced with interviews
- Provides opportunity to ask users “why?”
- Case studies: deep analysis of a limited number of users
- Many methods from social sciences
- Surveys: easy to do; hard to do right
- Only tell you what you ask
- Careful survey design is essential (and difficult)
‘Analytic’ approaches
- ‘Analytic’ approaches are similar to marketing activities, but goal is different.
- “A designer [tries] to understand the people who use the software. A marketing professional tries to understand those who buy it.” [Tidwell]
Identifying what
Identifying what
- Concept/brief
- Information architecture
- Design iteration and refinement
Concept/brief
- Before you start to do something, you should have some idea of what you are trying to do or the problem you are trying to solve.
- What you are trying to do should be expressed in a written design brief.
- Briefs are typically given to the designer by the client — but can be worked out together if needed.
- Briefs can be long or short, very formal or very informal.
Concept/brief
- Example: 99designs.com
- Benefits:
- Clarifies the scope of the problem so you can get to work.
- Gets all parties involved to agree on what you’re trying to do.
- Helps assure that you are solving the right problem.
Information architecture
- What is the structure of the information that makes up your problem or problem space?
- Flat or hierarchical?
- One (or more) simple trees or something more complex/chaotic?
- “Database thinking” might be useful here
- User vs. designer perspective
- User: presentation
- Designer: implementation
- Getting a handle on these (non-visual) relationships between information entities is information architecture.
Design iteration and refinement
- Move from low-detail/low-committment to high-detail/high-committment:
- Sketches
- Wireframes
- Mockups
- Prototypes
- Distintions between the above may be vague.
Sketches
- Sketches are hand drawn explorations of what your interface(s) might look like.
- Used to explore design ideas.
- Advice:
- Do lots of sketches!
- Low investment encourages you to throw away iterations and explore different ideas.
- Resist the urge to start with mockups or prototypes.
Wireframes
- Wireframes are essentially “finalized” version of sketches.
- Often executed with more formal tools.
Sketch and wireframe examples
[1]
Sketch and wireframe examples
[2]
Sketch and wireframe examples
[3]
Sketch and wireframe examples
[4]
Sketch and wireframe examples
[5]
Mockups
- Mockups are low-committment design expressions used for preliminary testing and feedback.
- Sometimes just decorated wireframes.
- Sometimes one group of experts will design the sketches and wireframes and another will do the mockups and prototypes.
Mockups
- Frequently done with general-purpose tools that make decoration easy
- Bitmap editors (Photoshop, GIMP, etc.)
- Vector art editors (Illustrator, Inkscape, etc.)
- Increasingly done with special tools (Balsamiq)
Mockup examples
[6]
Mockup examples
[7]
Mockup examples
[8]
Prototypes
- Prototypes are behavioral implementations of interfaces.
- Almost always made with tools used to make the final product.
- No functionality apart from interaction stuff.
- Used for testing to discover “real” interaction issues before (expensive) functional implementation.
User patterns
User patterns
- Tidwell identifies a number of “user patterns” — common high-level user behaviors and expectations.
- Shows that user interaction with software has an evolved “grammar”.
- Refer back to these as needed.
User patterns
- Safe Exploration
- Let me explore without getting lost or getting into trouble.
- Instant Gratification
- I want to accomplish something now, not later.
- Satisficing
- This is good enough. I don’t need to spend more time learning to do it better.
- Changes in Midstream
- I changed my mind about what I was doing.
User patterns
- Habituation
- That gesture works everywhere else; why doesn’t it work here, too?
- Spatial Memory
- I swear that button was here a minute ago. Where did it go?
- Keyboard Only
- Please don’t make me use the mouse.
- Streamlined Repetition
- I have to repeat this how many times?
User patterns
- Deferred Choices
- I don’t want to answer that now; just let me finish!
- Incremental Construction
- Let me change this. That doesn’t look right; let me change it again. That’s better.
- Prospective Memory
- I’m putting this here to remind myself to deal with it later.
User patterns
- Microbreaks
- I’m waiting for the train. Let me do something useful for two minutes.
- Other People’s Advice
- What did everyone else say about this?
- Personal Recommendations
- My friend told me to read this, so it must be pretty good.
Notes
“Create Scenarios | Usability.gov.” Home | Usability.gov. http://www.usability.gov/methods/analyze_current/scenarios.html (accessed August 18, 2011).
“Scenarios | Accessibility in User-Centered Design | Just Ask: Integrating Accessibility Throughout Design.” uiAccess. http://uiaccess.com/accessucd/scenarios.html (accessed August 18, 2011).
Tidwell, Jenifer. “Organizing the Page: Layout of Page Elements.” In Designing interfaces. 2 ed. Sebastopol, CA: O’Reilly, 2011. 131–189.
Image sources
[1] “Ubuntu blogspot: Improvements Coming To The Desktop Notification Area.” Ubuntu blogspot. http://anotherubuntu.blogspot.com/2009/12/improvements-coming-to-desktop.html (accessed August 11, 2011).
[2] “Rapid prototyping in Fireworks | Adobe Developer Connection.” Adobe. http://www.adobe.com/devnet/fireworks/articles/rapid_prototyping.html (accessed August 11, 2011).
[3] “Deeplinking.” The Paper Version of the Web. deeplinking.net/paper-web/ (accessed August 11, 2011).
[4] “Ubuntu blogspot: Improvements Coming To The Desktop Notification Area.” Ubuntu blogspot. http://anotherubuntu.blogspot.com/2009/12/improvements-coming-to-desktop.html (accessed August 11, 2011).
[5] “Wireframe Sketch - Graffletopia.” Graffletopia. http://graffletopia.com/stencils/414 (accessed August 11, 2011).
Image sources
[6] “Mock-ups.” Interaction-Design.org. http://www.interaction-design.org/encyclopedia/mock-ups.html (accessed August 11, 2011).
[7] “Mock-ups.” Interaction-Design.org. http://www.interaction-design.org/encyclopedia/mock-ups.html (accessed August 11, 2011).
[8] Robinson, Anthony. “From System Requirements to New Designs.” Geospatial System Analysis and Design. www.e-education.psu.edu/geog583/node/94 (accessed August 11, 2011).