2. the course team
➝ Prof.Jeffrey Huang (responsible)
➝ teacher: Hendrik Knoche
➝ teaching assistants: Michal Fok, Oscar Bolanos
➝ guest lecturers – tba
3. course basics
➝ 6 credits
➝ 2 h lecture
➝ 4 h studio/lab
➝ 6 h home based preparation
➝ no written exam
4. the course structure
➝ 1 design brief
➝ 4 design reviews
➝ 13 interactive lectures/seminars
➝ 13 studio sessions (attendance mandatory)
➝ 1 sketch book
➝ reading assignments
➝ interactive exercises
all in English
5. assessment
the final grade is based on:
the grades of four mandatory reviews "
(submitted documentation and its presentation):
1. results and design ideas from requirements capture (i)"
through sketches, scenarios, storyboards and personas
2. design idea presentation through first (lo-fi) prototype (i)
3. interactive prototype / demonstrator on device (g)
4. final presentation interactive prototype on device (g)"
and
5. participation in the class/studio (i)
6. sketch book (i)
7. final short video (produced in week 14) (i)"
✱(i) = individual
✱(g) = group
6. assignment dates
➝ 10th Mar
– Microsoft Imagine Cup summary"
round 1 competition deadline
➝ 19th Mar
– 1st review (rc results + ideas)
➝ 2nd April
– 2nd review (design solutions)
➝ 30th April
– 3rd review (prototype)
➝ 21st May
– final review
documentation for each review is due on the
Sunday before the review at 12:00
✱ late submissions are subject to penalty
7. how is your design evaluated?
by a panel of experts
Q:
how do you assess concepts or designs?
A:
Scott Jenson (former director of Symbian):
“First I ll be asking ‘what’s the value of
this? , that is ‘Will people really want
it? [… the] second is simplicity.” Jones & Marsden (2006)
“…being humble as these [designs] are
evaluated and seen to fall short, and to need
refining.”
Jones & Marsden (2006)
8. what is this course?
Personal Interaction Studio focuses on
➝ mobile devices as the platform (personal)
➝ interaction design
➝ studio as the teaching format
➝ the idea is to generate, communicate, evaluate,
iterate and improve design ideas through synthesis
by re-defining problem and the solution
➝ it is NOT a programming course
9. resources
➝ all communication and further readings, links etc.
will go through moodle
➝ please enroll with the key: persint
➝ http://moodle.epfl.ch/course/view.php?id=6881
10. syllabus
1. introduction
2. data collection
3. analysis
4. design techniques
5. mobile i/o
6. screen design
7. prototyping
8. -14. guest lectures and seminar
11. relation to design process
➝ understand brief
➝ research background – refine problem
➝ ideate candidates
➝ prototype solution(s)
➝ select solution
➝ implement delivery
➝ learn from feedback
12. example
➝ Don’t forget your friends!
➝ “Can’t do it today. But I’ll call you next time.”
13. things you will learn (about)
➝ brainstorming, ice breaking
➝ interviewing
➝ qualitative analysis
➝ sketching
➝ personas
➝ scenarios
➝ storyboarding
➝ elevator pitch
➝ lo-fi prototyping
➝ hi-fi prototyping
➝ designing, critiquing, re-designing
➝ communicating your ideas – show and tell, posters,
presentation "
14. topics addressed in this class
➝ design thinking
➝ interaction design
➝ user experience
15. design brief
People’s physical and mental health are one of the most
precious goods available to them.
Mobile phones have become a large collection platform for
sensor data either direct through e.g. GPS and
accelerometer or indirectly by providing sensor data from
other sources, which can be used to inform people’s
decision making and daily life.
Your task is to design an application that empowers people
to leverage sensed data for their well-being in terms of either:
- personal health, "
- environmental health or "
- social health.
21. what is design?
hard to grasp – industrial design, graphic design,
software design, interface design, product design
…
in interaction design (Fallman 2003) :
➝ scientific/eng. process (conservative)
➝ art form (romantic)
➝ ad-hoc activity (pragmatic, bricoleur)
none are adequate – design is unfolding "
both problem and solution evolve through sketching
(prototyping)
22. why design?
➝ post WWII declining American manufacturing
quality disillusioned purchasers who, after being
attracted by external style, found products
unsatisfactory in use
➝ American industry got decimated from 1960s on
from imports from Japan and Germany where
greater attention to production quality and a more
holistic approach to design were the norm.
➝ key differentiator for products
➝ key skill in IT – differentiator for employees
23. why design digital products
➝ digital products shortcomings:
➝ requirecomputer-centred thinking
➝ poor behaviour, rudeness
➝ reasons
➝ ignorance about users
➝ conflicting interests
➝ lack of process
24. the design funnel
concept concept
generation selected
iterative overall concepts exploratory clarification resolution
granularity general coarse medium fine
25. sketchbook
➝ jotdown and annotate ideas (no idea is bad)
➝ explore & refine
➝ develop variations, alternatives and details
➝ refer back, reflect
➝ record other good ideas you see
➝ collection material (pictures, screen shots), tape
them
26. what is interaction design (IxD)?
➝ it's about the design of behavior"
http://designmind.frogdesign.com/blog/behaving-badly-in-vancouver.html
➝ designing the mechanisms for interacting with a
product (Cooper 2007)
➝ …designing interactive products to support
people in their everyday and working life
(Preece et al, 2002)
27. interaction design within a company
➝ management
➝ marketing
➝ engineering
➝ design team
How to achieve buy-in for your ideas? How do you
communicate your ideas to them? What’s the
language – same as yours?
Scott Jenson:
“Design is about semantics and syntax. First you
need to see what people do and want – the
semantics and then you have to find a way to
make that possible – the syntax.”
28. jobs - interaction design
responsibilities include:
➝ lead interaction design (entire product lifecycle), tools and deliverables,
including:
➝ persona development
➝ use cases, user task flows
➝ user interface concepts and interaction models
➝ annotated wireframes
➝ information architecture
➝ documentation of design concept in detailed UI specs
➝ effectively communicate interaction models and design ideas to the
team, leveraging above tools / documents
➝ identify appropriate user research techniques and metrics for gauging
success
➝ guide product direction and set UI requirements based on user
research, functional requirements, and business goals
➝ recommend concepts for testing and interpret consumer feedback /
results
29. design philosophy
➝ centred on human needs
➝ individualor group
➝ support goals and activities
➝ design technology to fit human needs and
characteristics
➝ involve users whenever possible
➝ mix analytical, creative and pragmatic approaches
➝ pick from range of design tools
➝ use existing best practices but not uncritically
➝ monitor design process and reflect on it
30. what is UX?
“User experience encompasses all aspects of the end-
user's interaction with the company, its services, and its
products. The first requirement for an exemplary user
experience is to meet the exact needs of the customer,
without fuss or bother. Next comes simplicity and elegance
that produce products that are a joy to own, a joy to use.
True user experience goes far beyond giving customers
what they say they want, or providing checklist features. In
order to achieve high-quality user experience in a
company's offerings there must be a seamless merging of
the services of multiple disciplines, including engineering,
marketing, graphical and industrial design, and interface
design.”
Nielsen, Norman Group
31. user-centred
“User experience and interface design in the context
of creating software represents an approach that
puts the user, rather than the system, at the center
of the process. This philosophy, called user-
centered design, incorporates user concerns and
advocacy from the beginning of the design process
and dictates the needs of the user should be
foremost in any design decisions.”
Microsoft
32. product centred
“The user experience for Mac OS X applications
encompasses the visual appearance, interactive
behavior, and assistive capabilities of software. With
the Aqua graphical user interface, Universal Access
features, and user-assistive technologies like the
Address Book framework, Apple Help, and
VoiceOver, you can deliver the cohesive and
professional user experience that Macintosh users
have come to expect. It's easy to leverage the user
experience technologies of Mac OS X to make great
Macintosh software.”
Apple
33. bad UX
➝ “Technology that does not work the way they
expect makes people feel stupid.”
➝ “if you intend to drive people away from your site,
it’s hard to imagine a more effective approach
than making them feel stupid.”
➝ JJ Garrett: Elements of User Experience
34. impact on users’ lives
➝ User: “… so I have all these files and documents, all over
my desktop, different versions of documents in different
folders, and documents I don’t need any more. I never get
round to tidying up. I keep emails because I might need
because of the address, or the content. But I never get
round to putting them into the address book and deleting
the mails, so they just pile up. My electronic workspace is
a mess.”
➝ Q: How does that make you feel?
➝ User: [thinks] “It makes me feel that I am a bad person.”
From Richard Boardman’s (2005) PhD thesis on
Improving Tool Support for Personal Information Management
35. user experience (UX)
industrial/graphic
design
form
behaviour content
information architecture,
interaction designer animation etc.
Cooper 2006
36. lived experience
any account of what is often
called the user experience
must take into consideration
the ‘felt’ experience:
emotional, intellectual, and
sensual aspects of our
interactions with technology.
“We don't just use
technology, we live with it.”
John McCarthy, Peter Wright 2004: Technology as experience.
MIT Press
37. framework for design
and interaction takes place in a
has general & specific characteristics CONTEXT
physical
incl. other
USER SYSTEM technologies
interacts with
to attain social
cultural
GOAL
temporal
38. Garret’s planes of UX
➝ strategy – what user wants to achieve
➝ scope – what functions and features are required
➝ structure – navigation – how are screens linked
and grouped
➝ skeleton – placement of buttons, tabs, blocks of
text, pictures
➝ surface – series of pages in high fidelity
39. Garret’s planes of UX
concrete
surface
“When designers make choices that
do not align with planes above and
below, you end up with a jumble of
skeleton
components that don’t fit.”
structure
scope
Garrett’s planes Of UXP
strategy
abstract
40. levels of interaction
user’s/corporate goals
output in the real world
GOAL LEVEL
user’s knowledge
computer’s representation TASK
of task domain
of task domain
LEVEL
user’s knowledge
computer command DIALOGUE
of language
language
LEVEL
user’s hands, eyes
computer keyboard, INPUT/
display
OUTPUT
LEVEL
human structures
Computer structures
41. personas
➝ represent user groups
➝ system may be used by
one or several personas
➝ different characteristics
➝ different goals
➝ e.g. buyers of a new car
➝ Jean-David (playboy): "
go fast, impress women
➝ Aurelie (soccer mum): "
fit in many kids, be safe
➝ Bob (the Builder): "
haul big loads, be reliable
42. scenarios
➝ persona-based scenarios "
concise narrative description of how persona
interacts with system to achieve goals
➝ context-based scenarios "
how product can serve needs of persona, created
before any design is done
➝ to key path scenarios – refined with design
➝ to validation scenarios – based on ❛what … if❜"
focus on illustrate requirements (the what), "
top-down decomposition to functionality (the how)
44. scenarios vs. use cases
❝… scenarios are an interactive means of defining
the behaviour of a product from the standpoint of
specific users (personas). This includes not only the
functionality of the system, but the priority of
functions and the way those functions are
expressed in terms of what the user sees and how
she interacts with the system.
use cases, on the other hand, are based on
exhaustive descriptions of the functional
requirements of the system, often of a transactional
nature, focussing on low-level user actions and
accompanying system response.❞
Cooper 2006
45. eliciting UX requirements
➝ in-depth qualitative data
➝ interviews
➝ in-depth analysis such as Grounded Theory and
Discourse Analysis
➝ ethnographic methods
➝ mostly observational
➝ can be combined with surveys, interviews, qualitative
studies
46. general reading
➝ recommended books (available at EPF-BIB)
➝ Cooper,Reimann & Cronin (2007) "
About Face 3, Wiley
➝ Jones& Marsden (2004) "
Mobile Interaction Design, Wiley
➝ ScottMcCloud (1993)"
Understanding Comics, Harper Perennial (on order)
➝ Schneiderman & Plaisant (2010) "
Designing the User Interface. Addison-Wesley.
➝ Preece, Rogers & Sharp (2002)"
Interaction Design, Wiley
47. summary
➝ focus on design approaches, methods and tools
➝ learning by doing
➝ interaction design is a relatively young and rapidly
developing field
➝ interaction designers have to address new
technologies and adapt their methods and tools
➝ collect artefacts: "
paper, pictures, audio, video
49. brainstorming
➝ group size <10 – ideally between 5-7 + facilitator
➝ find and set up comfortable space
➝ appoint recorder - up-coming ideas on shared
display, flip chart, whiteboard
➝ ice-breaking exercise – to familiarize members of
groups
➝ define problem clearly
➝ goal: generate as many ideas as possible
adapted from www.mindtools.com/brainstm.html
50. brainstorming – how to
➝ address what, how, when, where and why
➝ give people time on their own (5 minutes silence)
at beginning then ask to share them
➝ encourage
➝ todevelop ideas of others further or use as new seeds
➝ enthusiastic, fun, criticism OK
➝ includeeveryone to contribute (practical and
impractical ideas) and develop
51. ice breaker
➝ effective to start a training, team-building event
➝ goal:
➝ get to know each other
➝ get into the event
➝ become comfortable contributing to event
➝ establish level playing field
➝ create common sense of purpose
➝ ingredients: ice, a breaker (method), a facilitator
52. ice breaker – when to use
if participants
➝ come from different backgrounds
➝ need to bond quickly to work on common project
or goal
➝ are unfamiliar with topic at hand
➝ don t know the facilitator but should and vice
versa
53. the ice
participants have
➝ not met before
➝ different age, status or levels in an organization
➝ different backgrounds – different perceptions of each
other
choose method accordingly &
don t try to uncover the whole iceberg
54. ice breaker – methods (introductory)
everyone draws name, nationality, focus of study
and one human element, e.g.:
➝ one little known fact about me
➝ true/false - three to four short statements – the group
guesses which one is false, or
➝ pair interview – interview and then introduce partner to
the group
➝ trading cards
➝ lo-fi social network