Computer/Human InteractionLecture 12Overview:Requirements to DesignActivity DesignEffectivenessComprehensionSatisfactionRequirements to DesignProblem Scenarios highlight requirements, set the sceneDesign transforms people’s activitiesNew technologyNew tasksNew experiencesFeedback into processSBD Design StagesActivity Design – specify system functionality, i.e., backend of applicationInformation Design – specify presentation of information, i.e., frontend UI of applicationInteraction Design – specify mechanisms for accessing and manipulation informationActivity DesignSpecify system functionality, i.e., backendDone first to determine what is possibleEasier than information or interaction designMake progress quickly, focus on what system does rather than how it does itCannot really analyze UI requirements until we know what the system doesMain idea is to envision new activitiesActivity Design GoalsDesign for effectiveness – meet real needs, more general than just efficiencyDesign for comprehension – users should be able to understand and predict system behaviorDesign for satisfaction – user should feel tasks are motivating and lead to feelings of accomplishmentDesign for EffectivenessMore than just efficiency/productivity. Real question: Is it the “right” solution?Innovation is good, but can be too muchBuild on what is already workingEngage stakeholders in cooperative designDetermine what parts of a task to support with technologyLeverage other aspects of work context, determine how task-related information is distributed (distributed cognition)Design for EffectivenessConsider general solutions vs. needs of specific tasks.Example: on-line clothes shoppingVirtual modelsShopping listsArrange by type or by outfitDesign for ComprehensionWant to know how users think about a taskCannot directly observeObserve behavior, reaction, commentsInfer a mental model (vs. designer’s model)Use metaphors that users understand to explore new ideas. E.g., typewriter -> computer, shopping cartsDesign for ComprehensionLeverage existing knowledgeAnticipate and support analogyLook for ways to “break” current understanding.Example: computer is like a typewriterComputer has keyboard with letters, digits, symbols, shift key; Enter key is like Return keyComputer also has insert mode and formattingDesign for SatisfactionEven if useful and comprehensible, users need to want to use a toolAutomating tedious tasks is good, but may remove sources of reward or accomplishmentWorkers apply personal expertise and knowledge to collect right information and make right decisionsNeeds of the individual vs. needs of the groupWork may not benefit the worker. E.g., collaboration requires individuals to check in/out documents, leave log records,
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