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Computer/Human InteractionLecture 12Overview:Requirements to DesignActivity DesignEffectivenessComprehensionSatisfactionRequirements to DesignProblem Scenarios highlight requirements, set the sceneDesign transforms people’s activitiesNew technologyNew tasksNew experiencesFeedback into processSBD Design StagesActivity Design – specify system functionality, i.e., backend of applicationInformation Design – specify presentation of information, i.e., frontend UI of applicationInteraction Design – specify mechanisms for accessing and manipulation informationActivity DesignSpecify system functionality, i.e., backendDone first to determine what is possibleEasier than information or interaction designMake progress quickly, focus on what system does rather than how it does itCannot really analyze UI requirements until we know what the system doesMain idea is to envision new activitiesActivity Design GoalsDesign for effectiveness – meet real needs, more general than just efficiencyDesign for comprehension – users should be able to understand and predict system behaviorDesign for satisfaction – user should feel tasks are motivating and lead to feelings of accomplishmentDesign for EffectivenessMore than just efficiency/productivity. Real question: Is it the “right” solution?Innovation is good, but can be too muchBuild on what is already workingEngage stakeholders in cooperative designDetermine what parts of a task to support with technologyLeverage other aspects of work context, determine how task-related information is distributed (distributed cognition)Design for EffectivenessConsider general solutions vs. needs of specific tasks.Example: on-line clothes shoppingVirtual modelsShopping listsArrange by type or by outfitDesign for ComprehensionWant to know how users think about a taskCannot directly observeObserve behavior, reaction, commentsInfer a mental model (vs. designer’s model)Use metaphors that users understand to explore new ideas. E.g., typewriter -> computer, shopping cartsDesign for ComprehensionLeverage existing knowledgeAnticipate and support analogyLook for ways to “break” current understanding.Example: computer is like a typewriterComputer has keyboard with letters, digits, symbols, shift key; Enter key is like Return keyComputer also has insert mode and formattingDesign for SatisfactionEven if useful and comprehensible, users need to want to use a toolAutomating tedious tasks is good, but may remove sources of reward or accomplishmentWorkers apply personal expertise and knowledge to collect right information and make right decisionsNeeds of the individual vs. needs of the groupWork may not benefit the worker. E.g., collaboration requires individuals to check in/out documents, leave log records,


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UE CS 350 - LECTURE NOTES

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