[ixd] week 12. interaction design in practice

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Lecture 12 Interaction Design in Practice Interaction Design / IID 2016 Spring Class hours : Tuesday 2 pm – 6 pm Lecture room : International Campus Veritas Hall B203 24 th May

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Page 1: [IxD] Week 12. Interaction Design in Practice

Lecture 12

Interaction Design in Practice

Interaction Design / IID 2016 Spring Class hours : Tuesday 2 pm – 6 pm Lecture room : International Campus Veritas Hall B203 24th May

Page 2: [IxD] Week 12. Interaction Design in Practice

Homework

Lecture #12 IID_Interaction Design 2

[Team] Sketching & Prototyping

[Team & Individual] Summer Show

Progress Report

[Individual] Complete the

studio activity

1 2 3

Outcomes - Conceptual Design

- Metaphor - Interaction - Interfaces

- Concrete Design

- Storyboard - Card-based

Prototypes

Team - week 02 Progress

Individual - Make a Pinterest board,

“Prototypes” - Uploads Storyboards,

Wireframes, and any possible prototypes or sketches of them.

Complete workshop #2 and try your first Unity project.

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INTERACTION DESIGN IN PRACTICE

Chapter 12

Lecture #12 IID_Interaction Design 3

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Overview

• AgileUX

• Design Patterns

• Open Source Resources

• Tools for Interaction Design

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Agile development

• Short (one to three week) timeboxes of iterative development (sprint,

iteration, cycle)

• Early and repeated customer/user feedback

• Re-prioritisation of work based on customer/user so that emergent

requirements can be handled

• Many approaches, e.g. eXtreme Programming (XP), Scrum, DSDM

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Agile UX

• Integrates techniques from interaction design and Agile software development

• AgileUX requires a change of mindset

• In Agile, as implementation proceeds:

– requirements are elaborated

– requirements are re-prioritised

• All techniques in UX are still relevant but when and how much needs re-thinking

– focus on product, not design, as deliverable

– cross-functional teams

• Three practical areas: user research, aligning work practices, documentation

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User research

• Aims to characterise users through data collection and analysis

• Agile’s timeboxing approach does not support long periods of user research

• User evaluations and some detailed work can be fitted within a timebox

• Some user research can be performed in iteration 0 (zero), before implementation

starts

• Ongoing programme of user research

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Aligning work practices

• Designing a complete product upfront causes problems because of re-

prioritisation

• Some upfront work is needed (technical and UX)

• Use a parallel tracks approach:

– create product vision before development starts

– do design work one iteration ahead of development

– some teams work two iterations ahead

Lecture #12 IID_Interaction Design 8

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Lean UX (Gothelf, 2013)

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Figure 12.1 The Lean UX process Source: Gothelf, J. with J. Seiden (2013) Lean UX, O'Reilly.

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Parallel tracks approach to AgileUX

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Figure 12.2 Cycle 0 and its relationship to later cycless Source: Sy, D. (2007) Adapting usability investigations for development, Journal of Usability Studies 2(3), May, 112–130. User Experience Professionals Association.

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Agile UX Research Practice in Android

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Aligning work practices

• Advantages of parallel tracks approach:

– no design time wasted on features not implemented

– usability testing and contextual inquiry could be done on the same customer visit, saving

time

– timely feedback on the designs was received from developers and customers

– Agile flexibility supports schedule changes if a problem is found

• Parallel tracks is commonly used

Lecture #12 IID_Interaction Design 12

Page 13: [IxD] Week 12. Interaction Design in Practice

Documentation

• Most common communication approach for UX designers

• Agile discourages this kind of communication, in favour of discussion

• Only use documentation where needed. Ask:

– Who will read it?

– Who will use it?

– What is the minimum needed?

– Is there duplication anywhere?

– How polished does it need to be?

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Documentation: how polished?

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Figure 12.3 (a) A low-fi delity user journey (b) A high-fi delity user journey Source: Ratcliffe, L. and McNeill, M. (2012) Agile Experience Design. New Riders.

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Documentation: how polished?

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Figure 12.3 (a) A low-fi delity user journey (b) A high-fi delity user journey Source: Ratcliffe, L. and McNeill, M. (2012) Agile Experience Design. New Riders.

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Design Patterns

• Capture design experience:

– a solution to a problem in a context

– can be instantiated in many ways: generative

• Patterns may be individual, in languages, in catalogues, galleries or libraries

• Patterns often are associated with software components, e.g. Github or platform

websites

• Carousel pattern as example:

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Design Patterns

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Figure 12.4 Example of Swiss Army Knife Navigation pattern, instantiated as off canvas navigation. In the left-hand image, the menu is represented as a list of lines in the top left of the screen, while in the right-hand image, the menu items have pushed the user view to the right. Source: Courtesy of Aidan Zealley.

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Design Patterns

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Figure 12.5 An example carousel navigation styles showing pictures of a house for sale. Note the arrows to the left and right of the row of photos at the bottom.

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Design Patterns

• Capture design experience, but that doesn’t necessarily mean good

design:

– anti-patterns: don’t do it this way!

– dark patterns: deliberate tricks

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Figure 12.6 An untappable phone number for help when smartphone installation goes wrong

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Open Source Resources

• Components, frameworks, systems available free of charge

• Community-driven

• Available for interaction design:

– design pattern libraries

– Bootstrap framework

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Page 21: [IxD] Week 12. Interaction Design in Practice

Open Source Resources

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Figure 12.7 An example website built using the Bootstrap framework http://www.sfarts.org. Source: Didier Garcia/Larson Associates.

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Tools for Interaction Design

• Tools support all aspects of the design process:

– creativity, sketching, simulation, brainstorming, library search, mindmapping, video capture

• Tools integrate together to speed up prototyping

• Interactive wireframes or mockups can be produced using, e.g.

– Balsamiq©

• http://www.disruptware.com/business/wireframe-balsamiq/

• https://webdemo.balsamiq.com/

– Axure©

• http://www.axure.com/support/training/core/1-basics

• Higher fidelity prototype can be produced by linking interactive wireframe to design pattern library

with software components

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Summary

• AgileUX refers to approaches that integrate UX design and agile development

– it requires a change in mindset by designers and developers

– requirements are repeatedly re-prioritised, which aims to avoid wasted effort

– UX design activities need rethinking: when, how much, and how to take forward

• Design patterns present a solution to a problem in a context

• Open source resources, e.g. on Github, make development of standard applications

easier and quicker

• A range of automated tools to support interaction design in practice is available

Lecture #12 IID_Interaction Design 23

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Homework

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[Individual] Pinterest

[Team] Sketching & Prototyping

[Team] Summer Show

Progress Report

1 2 3

Pinterest TechBox

- Make a Pinterest board, “Diagrams”

- Make Horizontal vs. Vertical prototype structures

- Uploads Diagrams, Storyboards, Wireframes, and any possible prototypes or sketches of them.

Outcomes - Conceptual Design

- Metaphor - Interaction - Interfaces

- Concrete Design

- Storyboard - Card-based Prototypes - Wireframes - Low Fidelity Porotypes - High Fidelity

Prototypes

week 04 Progress - Status Report - Equipment requirements - Spatial Design

- Location - Size - Lighting - Sections

Submission Due : 11: 59 pm Sun. 29th May