6 Design Process
6 Design Process
PROCESS
The whole process of design is oriented towards creating the best user
experience by eliminating the information load. It consists of two
parts:
Source: Adapted from The Design Process: What is the Double Diamond?
4
UNDERSTANDING THE PROBLEM SPACE
Explore
• What is the current user experience?
• Why is a change needed?
• How will this change improve the situation?
1. Discovering requirements
2. Designing alternatives
3. Prototyping alternative designs
4. Evaluating product and its user experience
throughout
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A SIMPLE INTERACTION DESIGN LIFECYCLE
MODEL
Exemplifies a user-centered design approach
7
ANOTHER LIFECYCLE MODEL:
GOOGLE DESIGN SPRINTS (KNAPP ET AL., 2016)
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ANOTHER LIFECYCLE MODEL:
RESEARCH IN THE WILD (ROGERS AND MARSHALL, 2017)
10
WHAT ARE THE USERS’
•NEEDS?
Users rarely know what is possible
• Instead:
Explore the problem space
Investigate who are the users
Investigate user activities to see what can be improved
Try out ideas with potential users
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HOW TO GENERATE ALTERNATIVES
Humans tend to stick with something that works
Considering alternatives helps identify
better designs
Where do alternative designs come from?
‘Flair and creativity’: research and synthesis
Cross-fertilization of ideas from different
perspectives
Users can generate different designs
Product evolution based on changing use
Seek inspiration: similar products and domain, or different
products and domain
Balancing constraints and trade-offs
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HOW TO CHOOSE AMONG ALTERNATIVES
Interaction design focuses on externally-visible and
measurable behavior
Technical feasibility
Evaluation with users or peers
Prototypes not static documentation because behavior is key
A/B Testing
Online method to inform choice between alternatives
Nontrivial to set appropriate metrics and choose user group
sets
Quality thresholds
Different stakeholder groups have different quality thresholds
Usability and user experience goals lead to relevant criteria
13
HOW TO INTEGRATE INTERACTION DESIGN ACTIVITIES
WITHIN OTHER MODELS
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What, how and why?
• What is the purpose of the requirements
activity?
Explore the problem space
Establish a description of what will be developed
• Data:
What kinds of data need to be stored?
How will they be stored (for example,
database)?
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Different kinds of requirements
Environment or context of use:
Physical: dusty? noisy? vibration? light? heat? humidity?
…. (for example, in a hospital)
Social: collaboration and co-ordination, data sharing,
distributed, synchronous or asynchronous, privacy
Organizational: user support, communications structure
and infrastructure, availability of training
Technical: On what technologies will it run or need to be
compatible?
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Different kinds of requirements
Users — Who are they?
• Characteristics: nationality, educational background,
attitude to computers
• System use: novice, expert, casual, frequent
Novice: prompted, constrained, clear
Expert: flexibility, access/power
Frequent: shortcuts
Casual/infrequent: clear menu paths
• User profile
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Different kinds of requirements
• Usability goals
• User experience goals
• Different products have different
requirements and may be implemented in
different ways, for example,
trustworthiness
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Data gathering for requirements
• Interviews, observation, and questionnaires
• Studying documentation:
Procedures and rules are often written down in manuals
Good source of data about the steps involved in an activity
and any regulations governing a task
Not to be used in isolation
Good for understanding legislation and getting background
information
No stakeholder time, which is a limiting factor for other
techniques
• Researching similar products:
Good for prompting requirements
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Combining data gathering
Direct observation,
indirect observation,
interviews, diaries,
and surveys
Source: Wallace et al. (2013) Figure 6. Reproduced with permission of ACM Publications
24
.
Using probes to engage with users
• Technology probe:
Toolkits, mobile phone apps, sensor-based monitoring, for
example, M-Kulinda to alert participants about unexpected
movement at home.
• Provocative probe:
Technology probe designed to challenge norms and attitudes, for
example, the Box to challenge domestic laundry practices
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Contextual Inquiry
• Part of Contextual Design, but also used on its own to gather
requirements
• One-on-one field interviews (contextual interviews)
1.5 to 2 hours long
Focus on daily life at home or work relevant to the project
Uses a model of master (participant) and apprentice (researcher)
• Four main principles:
Context: Going to the user, wherever they are, and seeing what they
do as they do it
Partnership: User and interviewer explore user’s life together
Interpretation: Observations interpreted by user and interviewer
together
Focus: Project focus to understand to what should be paid
attention
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Contextual Inquiry
• Interview guided by “cool concepts” divided into two groups
• Joy of life concepts:
How products make our lives richer and more fulfilling
Accomplish, connection, identity, and sensation
• Joy of use concepts:
Describe impact of using the product
Direct in action, the hassle factor, and the learning delta
• Interview in four parts
Overview, transition, main interview, and wrap-up
• Following interview, interpretation session
Contextual design models are created or consolidated
Most relevant models are chosen by team, out of 10 suggested
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Brainstorming for innovation
• Include participants from a wide range of
disciplines, with a broad range of
experience
• Don't ban silly stuff
• Use catalysts for further inspiration
• Keep records. Capture every idea,
without censoring
• Sharpen the focus
• Use warm-up exercises and make the
session fun
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Bringing requirements to life
• Augmenting the basic requirements
expressed as stories, in Volere template, or
in other form
• Personas
Rich descriptions of typical users, not
specific people
• Scenarios
An informal narrative story, simple, ‘natural’,
personal, and not generalizable
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Personas
• Capture a set of user characteristics (user
profile)
• Synthesized from real people based on
user research
• Typical, not idealized
• Bring to life with name, characteristics, goals,
and personal background
Relevant to product under development
• Good persona helps designer with design
decisions and reminds team about who will use
the product
• Develop a small set of personas with one 30
Example Persona #1
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Example Persona #2
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What is a prototype?
• One manifestation of a design that
allows stakeholders to interact with it
• In other design fields, a prototype is a
small-scale model:
A miniature car
A miniature building or town
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What is a prototype in
interaction design?
In interaction design, a prototype can be (among other
things):
• A series of screen sketches
• A storyboard, for example, a cartoon-like series of scenes
• A PowerPoint slide show
• A video simulating the use of a system
• A lump of wood (for instance, the PalmPilot)
• A cardboard mock-up
• A piece of software with limited functionality written in the
target language or in another language
Why prototype?
• Evaluation and feedback are central to
interaction design
• Stakeholders can see, hold, and interact with a
prototype more easily than a document or a drawing
• Team members can communicate effectively
• Ideas can be tested out
• Prototyping encourages reflection: an
important aspect of design
• Prototypes answer questions and support
designers in choosing between alternatives
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Low-fidelity Prototyping
• Uses a medium which is unlike the final medium, for
example, paper or cardboard
• Is quick, cheap, and easily changed
• Examples:
Sketches of screens, task sequences, and so on
‘Post-it’ notes
Storyboards
‘Wizard-of-Oz’
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Storyboards
• It is a series of sketches showing how a
user might progress through a task
using the product
• Often used with scenarios, bringing in
more detail and a chance to role play
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Example storyboard
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Sketching
• Low-fidelity prototyping often relies
on sketching
• Don’t be inhibited about drawing
ability —
Practice simple symbols
14
Prototyping with index cards
• Index cards (3 x 5
inches)
• Each card
represents
one element of
interaction
• In evaluation,
can step through
the cards
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‘Wizard-of-Oz’ prototyping
• The user thinks they are interacting with a computer,
but a human is responding to output rather than the
system
• Usually done early in design to understand users’
expectations
• What is ‘wrong’ with this approach?
User
>Blurb blurb
>Do this
>Why?
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High-fidelity prototyping
• Uses materials that you would expect to be in the
final product
• Prototype looks more like the final system than a
low-
fidelity version
• High-fidelity prototypes can be developed
by integratingexisting hardware and software
components
• Danger that users think they have a
complete
system…see compromises 45
Compromises in prototyping
• Prototyping involve compromises
• For software-based prototyping, maybe there is a slow
response? sketchy icons? limited functionality?
• “In the wild” prototypes operational but not
necessarily
robust
• Two common types of compromise:
Horizontal: Provides a wide range of functions, but
with little detail
Vertical: Provides a lot of detail for only a few
functions
• Compromises in prototypes must not be
ignored. Product needs engineering 46
Conceptual design
• A conceptual model is an outline of what people
can do with a product and what concepts are
needed to understand and interact with it
• Understand problem space and current
requirements; empathize with users
• Creativity and brainstorming
techniques
• Mood board may capture desired
feel
• Consider alternatives: scenarios and 47
Building scenarios
48
Empathizing with users
50
Considering interaction
and interface types
• Which interaction type?
How the user invokes actions
Instructing, conversing,
manipulating, exploring, or
responding
• Do different interface types provide
insight?
Shareable, tangible, augmented
reality, and so forth
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Expanding the initial conceptual model
• What functions will the product perform?
What will the product do and what will the human do?
• How are the functions related to each other?
Sequential or parallel?
Categorizations, for example, all actions related to
privacy on a smartphone
• What information is needed?
What data is needed to perform the task?
How is this data to be transformed by the system?
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Concrete design
• Difference between conceptual and
concrete is emphasis
• Many aspects to concrete design
Color, icons, buttons, interaction devices, and
so on
• User characteristics and context
Inclusiveness, input, and output modes
• Accessibility
Web Content Accessibility Guidelines
• Cross-cultural design
Language, colors, icons, and information
architecture 53
Generating prototypes
• Generate a storyboard from a scenario
Break down scenario into steps
Create a scene for each step
• Sketching out a storyboard prompts designers
to think about design issues
• Generate a card-based prototype from
a storyboard or from a use case
Consider each step in use case – what interaction
element is needed
Draw a card that captures it
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Generating storyboard
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Generating card-based prototype
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Explore the user’s experience
• Use personas, card-based prototypes,
or stickies to model the user experience
• Visual representation called:
Design map
Customer or user journey map
Experience map
• Two common representations
Wheel
Timeline
27
Additional
reading
https://medium.com/nyc-design/ux-ui-design-process-for-beginner-
753952bb2241
REFERENCES
• https://www.altexsoft.com/blog/uxdesign/ux-vs-ui-design-stages-participants-
roles-and-skills/