Design

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[edit] Descriptions of the Design Process

  • Participatory Design -- In many ways, participatory design is Systems Analysis combined with User Centered Design. What do the users want? What do they say they need? What do they need that they don't think to tell the designer about? What do they need that they are unaware that they need? What is their vision of the ideal system? Can it be built? How do you go about capturing this information?

[edit] Design Philosophies

  • Inquiry Based Design -- IBD describes an alternative design cycle from that which is typically conceptualized (and used below). Chip Bruce's brainchild, it is what the iLabs project of the Inquiry Group is all about. Essentially, the philosophy is to Build a system first, then test it out by giving it to users, then design a new system based on what the users need, want, have difficulty with, etc. and then build it, give it to the users, etc. It is a constantly evolving design cycle, rather than an attempt to design for the user, once and for all. It requires considerable user patience, as the first few systems tend to be buggy. However, it essentially describes how software actually is developed: in versioning cycles.

[edit] Design Analysis Techniques

[edit] Existing Design Techniques

The goal of many HCI researchers is to create better methods of designing technology. To do this, one must first know what already exists. Then one can develop new design methodologies, or improve upon existing design methodologies.

[edit] Brainstorming & Creating Design Specs

  • User Studies -- What are the users' needs? How many different user communities are there? How do they differ, how are they similar?
  • Scenario Based Design -- Simulate use situations. What is the user required to do? Does the design make sense in the use situation? By testing the design idea out, obvious errors can be caught. By identifying characteristics of different user populations, one can figure out if the system blatantly does not satisfy their needs.
  • Affordance Analysis -- What do different design options afford? What don't they afford? How do they differ in what they afford? What needs to be afforded for the design to be useful for the users? What should not be afforded?
  • Prototyping -- Building mock-ups helps generate ideas and figure out what does not work.
    • Rapid Prototyping -- Improving the speed which prototypes can be generated and used to save time and money.
  • Cognitive Walkthrough -- How do we expect users to use the program? What is the logical structure of the interface we envision?

[edit] Building

[edit] Testing

[edit] Related Links

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