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UNIT 2 - Design Process

The document discusses the design process, including gaining a complete understanding of users and their tasks, soliciting early user involvement, performing prototyping and testing, and iterating the design based on feedback. It also discusses the importance of a balanced design team with specialists in areas like development, human factors, and usability. Key human characteristics that influence design, like perception and memory, are also outlined. Finally, the document discusses methods for determining business requirements like task analysis and developing conceptual models.

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Sai Venkat Gudla
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0% found this document useful (0 votes)
108 views

UNIT 2 - Design Process

The document discusses the design process, including gaining a complete understanding of users and their tasks, soliciting early user involvement, performing prototyping and testing, and iterating the design based on feedback. It also discusses the importance of a balanced design team with specialists in areas like development, human factors, and usability. Key human characteristics that influence design, like perception and memory, are also outlined. Finally, the document discusses methods for determining business requirements like task analysis and developing conceptual models.

Uploaded by

Sai Venkat Gudla
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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UNIT - 2

Design Process

The complexity of a graphical or Web interface will always magnify any


problems that do occur. The following design commandments remain foremost
in the designer’s mind.

Gain a complete understanding of users and their tasks.

Solicit early and ongoing user involvement.

Perform rapid prototyping and testing.

Modify and iterate the design as much as necessary.

Integrate the design of all the system components.


The Design Team

Provide a balanced design team, including specialists in:

Development

Human factors

Visual design

Usability assessment

Documentation

Training
Important Human Characteristics in Design
A variety of attributes that have an important influence on interface and screen
design. Of particular importance in design are:
 Perception

 Memory.

 Visual acuity

 Foveal and peripheral vision: An object viewed directly (foveal vision) appears
noticeably different from the same object viewed indirectly (peripheral vision).

 Sensory storage.

 Information processing.

 Learning, skill, and individual differences.


Human Interaction Speeds
The speed at which people can perform using various
communication methods.
Reading: The average adult, reading English prose in the some
countries, has a reading speed in the order of 250–300 words per
minute. Proofreading text on paper has been found to occur at
about 200 words per minute, on a computer monitor, about 180
words per minute.

Listening: Words can be comfortably heard and understood at a


rate of 150 to 160 words per minute. This is generally the
recommended rate for audio books and video narration.

Speaking: Dictating to a computer occurs at a rate of about 105


words per minute. Speech recognizer misrecognitions often occur,
however, and when word correction times are factored in, the
speed drops significantly, to an average of 25 words per minute.
 Keying: Fast typewriter typists can key at rates of 150 words per
minute and higher. Average typing speed is considered to be about
60–70 words per minute.

Hand printing: People hand print memorized text at about 31


words per minute. Text is copied at about 22 words per minute
(Brown, 1988).
Understand the Business Function - business definition and
requirements analysis.
 The objective of this phase is to establish the need for a system.

 Requirement is an objective that must be met. A product


description is developed and refined, based on input from users or
marketing.

 The techniques listed are classified as Direct and Indirect methods.

 Direct methods consist of face-to-face meetings with, or actual


viewing of, users to solicit requirements.

 Indirect methods impose an intermediary, someone or something,


between the users and the developers.
Direct Methods

Individual Face-to-Face Interview


• A one-on-one visit with the user to obtain information. It
may be structured or somewhat open-ended.

Telephone Interview or Survey


• A structured interview conducted via telephone.

Traditional Focus Group


• A small group of users and a moderator brought together
to verbally discuss the requirements.
Facilitated Team Workshop
• A facilitated, structured workshop held with users to
obtain requirements information. Similar to the Traditional
Focus Group.

Observational Field Study


• Users are observed and monitored for an extended time to
learn what they do.

Requirements Prototyping
• A demo, or very early prototype, is presented to users for
comments concerning functionality.
User-Interface Prototyping
• A demo, or early prototype, is presented to users to
uncover user-interface issues and problems.

Usability Laboratory Testing


• Users at work are observed, evaluated, and measured in
a specially constructed laboratory.

Card Sorting for Web Sites


• A technique to establish groupings of information for Web
sites.
Indirect Methods
MIS Intermediary
• A company representative defines the user’s goals
and needs to designers and developers.

Paper Survey or Questionnaire


• A survey or questionnaire is administered to a
sample of users using traditional mail methods to obtain their
needs.

Electronic Survey or Questionnaire


• A survey or questionnaire is administered to a
sample of users using e-mail or the Web to obtain their
needs.
Electronic Focus Group
• A small group of users and a moderator discuss the
requirements online using workstations.

Marketing and Sales


• Company representatives who regularly meet customers
obtain suggestions or needs, current and potential.

Support Line
• Information collected by the unit that helps customers with
day-to-day problems is analyzed (Customer Support,
Technical Support, Help Desk, etc.).
E-Mail or Bulletin Board
• Problems, questions, and suggestions from users
posted to a bulletin board or through e-mail are analyzed.

User Group
• Improvements are suggested by customer groups who
convene periodically to discuss software usage.

Competitor Analyses
• A review of competitor’s products or Web sites is used
to gather ideas, uncover design requirements and identify
tasks.
Trade Show
• Customers at a trade show are presented a mock-up or
prototype and asked for comments.

Other Media Analysis


• An analysis of how other media, print or broadcast,
present the process, information, or subject matter of
interest.

System Testing
• New requirements and feedback are obtained from
ongoing product testing.
Determining Basic Business Functions
 Understanding the User’s Mental Model: A mental model is an
internal representation of a person’s current conceptualization and
understanding of something. Mental models are gradually
developed in order to understand, explain, and do something.

(ఒక వ్యక్తి యొక్క ప్రస్తు త భావన మరియు అవగాహన యొక్క అంతర్గత


ప్రాతినిధ్యాన్ని మానసిక నమూనాగా చెప్పవచ్చు. మానసిక నమూనాలు నెమ్మదిగా
అర్థం చేసుకోవడానికి, వివరించడానికి, మరియు చేయటానికి క్రమంగా అభివృద్ధి
చెందుతాయి.)
Performing a Task Analysis: User activities are precisely
described in a task analysis. Task analysis involves breaking down
the user’s activities to the individual task level. The goal is to
obtain an understanding of why and how people currently do the
things that will be automated.

 Developing Conceptual Models: A conceptual model is the


general conceptual framework through which the system’s
functions are presented. Such a model describes how the interface
will present objects, the relationships between objects, the
properties of objects, and the actions that will be performed.
Design Standards or Style Guides
 A design standard or style guide documents an agreed-upon way
of doing something.

 In interface design, it describes the appearance and behavior of


the interface and provides some guidance on the proper use of
system components. It also defines the interface standards, rules,
guidelines, and conventions that must be followed in detailed design.

 It will be based on the characteristics of the system’s hardware and


software, the principles of good interface and screen design, the
needs of system users.
Value of Standards and Guidelines
Developing and applying design standards or guidelines achieves design
consistency.
This is valuable to users because the standards and guidelines:
Allow faster performance.
Reduce errors.
Reduce training time.
Better system utilization.
Improve satisfaction.
Improve system acceptance.

They are valuable to system developers because they:


Increase visibility of the human-computer interface.
Simplify design.
Provide more programming and design aids, reducing programming
time.
Reduce redundant effort.
Reduce training time.
Provide a benchmark for quality control testing.

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