Effects-Driven Development and Human- Centered Design of Interactive Systems Design thinking, Human-Centered Design and UX Mattias Arvola @mattiasarvola Dept. of Computer and Information Science Why, What, How Effect goals Answers: Why are we doing this project? Answers: What should the service/product bring to the business? Are about: what we wish to gain from the project Experience goals Answers: What experience should the service/ product provide to the users? Are about: The qualities of use the service/ product should support? 1 2 Value in Use Uncertainty / Patterns / Insights Fuzzy front end Clarity / Focus Why should we develop something: User research What is the desired value? What should we develop: Ideation How can we deliver the desired value? How should it be designed: Prototyping/testing Are we delivering what we think we deliver? Do we have all the components needed to deliver what we want to deliver? How should it be realized: Implementation Keeping an eye on that we don t obscure the value through late changes User Research Goals Concept Prototype Product Ideation Revisions Detailing 3 4
Design as Reduced Uncertainty Practical Tools D.Schooling Known What should be done? Unknown Unknown Known How should it be done? https://dschool.stanford.edu/groups/k12/wiki/17cff/images/ thumbs /5af04.png 5 6 http://www.localhiddenvariable.com/ciid/wp-content/uploads/2008/11/user_research_3.jpg 7 8
9 MINNESMARK Bjud med hjälp av ipadappen Minnesmark in till en datorförstärkt skattjakt där deltagarna kan utforska både den fysiska miljön och de media som du förberett. Använd editorn för att skapa skattjakten. Pia, Tom och Ola startar Minnesmark-appen för att gå på en datorförstärkt skattjakt. Pia väljer skattjakt och sedan beger de sig iväg. På platser längs med vägen tar de del av berättelser. Minnesmark är en ARbrowser (AR = augmented reality) som bygger på en princip om fysisk interaktion i den verkliga världen, vilket bidrar till en motiverande aktivitet. Deltagarna hittar skatter i form av media, som sedan skickas till dem via e-post i slutet av skattjakten. Med editorn kan vem som helst sätta ihop egna skattjakter. Markörbaserad augmented reality används för att levandegöra berättelsen, så att virtuella objekt bäddas in med kameravyn i bakgrunden. På en del platser finns panoraman som visar hur det såg ut förr i tiden. De ser man sig omkring i genom att hålla sin ipad framför sig och vända sig runt. Mattias Arvola @mattiasarvola mattias.arvola@liu.se www.minnesmark.se Längs med vägen har de hittat skatter i form av media som i slutet av skattjakten skickas till Olas e-postadress. Vad bra att Olas lärare med hjälp av Minnesmark Editor, kunde sätta upp den här skattjakten åt dem. 10 11 12
13 DESIRABILITY FEASABILITY VIABILITY Design thinking a discipline that uses the designer's sensibility and methods to match people's needs with what is technologically feasible and what a viable business strategy can convert into customer value and market opportunity. Tim Brown The transformation of existing conditions into prefferred ones. Herbert Simon, The Sciences of the Artificial, 1969 Critical thinking: Breaking down ideas Design thinking: Building up ideas 14 A design thinking organization is capable of effectively advancing from MYSTERY to HEURISTIC to ALGORITHM, gaining a cost advantage over its competitors along the way. Roger Martin And with that cost advantage, it can redirect its design thinking capacity to solve THE NEXT IMPORTANT MYSTERY and advance still further ahead of its competitors. Roger Martin 15 16
17 http://www.emeraldinsight.com/content_images/fig/2610380301002.png The McDonald brothers mystery: how to prepare good food the way that people want it. Ray Kroc took their heuristic and pushed it to an algorithm: standardizing portion sizes, cooking times, processes, restaurant design, and so on, for maximum effect. A Design Thinking Mindset Focus on Human Values Empathy for the people you are designing for and feedback from these users is fundamental to good design. 18 A Design Thinking Mindset Show Don t Tell Communicate your vision in an impactful and meaningful way by creating experiences, using illustrative visuals, and telling good stories. A Design Thinking Mindset Embrace Experimentation Prototyping is not simply a way to validate your idea; it is an integral part of your innovation process. We build to think and learn. 19 20
A Design Thinking Mindset Be Mindful of Process Know where you are in the design process, what methods to use in that stage, and what your goals are. A Design Thinking Mindset Bias Toward Action Design thinking is a misnomer; it is more about doing that thinking. Bias toward doing and making over thinking and meeting. 21 22 A Design Thinking Mindset Exploration: Radical Collaboration Bring together innovators with varied backgrounds and viewpoints. Enable breakthrough insights and solutions to emerge from the diversity. Exploration of possibilitites Ideas Exploitation of existing certainties Search, variation, risk taking, experimentation, play flexibility, and discovery, innovation. Exploitation: Reality Refinement, choice, production, efficiency, selection, implementation, execution 23 24
A Human-Centered Design Process (ISO 9241-210, 2010) 1. Plan the humancentred process 2. Understand the context of use Meets the requirements 5. Evaluate against requirements 3. Specify user and business requirements Reliability Produce consistent predictable outcomes. Validity Produce outcomes that meet a desired outcome. 4. Produce design solutions 25 26 User experience Design Norman, 1998 ideation revisions detailing I invented the term because I thought human interface and usability were too narrow. I wanted to cover all aspects of the person s experience with the system including industrial design, graphics, the interface, the physical interaction, and the manual. Since then the term has spread widely, so much so that it is starting to lose it s meaning http://www.adaptivepath.com/ideas/e000862 27 28
UX Design Garret, 2000 WEB AS SOFTWARE INTERFACE WEB AS HYPERTEXT SYSTEM http://www.jjg.net/elements/pdf/elements.pdf 29 30 Web Mobile Phone Store Journey Mapping Fas Före Under Del 1 Under Del 2 Efter user experience Gör Vet Känner Designidéer 31 32
Journey Mapping UX Design Qualities Fas Före Under Del 1 Under Del 2 Efter norms form and material 1 Impact character and innovation Telefon Ethics power experience of activity 0 Webb Möte habits -1 symbolics Communicaton Broschyr constraints cooperation and coordination Brev Build quality Designidéer possibilities business operations usability usefullness Functionality 33 34 IxDQI Interaction Design Quality Indicator. Mattias Arvola. 2011-04-15 Organization Design proposal: Reviewer: Objectives Trees Critical to Quality Trees in Six Sigma Quality driver 1 Performance specification 1 Performance specification 2 Need/Value Quality driver 2 Performance specification 3 Performance specification 4 Quality driver 3 Performance specification 5 Performance specification 6 http://www.mindtools.com/pages/article/ctq-trees.htm 35 36
37 Need Quality driver Performance requirement Uncertainty / Patterns / Insights Clarity / Focus www.liu.se 38