2014年4月2日星期三

About face 3.0/4

In particular, qualitative research helps us understand:
 -Behaviors, attitudes, and aptitudes of potential product users
-Technical, business, and environmental contexts — the domain— of the product to be designed
-Vocabulary and other social aspects of the domain in question
-How existing products are used

Qualitative research can also help the progress of design projects by:
-Providing credibility and authority to the design team, because design decisions can be traced to research results
-Uniting the team with a common understanding of domain issues and user concerns
-Empowering management to make more informed decisions about product design issues that would otherwise be based on guesswork or personal preference

It’s our experience that in comparison, qualitative methods tend to be faster, less expensive, and more likely to provide useful answers to important questions that lead to superior design:
-How does the product fit into the broader context of people’s lives?
-What goals motivate people to use the product, and what basic tasks help people
accomplish these goals?
-What experiences do people find compelling? How do these relate to the product
being designed?
-What problems do people encounter with their current ways of doing things?

Qualitative research is a very necessary prior method to get known your users'  opinion to your product.Without this step,there is no chance to get fully understand of the cutting-through point of a digital product.


The type of information that is important to gather from stakeholders includes:
-Preliminary product vision
-Budget and schedule
-Technical constraints and opportunities
-Business drivers 
 -Stakeholders’ perceptions of the user

Some points to consider about using SMEs(subject matter experts) are:

-SMEs are often expert users.
 -SMEs are knowledgeable, but they aren’t designers.
 -SMEs are necessary in complex or specialized domains.
 -You will want access to SMEs throughout the design process

Interviewing customers, you will want to understand:
-Their goals in purchasing the product
-Their frustrations with current solutions
-Their decision process for purchasing a product of the type you’re designing
-Their role in installation, maintenance, and management of the product Domain-related issues and vocabulary

customers sometimes are not the same group of users

Information we are interested in learning from users includes:
-The context of how the product (or analogous system, if no current product exists) fits into their lives or workflow: when, why, and how the product is or will be used
-Domain knowledge from a user perspective: What do users need to know to do their jobs?
-Current tasks and activities: both those the current product is required to accomplish and those it doesn’t support
-Goals and motivations for using their product Mental model: how users think about their jobs and activities, as well as what expectations users have about the product
-Problems and frustrations with current products (or an analogous system if no current product exists)

Perhaps the most effective technique for gathering qualitative user data combines interviewing and observation, allowing the designers to ask clarifying questions and direct inquiries about situations and behaviors they observe in real time.

In parallel with stakeholder interviews, the design team should review any literature pertaining to the product or its domain. This can and should include product marketing plans, brand strategy, market research, user surveys, technology specifications and white papers, business and technical journal articles, competitive studies,Web searches for related and competing products and news, usability study results and metrics, and customer support data such as call center statistics.

The design team, ideally, should engage in an informal heuristic or expert review of both the current and competitive interfaces, comparing each against interaction and visual design principles (such as those found later in this book). This procedure both familiarizes the team with the strengths and limitations of what is currently available to users, and provides a general idea of the current functional scope of the product.

The design hackathon is a very popular and usefull way to inspire the design team.Combining all kinds of information and literature resources with team perspective,the process of the design will be much more effective.
















2014年3月29日星期六

About face 3.0/3

"The way engineers must build software is often a given, dictated by various technical and business constraints. The model for how the software actually works is called the implementation model. The way users perceive the jobs they need to do and how the program helps them do it is their mental model of interaction with the software. It is based on their own ideas of how they do their jobs and how computers might work. The way designers choose to represent the working of the program to the user is called the represented model, which, unlike the other two models, is an aspect of software over which designers have great control. One of the most important goals of the designer should be to make the represented model match the mental model of users as closely as possible. It is therefore critical that designers understand in detail the way their target users think about the work they do with the software."

User interfaces should be based on user mental models rather than implementation models.



"Real-world mechanical systems have the strengths and weaknesses of their medium, such as pen and paper. Software has a completely different set of strengths and weaknesses, yet when mechanical representations are replicated without change, they combine the weaknesses of the old with the weaknesses of the new."

Don’t replicate Mechanical-Age artifacts in user interfaces without Information-Age enhancements.


"Most occupants of the beginner end of the curve will either migrate into the center bulge of intermediates, or they will drop off of the graph altogether and find some product or activity in which they can migrate into intermediacy. Most users thus remain in a perpetual state of adequacy striving for fluency, with their skills ebbing and flowing like the tides depending on how frequently they use the product. Larry Constantine first identified the importance of designing for intermediates, and in his book Software for Use, he refers to such users as improving intermediates. We prefer the term perpetual intermediates, because although beginners quickly improve to become intermediates, they seldom go on to become experts."

The users of a digital product mostly are neither beginners nor experts,the intermediates are the majority of the user group,so design for the intermediates is a quite important principle of the interactive design.


For Beginners
"A separate guide facility— displayed within a dialog box — is a fine means for communicating overview, scope, and purpose. As the user begins to use the product, a dialog box can appear that states the basic goals and tools of the product, naming the main features. As long as the guide stays focused on beginner issues, like scope and goals, and avoids perpetual intermediate and expert issues (discussed below), it should be adequate for assisting beginners."

For Experts
"Expert users constantly, aggressively seek to learn more and to see more connections between their actions and the product’s behavior and representation. Experts appreciate new, powerful features. Their mastery of the product insulates them from becoming disturbed by the added complexity."

For Intermediates
"Perpetual intermediates need access to tools. They don’t need scope and purpose explained to them because they already know these things. ToolTips (see Chapter 23) are the perfect perpetual intermediate idiom. ToolTips say nothing about scope and purpose and meaning; they only state function in the briefest of idioms, consuming the least amount of video space in the process."

What are these three different groups separately need.

2014年3月28日星期五

About face 3.0/2













"Goal-Directed Design combines techniques of ethnography, stakeholder interviews,
market research, detailed user models, scenario-based design, and a core set
of interaction principles and patterns. It provides solutions that meet the needs and
goals of users, while also addressing business/organizational and technical imperatives.
This process can be roughly divided into six phases: Research, Modeling,
Requirements Definition, Framework Definition, Refinement, and Support (see
Figure 1-5). These phases follow the five component activities of interaction design
identified by Gillian Crampton Smith and Philip Tabor— understanding,
abstracting, structuring, representing, and detailing — with a greater emphasis on
modeling user behaviors and defining system behaviors."





About face 3.0/1

"Design, according to industrial designer Victor Papanek, is the conscious and intuitive
effort to impose meaningful order.We propose a somewhat more detailed definition
of human-oriented design activities:

 -Understanding users’ desires, needs, motivations, and contexts 
 -Understanding business, technical, and domain opportunities, requirements, and
constraints
 -Using this knowledge as a foundation for plans to create products whose form,
content, and behavior is useful, usable, and desirable, as well as economically
viable and technically feasible

This definition is useful for many design disciplines, although the precise focus on
form, content, and behavior will vary depending on what is being designed. For
example, an informational Web site may require particular attention to content,
whereas the design of a chair is primarily concerned with form. As we discussed in
the Introduction, interactive digital products are uniquely imbued with complex
behavior."



"-Digital products are rude
Digital products often blame users for making mistakes that are not their fault, or

should not be.

-Digital products require people to think like computers
Digital products regularly assume that people are technology literate.

-Digital products exhibit poor behavior

-Digital products require humans to do the heavy lifting"



"The conscious inclusion of design heralded the ascendance of the modern triad of
product development concerns identified by Larry Keeley of the Doblin Group:
capability, viability, and desirability (see Figure 1-3). If any one of these three foundations

is significantly weak in a product, it is unlikely to stand the test of time"

Novell emphasized technology and gave little attention to desirability. This made it vulnerable to competition.Apple has emphasized desirability but has made many business blunders. Nevertheless,it is sustained by the loyalty created by its attention to the user experiences. Microsoft is one of the best run businesses ever, but it has not been able to create highly desirable products. This provides an opening for competition.



"Products designed and built to achieve business goals alone will eventually fail; personal
goals of users need to be addressed.When the user’s personal goals are met by
the design, business goals are far more effectively achieved, for reasons we’ll explore
in more detail in later chapters."

Ignoring the user's personal goals to persue the business goals always lead to a terrible product.


"If you’re still unsure about the difference between goals and activities or tasks, there
is an easy way to tell the difference between them. Since goals are driven by human
motivations, they change very slowly—if at all—over time.Activities and tasks are
much more transient, since they are based almost entirely on whatever technology is at hand. For example, when traveling from St. Louis to San Francisco, a person’s
goals are likely to include traveling quickly, comfortably, and safely. In 1850, a settler
wishing to travel quickly and comfortably would have made the journey in a covered
wagon; in the interest of safety, he would have brought along his trusty rifle. Today,
a businessman traveling from St. Louis to San Francisco makes the journey in a jet
aircraft and, in the interest of safety, he is required to leave his firearms at home. The
goals of the settler and businessman remain unchanged, but their activities and tasks
have changed so completely with the changes in technology that they are, in some
respects, in direct opposition."

Goals are the inner motivation of a user.The activities and tasks are just the process that a user tries to reach the goals.


"Many designers assume that making interfaces easier to learn should always be a
design target. Ease of learning is an important guideline, but in reality, as Brenda
Laurel notes, the design target really depends on the context—who the users are,
what they are doing, and what goals they have.You simply can’t create good design by
following rules disconnected from the goals and needs of the users of your product."

User,behavior,goals

About face 3.0/0

"Especially since the Web revolution—when tossing common sense overboard
seemed to be the path to instant riches—I’ve heard many intelligent people who
really should know better say, “It is simply not possible to know what the user
wants!”While this assertion certainly absolves them of not, in fact, knowing what
the user wants, it is boldly, obviously, incredibly false. At my company, Cooper,
clients bring our designers into the complex worlds of finance, health care, pharmaceuticals,
human resources, programming tools, museums, consumer credit,
and any number of disparate fields. Our teams, none of whom have any training
in—or typically even any exposure to—the particular subject matter at hand, routinely
become sufficiently expert in only a few weeks to astonish our clients.We can
do this because our point of departure is relentlessly human-centered, rather than
technology-centered."

Human-centered has been a common notion now,and it is recognized as the core conception of interactive design.


"This book is about interaction design—the practice of designing interactive digital
products, environments, systems, and services. Like many design disciplines,
interaction design is concerned with form.However, first and foremost, interaction
design focuses on something that traditional design disciplines do not often

explore: the design of behavior.

Most design affects human behavior: Architecture is concerned with how people use
physical space, and graphic design often attempts to motivate or facilitate a
response. But now, with the ubiquity of silicon-enabled products—from computers
to cars and phones—we routinely create products that exhibit complex behavior."


User behavior is the main aspect that interaction design focuses on.The traditional design never face or deal with too much complex human behavior,but interactive design is based on it.The core concern of interaction design: how specifically to design the behavior of complex interactive systems.




Form,content,behavior,the relationship between the three basic components of design.


"In this book, we attempt to provide readers with effective and practical tools for
interaction design. These tools consist of principles, patterns, and processes. Design
principles encompass broad ideas about the practice of design, as well as rules and
hints about how to best use specific user interface and interaction design idioms.
Design patterns describe sets of interaction design idioms that are common ways to
address specific user requirements and design concerns. Design processes describe
how to go about understanding and defining user requirements, how to then translate
those requirements into the framework of a design, and finally how to best apply design principles and patterns to specific contexts."

The three tools of interactive design.Mark this.Main steps of interactive design:researching
the domain, understanding the users and their requirements, defining the framework of a solution, and filling in the design details

Hello world

I' m planning to mark some important book notes about front-end coding,interactive design,graphic design here from now on.