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Lesson#18
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GOAL-DIRECTED DESIGN METHODOLOGIES
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As the aim of this lecture is to introduce you the study of
Human Computer
Interaction, so that after studying this you will be able to:
. Understand
different phases of Goal-Directed Design Approach
18.1 Goal-Directed Design
Model
Underlying the goal-directed approach to design is the premise
that product must
balance business and engineering concerns with user concerns.
You begin by asking, “what do people desire?” then you ask, “of
the things people
desire, what will sustain a business.” And finally you ask, “Of
the things people
desire, that will also sustain the business, what can we build?”
a common trap is to
focus on technology while losing the sight of viability and
desirability.
Understanding the importance of each dimension is only the
beginning, which
understanding must also be acted upon. We are familiar with this
process along the
business and technology dimension; you create a business model
and then develop a
business plan, and similarly create an engineering model and
specification.
The goal-directed design process is an analog to these planning
processes. It results in
a solid user model and a comprehensive interaction plan.
The user plan determines the probability that customer will
adopt a product. The
business plan determine the probability that business can
sustain itself up to and
through launch—and that sale will actually support growth
thereafter. And technology
plan determines the probability that the product can be made to
work and actually
deliverable.
Multiplying these three factors determines the overall
probability that a product will
be successful.
18.2 A process overview
Goal-Directed Design combines techniques of ethnography,
stakeholder interviews,
market research, product/literature reviews, detailed user
model, scenario-based
design, and a core set of interaction principles and patterns.
It provides solutions that
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meet the needs and goals of users, while also addressing
business/organizational and
technical imperatives. This process can be roughly divided into
five phases:
. Research
. Modeling
. Requirements
Definition
. Framework
Definition
. Refinement
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.
Research
The research phase employs ethnographic field study techniques
(observation and
contextual interviews) to provide qualitative data about
potential and/or actual users
of the product. It also includes competitive product audits,
reviews of market research
and technology white papers, as well as one-on-one interviews
with stakeholders,
developers, subject matter experts (SMEs), and technology
experts as suits the
particular domain.
One of the principles out comes of field observation and user
interviews are an
emergent set of usage patterns—identifiable behaviors that help
categorize modes of
use of a potential or existing product. These patterns suggest
goals and motivations
(specific and general desired outcomes of using the product). In
business and
technical domains, these behavior patterns tend to map to
professional roles; for
consumer product, they tend to correspond to lifestyle choices.
Usage patterns and the
goals associated with them drive the creation of personas in the
modeling phase.
Market search helps select and filter for valid persons that fit
corporate business
models. Stakeholder interviews, literature reviews, and product
audits deepen the
designers’ understanding of the domain and elucidate business
goals and technical
constraints that the design must support.
Modeling
During the modeling phase, usage and workflow patterns
discovered through analysis
of the field research and interviews are synthesized into domain
and user models.
Domain models can include information flow and workflow
diagrams. User models,
Research
User and the
domain
Modeling
Users and use
context
Requirements
Definition of user,
business& technical needs
Framework
Definition of design
structure & flow
Refinement
Of behavior, form&
content
or personas, are detailed composite user archetypes that
represent distinct groupings
of behavior patterns, goals, and motivations observed and
identified during the
research phase.
Personas serves as the main characters in a narrative
scenario-based approach to
design that iterative generates design concepts in the framework
definition phase,
provides feedback that enforces design coherence and
appropriateness in the
refinement phase, and represents a powerful communication tool
that helps
developers and managers to understand design rationale and to
prioritize features
based on user needs. In he modeling phase, designers employ a
variety of
methodological tools to synthesize, differentiate, and
prioritize personas, exploring
different yupes of goals and mapping personas across ranges of
behavior to ensure
there are no gaps or duplications.
Specific design targets are chosen from the cast of personas
through a process of
comparing goals and assigning a hierarchy of priority based on
how broadly each
persona’s goals encompass the goals of other personas. A process
of designating
persona types determines the amount of influence each persona
has on the eventual
form and behavior of the design.
Possible user persona type designations include:
. Primary: the
persona’s needs are sufficiently unique to require a distinct
interface form and behavior
. Secondary: primary
interface serves the needs of the persona with a minor
modification or addition
. Supplement: the
persona’s needs are fully satisfied by a primary interface
. Served: the persona
is not an actual user of the product, but is indirectly
affected by it and its use
. Negative: the
persona is created as an explicit, rhetorical example of whom
not to design for
Requirements definition
Design methods employed by teams during the requirements
definition phase
provides the much-needed connection between user and other
models and the
framework of the design. This phase employs scenario-based
design methods, with
the important innovation of focusing the scenarios not on user
tasks in the abstract,
but first and foremost of meeting the goals and needs of
specific user personas.
Personas provide and understanding of which tasks are truly
important and why,
leading to an interface that minimize necessary tasks while
maximizing return.
Personas become the main characters of these scenarios, and the
designers explore the
design space via a form of role-playing.
For each interface/primary persona the process of design in the
requirements
definition phase involves an analysis of persona data and
functional needs, prioritized
and informed by persona goals, behaviors, and interactions with
other personas in
various contexts.
This analysis is accomplished through an iteratively refined
context scenario that start
with a “day in the life” of the persona using the product,
describing high-level product
touch points, and thereafter successively defining detail at
ever-deepening levels. As
this iteration occurs, both business goals and technical
constraints are also considered
and balanced with personas goals and needs. The output of this
process is a
requirements definition that balances user, business, and
technical requirements of the
design to follow.
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Framework definition
In the framework definition phase, teams synthesize an
interaction framework by
employing two other critical methodological tools in conjunction
with context
scenarios. The first is a set of general interaction design
principles that, like their
visual design counterparts, provide guidance in determining
appropriate system
behavior in a variety of contexts
The second critical methodological tool is a set of interaction
design patterns that
encode general solutions (with variations dependent on context)
to classes of
previously analyzed problems. These patterns bear close
resemblance to the concept
of architectural design patterns developed by Christopher
Alexander. Interaction
design patterns are hierarchically organized and continuously
evolve as new contexts
arise. Rather than stifling designer creativity, they often
provide needed leverage to
approach difficult problems with proven design knowledge.
After data and functional needs are described at this high
level, they are translated
into design elements according to interaction principles and
then organized using
patterns and principles into design sketches and behavior
descriptions. The output of
this process is an interaction framework definition, a stable
design concept that
provides the logical and gross formal structure for the detail
to come. Successive
iterations of more narrowly focused scenarios provide this
detail in ht refinement
phase. The approach is often a balance of top-down design and
bottom-up design.
Refinement
The refinement phase proceeds similarly to the framework
definition phase, but with
greater focus on task coherence, using key path and validation
scenarios focused on
storyboarding paths through the interface in high detail. The
culmination of the
refinement phase is the detailed documentation of the design, a
form and behavior
specification, delivered in either paper or interactive media as
context dictates.
Goals, not features, are key to product success
Programmers and engineers—people who are intrigued by
technology—share a
strong tendency to think about products in terms of functions
and features. This is
only natural, as this is how developers build software:
function-by-function. The
problem is that this is not how users want to use it.
The decision about whether a feature should be included in a
product shouldn’t rest on
its technological understandings. The driving force behind the
decision should never
be simply that we have the technical capability to do it. The
deciding factor should be
whether that feature directly, or indirectly, helps to achieve
the goals of the user while
still meeting the needs of the business.
The successful interaction designer must be sensitive to user’s
goals amid the
pressures and chaos of the product-development cycle. The
Goal-Directed process,
with its clear rationale for design decisions, makes persuading
engineers easier, keeps
marketing and management stakeholders in the loop, and ensures
that the design in
question isn’t just guesswork, or a reflection of the team
members’ personal
preferences.
Most computer users know all too well that opening the shrink
wrap on a new
software product augurs several days of frustration and
disappointment spent learning
the new interface. On the other hand, many experienced users of
a program may find
themselves continually frustrated because the program always
treats them like rank
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beginners. It seems impossible to find the right balance between
catering to the needs
of the first-timer and the needs of the expert.
One of the eternal conundrums of interaction and interface
design is deciding how to
address the needs of both beginning users and expert users with
a single interface.
Some programmers and designers choose to abandon this idea
completely, choosing
instead to create software with a beginner mode and an expert
mode, the former
usually being an oversimplified and underpowered subset of the
latter. Of course,
nobody wants to be caught dead using software in beginner mode,
but the leap from
there to expert mode is usually off a rather tall cliff into a
shark-infested moat of
implementation-model design. What, then, is the answer? The
solution to this
predicament lies in a different understanding of the way users
master new concepts
and
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tasks.
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18.3 Types of users
Most users are neither beginners nor experts; instead they are
intermediates.
The experience level of people performing an activity requiring
knowledge or skill, if
we graph number of people against skill level, a relatively
small number of beginners
are on the left side, a few experts are on the right, and the
majority—intermediate
users—are in the center.
Statistics don’t tell the whole story, however, the bell curve
is a snapshot in time, and
although most intermediate tend to stay in that category, the
beginners do not remain
beginners for very long. The difficulty of maintaining a high
level of expertise also
means that experts come and go rapidly, but beginners change
even more rabidly.
Both beginners and experts tend over time to gravitate towards
intermediacy.
Although everybody spends some minimum time as a beginner,
nobody remains in
that state for long. People don’t like to be incompetent; and
beginners, by definition,
are incompetent. Conversely, learning and improving is
rewarding, so beginners
become intermediates very quickly—or they drop out altogether.
All skiers, for
example, send time as beginners, but those who find they don’t
rapidly progress
beyond more-falling-than-skiing quickly abandon the sport. The
rest soon move off of
the bunny slopes onto the regular runs. Only a few ever make it
onto the double-black
diamond runs for experts.
The occupants of the beginner end of the curve will either
migrate into the center
bulge of intermediates, or they will drop off 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 program. 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. The term
perpetual intermediates are preferred, because although
beginners quickly improve to
become intermediates, they seldom go on to become experts.
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A good ski resort bas a gentle slope for learning and a few
expert runs to really
challenge the serious skiers. But if the resort wants to stay in
business, it will cater to
the perpetual intermediate skier, without scaring off the
beginner or insulting the
expert. The beginner must find it easy to matriculate into the
world of intermediacy,
and the expert must not find his vertical runs obstructed by
aids for bewildered
perpetual intermediates.
A well-balanced user interface takes the same approach. It
doesn’t cater to the
beginner or to the experts, but rather devotes the bulk of its
efforts to satisfying the
perpetual intermediate. At the same time, it avoids offending
either of its smaller
constituencies, recognizing that they are both vital.
Most users in this middle state would like to learn more about
the program but usually
don’t have the time. Occasionally, the opportunity to do so will
surface. Sometimes
these intermediates use the product extensively for weeks at a
time to complete a big
project. During this time, they learn new things about the
program. Their knowledge
grows beyond its previous boundaries.
Sometimes, however, they do not use the program for months at a
time and forget
significant portions of what they knew. When they return to the
program, they are not
beginners, but they will need reminders to jog their memory back
to its former state.
If a user finds himself not satisfactorily progressing beyond
the beginner stage after
only a few hours, he will often abandon the program altogether
and find another to
take its place. No one is willing to remain incompetent at a
task for long.
Optimizing for intermediates
Now let’s contrast our bell curve of intermediates with the way
that software is
developed. Programmers qualify as experts in the software they
code because they
have to explore every possible use case, no matter how obscure
and unlikely, to create
program code to handle it. Their natural tendency is to design
implementation model
software with every possible option given equal emphasis in the
interaction, which
they, as experts, have no problem understanding.
All the same, time, sales, marketing, and management—none of
whom are likely to
be expert users or even intermediates—demonstrate the product to
customers,
reporters, partners, and investors who are themselves unfamiliar
with the product.
Because of their constant exposure to beginners, these
professionals have a strongly
biased view of the user community. Therefore, it comes as no
surprise that sales and
marketing folks lobby for bending the interface to serve
beginners. They demand that
training wheels be attached to the product to help out the
struggling beginner.
Programmers create interaction suitable only for experts, while
the marketers demand
interactions suitable only for beginners, but the largest, most
stable, and most
important group of users is the intermediate group.
It’s amazing to think that the majority of real users are
typically ignored, but more
often than not that is the case. You can see it in many
enterprise and commercial
software-based products. The overall design biases them towards
expert users, while
at the same time, cumbersome tools like wizards and Clippy are
rafted on the meet the
marketing department’s perception of new users. Experts rarely
use them, and
beginners soon desire these embarrassing reminders of their
ignorance. But the
perpetual intermediate majority is perpetually stuck with them.
Our goal should be neither to pander to beginners nor to rush
intermediates into
expertise. Our goal is threefold: to rapidly and painlessly get
beginners into
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intermediacy; to avoid putting obstacles in the way of those
intermediates who want
to become experts; an most of all, to keep perpetual
intermediates happy as they stay
firmly in the middle of the skill spectrum.
It is required to spend more time making our programs powerful
and easy to use for
perpetual intermediate users. Beginners and experts are also
accommodated but not to
the discomfort of the largest segment of users.
What perpetual intermediates need
Perpetual intermediates need access to tools. They don’t need
scope and purpose
explained to them because they already know these things.
Tooltips 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.
Perpetual intermediates know how to use reference materials.
They are motivated to
dig deeper and learn, as long as they don’t have to tackle too
much at once. This
means that online help is a perpetual intermediate tool. They
use it by way of the
index, so that part of help must be very comprehensive.
Perpetual intermediates will be establishing the functions that
they use with regularity
and those that they only use rarely. The user may experiment
with obscure features,
but he will soon identify—probability subconsciously—his
frequently used working
set. The user will demand that the tools in his working set are
placed front-and-center
in the user interface, easy to find and to remember.
Perpetual intermediates usually know that advanced features
exist, even though they
may not need them or know how to use them. But the knowledge
that they are there is
reassuring to the perpetual intermediate, convincing him that he
made the right choice
investing in this program. The average skier may find it
reassuring to know that there
is a really scary black diamond expert run just beyond those
trees, even if she never
intends to use it. It gives her something to aspire to and dream
about.
You program’s code must provide for both rank amateurs and all
the possible cases an
expert might encounter. Don’t let this technical requirement
influence your design
thinking. Yes, you must apply the bulk of your talents, time,
and resources to
designing the best interaction possible for your most
representative users: the
perpetual intermediates. |
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