Chapter 3

Managing Design Processes

Outline

 

I.          Organizational Design and Support Usability

      Design is inherently creative and unpredictable.  Interactive system designers must blend knowledge of technical feasibility with a mystical esthetic sense of what attracts users.

 

II.        The Three Pillars of Design

  1. Guidelines documents and processes

   Each project has different needs, but guidelines should be considered for:

         Words, icons, and graphics

        Terminology (objects and actions), abbreviations, and capitalization

        Character set, fonts, font sizes, and styles (bold, italic, underline)

        Icons, graphics, line thickness, and

        Use of color, backgrounds, highlighting, and blinking

         Screen-layout issues

        Menu selection, form fill-in, and dialog-box formats

        Wording of prompts, feedback, and error messages

        Justification, white space, and margins

        Data entry and display formats for items and lists

        Use and contents of headers and footers

         Input and output devices

        Keyboard, display, cursor control, and pointing devices

        Audible sounds, voice feedback, touch input, and other special devices

        Response time for a variety of tasks

         Action sequences

        Direct-manipulation clicking, dragging, dropping, and gestures

        Command syntax, semantics, and sequences

        Programmed function keys

        Error handling and recovery procedures

         Training

        Online help and tutorials

        Training and reference materials

        Command syntax, semantics, and sequences

  1. User interface software tools
  2. Expert reviews and usability testing

 

 

III.       Developmental Methodologies

The Logical User-Centered Interactive Design Methodology (LUCID) (Kreitzberg):

        Stage 1:  Envision

        Stage 2:  Discovery

        Stage 3:  Design Foundation

        Stage 4:  Design Detail

        Stage 5:  Build

        Stage 6:  Release

The Twelve areas of the LUCID Management Strategy

    1. Product Definition
    2. Business Case
    3. Resources
    4. Physical Environment
    5. Technical Environment
    6. Users
    7. Functionality
    8. Prototype
    9. Usability
    10. Design Guidelines
    11. Content Materials
    12. Documentation, Training, and Help

 

IV.       Ethnographic Observation

Observation of users in work or home environment to gain insight into behavior and context.

 

V.        Participatory Design

    Controversial user involvement in the design proces

 

VI.       Participatory community-centered development

 

 


V.        Scenario Development

Day-in-the-life scenarios:

         characterize what happens when users perform typical tasks

         can be acted out as a form of walkthrough

         useful tools

        table of user communities across top, tasks listed down the side

        table of task sequences

        flowchart or transition diagram