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10/14/20

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Conceptual Design
Suleman Shahid

Suleman Shahid -Human Computer Interaction - LUMS-SBASSE-CS 10/14/20

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Agenda

n Déjà vu
n User Research

n Conceptual Design

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User centered design process
1 2 3 4 5

n Conceptual design
n Identify the content and functionality
n Structure of the contents
n Visualization of contents
n Design alternatives

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User centered design process
1 2 3 4 5

n Techniques at this stage


n Brainstorming
n Card sorting
n Storyboards
n Participatory design

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Key components of a problem
definition (Recap)
n identify the human activity
n which the proposed interactive system will support

n identify the people, or users


n who will perform the activity

n set the levels of support


n which the system will provide (the system’s usability)

n select the basic form of solution


n to employ in the design problem

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n Déjà vu
n Phase-1 Highlights
n UCD Recap

n Product Development Cycle


n Where are we now?

Agenda n Conceptual Design


n From Requirements to Design
n Conceptual Model
n Design Alternatives
n Brainstorming
n Scenarios
n Sketching
n Storyboards

Suleman Shahid -Human Computer Interaction -


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LUMS-SBASSE-CS

Brainstorming
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Brainstorming/Concept
Generation
n The point is to generate MANY, WIDE-RANGING ideas
n nutty and absurd are GOOD.
n Go for the extremes (to get out of the rut)
n riff off other’s ideas

n The point is NOT to generate excellent, complete, feasible


ideas
n to develop or critique ideas
n go wide
n deep is for later.

Ref: cpsc 344 / class 03b


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Brainstorming is like popcorn
Ground rules

n Postpone and withhold your judgment of ideas:


n never criticize
n Encourage wild and ‘larger-than-life’ ideas
n Quantity counts at this stage, not quality
n More Ideas == More Creative == Better
n Switch topics when the popcorn slows down
n Build on the ideas put forward by others
n Every person and every idea has equal worth
n Be Visual
n One Conversation at a Time (stay focused on the topic)

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+ How not to BRAINSTORM

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Storm the Brain
In-class activity

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n Déjà vu
n Phase-1 Highlights
n UCD Recap

n Product Development Cycle


n Where are we now?

Agenda n Conceptual Design


n From Requirements to Design
n Conceptual Model
n Brainstorming
n Design Alternatives
n Scenarios
n Sketching
n Storyboards

Suleman Shahid - Human Computer Interaction-


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Where do design alternatives
come from?
n Humans stick to what they know works

n But considering alternatives is important to ‘break out of the


box’

n How do you generate alternatives?


n ‘Flair and creativity’: research & synthesis
n Seek inspiration: look at similar products or
look at very different products
n Techniques?

ID Book, Preece et al
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Steel Bridge Design Alternatives

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How do you choose among
alternatives?
n Evaluation with users, using prototypes

n Technical feasibility: some not possible

n Quality thresholds:
n Usability goals lead to usability criteria set early on and check
regularly
n safety
n Utility
n effectiveness
n efficiency

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In-class Activity
Generating design alternatives

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n Déjà vu
n Phase-1 Highlights
n UCD Recap

n Product Development Cycle


n Where are we now?

Agenda n Conceptual Design


n From Requirements to Design
n Conceptual Model
n Design Alternatives
n Brainstorming
n Scenarios
n Sketching
n Storyboards

Suleman Shahid - Human Computer Interaction-


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LUMS/SBASSE/CS

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Communicating your ideas
First Stage

n Lots of ideas

n Choose appropriate one based on the criteria discussed


earlier

n Communicate these ideas within team and with users


n Scenarios
n Sketching
n Storyboards

Suleman Shahid - Human Computer Interaction- LUMS/SBASSE/CS 10/14/20

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Scenarios

n “Scenarios are stories about people and their activities”

n Focuses developers on the most important user activities


that should be supported

n Does not focus on implementation

n Can either describe current practice, or a future


hypothetical scenario

T. Parikh
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Using scenarios in conceptual
design
§Express proposed or imagined situations
§Used throughout design in various ways
§scripts for user evaluation of prototypes
§concrete examples of tasks
§as a means of co-operation across professional
boundaries

Suleman Shahid - Human Computer Interaction- LUMS/SBASSE/CS 10/14/20

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Example Scenario

John wants to take notes while in class. Even though the slides
will be posted online later, he wants to make sure he captures
the most important points. Before the professor starts the
lecture, he starts the note-taking application on his phone.
The application automatically notes the current date, time and
class. During the class he can press one of two buttons - to
start recording audio or to take a picture. After recording, the
application allows him to tag the recording with keywords.
Later, when he is home, he can review his notes, synchronized
with the powerpoint slides downloaded from the course web
site. He can search by keyword, follow the lecture linearly, or
sped up in time.
T. Parikh
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Elements of a Scenario

n Agents / Actors

n Setting

n Goals / Objectives

n Actions / Events

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Ways to Present a Scenario

n Text paragraph

n Storyboard (Comic book)

n Video

Tapan Parikh
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Suleman Shahid - Human Computer Interaction- LUMS/SBASSE/CS 10/14/20


Source: http://best.me.berkeley.edu/~lora/images/process_photos/ses_storyboard.jpg

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Agile User Story

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In-class activity

n A user scenario is the fictitious story of


a user's accomplishing an action or goal via a product. It
focuses on a user's motivations, and documents the process
by which the user might use a design. ... It is therefore
common for user scenarios to be based on user personas.

Suleman Shahid - Human Computer Interaction- LUMS/SBASSE/CS 10/14/20

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n Déjà vu
n Phase-1 Highlights
n UCD Recap

n Product Development Cycle


n Where are we now?

Agenda n Conceptual Design


n From Requirements to Design
n Conceptual Model
n Design Alternatives
n Brainstorming
n Scenarios
n Sketching
n Storyboards

Suleman Shahid - Human Computer Interaction-


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LUMS/SBASSE/CS

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Suleman Shahid - Human Computer Interaction- LUMS/SBASSE/CS 10/14/20

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Sketching

From ‘Sketching User Experience’ Book


Suleman Shahid - Human Computer Interaction- LUMS/SBASSE/CS B. Buxton 10/14/20

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Sketches

From ‘Sketching User Experience’ Book


From a previous cs147 project…
Suleman Shahid - Human Computer Interaction- LUMS/SBASSE/CS B. Buxton 10/14/20

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Sketching: rendering Styles

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Annotating Sketches

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n Déjà vu
n Phase-1 Highlights
n UCD Recap

n Product Development Cycle


n Where are we now?

Agenda n Conceptual Design


n From Requirements to Design
n Conceptual Model
n Design Alternatives
n Brainstorming
n Scenarios
n Sketching
n Storyboards

Suleman Shahid - Human Computer Interaction-


10/14/20
LUMS/SBASSE/CS

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Storyboards

§Often used with scenarios, bringing more detail, and a


chance to role play

§It is a series of sketches showing how a user might


progress through a task using the device

§Used early in design

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Storyboarding

n Borrowed from the film/animation/comic industries


n One panel = One Scene
n Presented to a group of people
n Gauge their reactions, understanding
n Takes time up front, saves time later
n Intended to visualize our scenarios
n Provide a mechanism to gracefully move from conceptual
n Design to screen design
n Allow us to make mistakes early, in paper (cheap and quick),
n Instead of later, in software (expensive and tedious)
J. Kolko
Suleman Shahid - Human Computer Interaction- LUMS/SBASSE/CS 10/14/20

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Pervasive game storyboard

From ‘Sketching User Experience’ Book


Suleman Shahid - Human Computer Interaction- LUMS/SBASSE/CS B. Buxton 10/14/20

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Pervasive game storyboard


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A simple flip book animation

From ‘Sketching User


Experience’ Book
B. Buxton

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In-class activity

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Summary of Conceptual Design

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