UXDD Module 5
UXDD Module 5
UXDD Module 5
Expectation management
• Realistic expectations
• No surprises, no disappointments
• Timely training
• Communication, but no hype
Ownership
• Make the users active stakeholders
• More likely to forgive or accept problems
• Can make a big difference in acceptance and
success of product
Users' opinions and experiences matter. Their input helps designers create something that
solves their real problems. Imagine building a navigation app without asking users how they
prefer seeing maps or getting directions—it might not be helpful.
Degrees of User Involvement:
It varies. Sometimes, users are directly involved in design decisions through interviews,
tests, or workshops. In other cases, designers observe how users interact with a product
without directly involving them.
User-Centered Approach:
This means making everything about the design revolve around the users—their needs,
preferences, and abilities. Designers focus on creating something that fits users like a glove,
making it easier for them. Think of a website that adjusts its layout based on what users find
easy to see or click.
Imagine creating a music streaming app. The lifecycle involves steps like:
- Research: Understand what music lovers struggle with in current apps.
- Design: Sketch different ways the app could solve these problems.
- Prototype: Create a basic version of the app to test ideas.
- Test: Have users try the app and see if it's easy and fun.
- Refine: Improve the app based on what users liked or didn't.
This simple cycle keeps repeating to ensure the product stays user-friendly and solves real
issues.
Prototype
What is a prototype?
A prototype is a preliminary version of a product or system used for testing and validating
ideas before creating the final version. For instance, when designing a new smartphone app,
a prototype might be a basic version of the app that allows users to navigate through
screens and perform essential functions, even if it lacks all the features of the final product.
Why prototype?
- High Fidelity: Continuing with the website example, a high-fidelity prototype could be a
fully functional digital prototype that closely resembles the final website. It includes
interactive elements, images, and content, providing a more realistic experience for users to
test.
Compromises in prototyping:
- Vertical: Suppose you're creating a new smartphone. A vertical prototype might focus
intensely on perfecting the screen and touch interface while leaving other features, like the
camera or the internal components, in simpler forms. This allows in-depth exploration of a
specific feature.
By using prototypes, designers can gather insights early, make necessary adjustments, and
ensure the final product meets user needs while also being technically feasible and robust.
Types of Interaction
1. Instructing
• Where users instruct a system and tell it what
to do
▪ For example: Tell the time, print a file, or save a file
• Very common conceptual model underlying a
diversity of devices and systems
▪ For instance: Word processors, VCRs, and vending
machines
• The main benefit is that instructing supports
quick and efficient interaction
▪ Good for repetitive kinds of actions performed on multiple
objects
2. Conversing
• Underlying model of having a conversation
with another human
• Ranges from simple voice recognition menudriven systems to more complex ‘natural
language’ dialogs
• Examples include timetables, search engines,
advice-giving systems, and help systems
• Also virtual agents, chatbots, toys, and pet
robots designed to converse with you
3. Manipulating
• Involves dragging, selecting, opening, closing and
zooming actions on virtual objects
• Exploit’s users’ knowledge of how they move and
manipulate in the physical world
• Can involve actions using physical controllers (for
example, Nintendo Wii) or air gestures (such as,
Microsoft Kinect) to control the movements of an onscreen avatar
• Tagged physical objects (for instance, balls) that are
manipulated in a physical world result in physical/digital
events (such as animation)
Disadvantages of DM
• Some people take the metaphor of direct
manipulation too literally
• Not all tasks can be described by objects, and
not all actions can be done directly
• Some tasks are better achieved through
delegating, for example, spell checking
• Can become screen space ‘gobblers’
• Moving a cursor using a mouse or touchpad can
be slower than pressing function keys to do the
same actions
4. Exploring
• Involves moving through virtual or physical
environments
▪ Users can explore aspects of a virtual 3D
environment
▪ Physical environments can also be embedded with
sensors that when detect the presence of someone
will trigger digital or physical events to happen
• Many examples of virtual environments,
including cities, parks, buildings, rooms, and
datasets
▪ Enable users to fly over them and zoom in and out of
different parts
5 Responding
• System takes the initiative to alert user to something
that it “thinks” is of interest
• System does this by:
▪ Detecting the location and-or presence of someone in a
vicinity and notifies them on their phone or watch,
▪ What it has learned from their repeated behaviors
• Examples:
▪ Alerts the user of a nearby coffee bar where some friends
are meeting
▪ User’s fitness tracker notifies them of a milestone reached
• Automatic system response without any requests
made by the user