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This blog presents lecture topics and linked material for Tom Mitchell's section of i300 HCI/Interaction Design class in the School of Informatics and Computing at Indiana University, Bloomington.

Monday, December 8, 2014

Project 4: Good Examples of Prototype Design and Rationale phase

Double-click on image to download PDF of full submission.

http://www.indiana.edu/~iucdp/dargastP4P3.pdf

http://www.indiana.edu/~iucdp/Prototype_4_3_i300.pdf
http://www.indiana.edu/~iucdp/Project_4_Prototype.pdf
http://www.indiana.edu/~iucdp/PrototypeDesignRationale.pdf

Monday, 8 December

Collect Design Journals

Project 4 Prototype Design due

Discuss final project presentation requirements:

Each member of the group should submit the same designerly PDF addresses all of the elements set out in the Project 4 Brief.


Prototype Design and Rationale:
 
Starting with your Design Brief, set out the steps you followed in developing and testing your prototype with your client/group

You can use the "Prototyping for Empathy," "Prototype to Test," "Testing with Users,""User-Driven Prototyping," "Shooting Video," and "Video Editing" methods from Bootcamp Bootleg, pp. 33 - 35, 38, 42 - 43.

Show the evolution of your prototypes, the rationale for them, the response from testing with users, and the iterations as your understanding of client needs improves through the prototyping process.

Document your design evolution in words, images and, if appropriate, video and present in a designerly PDF.


Final Project: Due Monday, 15 December at noon:

The Overview addresses the aim of your user-centered design project holistically. The Background addressed the context of your work. The Conclusion sets out the success of your prototyping exercise in clarifying and meeting a specific need of your client group.

Previous project content, e.g. the Case Study and Prototype Design and Testing can be further refined in the final submission.

Each individual group member should also submit their evaluations of your fellow team members and a reflection paper on this project specifically, and also on what you've learned during the course of this semester. Reflect on the skills and understandings you've developed and their relevance for you in your future career. 

Concluding comments

Group work opportunity and chance to get individual questions answered 


Homework for Monday, 15 December at noon:
  • Complete Project 4
  • Each individual group member should also submit their evaluations of your fellow team members and a reflection paper on this project specifically, and also on what you've learned during the course of this semester. Reflect on the skills and understandings you've developed and their relevance for you in your future career. 

Monday, December 1, 2014

Monday, 1 December


Important Updates:

Everyone has had three points added to their final grades

Everyone has been given 100% for your final exam score

You do not need to attend the exam period on Monday, 15 December


Remaining Grade Items:

Your Prototype is now due on Monday, 8 December at noon -- this is an extension

Your Design Journals are now due, to be turned in, on Monday, 8 December in class; they will be returned to you on Wednesday, 10 December

Your Final Project is now due on Monday, 15 December at noon -- this is an extension


Project 4 Discussion:

How are things going?

Reiterate Project Requirements:


Initial Project Proposal: Empathize and Define

Due Wednesday, 12 November at noon

Each group should do a short write up identifying:
  1. The organization you plan to work on behalf of,
  2. Your main contact there,
  3. The issue(s) that would benefit from user-responsive design,
  4. The people who would be benefiting from the design and
  5. Include links to relevant background on your organization, its mission, and their outstanding needs.
If you are not 100% sure if your idea is a workable one, feel free to do two write ups to choose from.

As is now usual, lay your proposal out in a designerly way with a relevant descriptive title and subtitle, headings, and present your ideas neatly in words and images.

Feedback to date on this phase


Project Research: Ideate

Due Wednesday, 19 November at noon

Each group will do a near-complete draft of their Case Study, including:

Process -- i.e. adopting the 7 mindsets and applying the 5 modes set out in the dSchool documents

Methods -- set out the ones you chose from the Bootleg Bootcamp document, but likely to include:
  • Assuming a Beginner's Mindset
  • User-Camera Study
  • Interview with Empathy
  • [Exploration of] Extreme Users
Findings -- Based on the application of your methods create a "Composite Character Profile" for those you will serve through your design (elsewhere these are sometimes called "Personas")

Design Brief -- What are the parameters for your prototype design project? In other words, what are you trying to accomplish through your design? You may find it useful to apply the "Impose Constraints" method (on page 32 of the Bootcamp Bootleg document to help here).

Document your project research in words, images and, if appropriate, video and present in a designerly PDF. 

Feedback to date on this phase


Prototype Design and Rationale: Prototype and Test 
Due Monday, 10 December at noon -- this is an extension

Starting with your Design Brief, set out the steps you followed in developing and testing your prototype with your client/group

You can use the "Prototyping for Empathy," "Prototype to Test," "Testing with Users,""User-Driven Prototyping," "Shooting Video," and "Video Editing" methods from Bootcamp Bootleg, pp. 33 - 35, 38, 42 - 43.

Show the evolution of your prototypes, the rationale for them, the response from testing with users, and the iterations as your understanding of client needs improves through the prototyping process.

Document your design evolution in words, images and, if appropriate, video and present in a designerly PDF.


Final Project Submission
Due Monday, 15 December at noon -- this is an extension

Each member of the group should submit the same designerly PDF addresses all of the elements set out in the Project 4 Brief.

The Overview addresses the aim of your user-centered design project holistically. The Background section sets out the context in which your project takes place. The Conclusion sets out the success of your prototyping exercise in clarifying and meeting a specific need of your client group.

Each individual group member should also submit their evaluations of your fellow team members and a reflection paper on this project specifically, and also on what you've learned during the course of this semester. Reflect on the skills and understandings you've developed and their relevance for you in your future career. 


Group Work period in class

Student groups to present progress on the Prototype Design and Testing phase to their AIs for evaluation


Homework for Wednesday, 3 December:

Work on your prototypes and test them with your client group; document the process

Be prepared to present your work to date in class

Friday, November 14, 2014

Project 4, Initial Project Definition Hints

The three main issues in some submissions that will negatively affect the quality of your final project are:

1. Not choosing a worthwhile cause, or at least a service,

2. Not having made contact with the client or client group in advance of the submitting your interim work, and

3. Having not done 1 and/or 2 jumping to a conclusion that the organization "needs a website, or app, or whatever."

Please read the criteria for each interim submission carefully, we are working through the five modes set out in the dSchool documents.

The project focuses on human, or user-centered design -- no client? No successful project.

Yesterday's assignment was to focus on empathizing with a client and defining their needs. Look at your submission carefully. If you didn't do this then you need to do it now before moving forward.

The assignment for next Wednesday builds on this, moving on to the ideation phase, setting out the research for the Case Study. You must apply the methods from the Bootcamp Bootleg, such as those suggested, and document the what you found.

The Prototype Design and Rationale develops out of what you found in your research and should not be "a website" or "an app" in general, but instead should be a prototype in whatever form that addresses the specific issue identified through your case study research. You will test, and evolve, your prototype through interaction with your client and those to benefit from your design -- documenting this process is much more significant than the specific "design" you end up with.

Below are two good examples -- double-click on the image to have a look at them and then review your group's work. In many cases you may need to go back before you move forward. If you missed the mark in any way just re-submit the Initial Project Definition in one document with your Research for Wednesday, 19 November. As always feel free to contact me or your AIs if you have any questions.



http://www.indiana.edu/~iucdp/goodexample2.pdf




Tuesday, November 11, 2014

Monday, 17 November

"I suppose it is tempting, if the only tool you have is a hammer, to treat everything as if it were a nail." Abraham H. Maslow (1962)

Summary of Areas for Possible Problem Identification Improvement

Reiterate Project 4 Research Phase Elements:

Due Wednesday, 19 November at noon

Each group will do a near-complete draft of their Case Study, including:

Process -- i.e. adopting the 7 mindsets and applying the 5 modes set out in the dSchool documents

Methods -- set out the ones you chose from the Bootleg Bootcamp document, but likely to include:

  • Assuming a Beginner's Mindset
  • User-Camera Study
  • Interview with Empathy
  • [Exploration of] Extreme Users
Findings -- Based on the application of your methods create a "Composite Character Profile" for those you will serve through your design (elsewhere these are sometimes called "Personas")

Design Brief -- What are the parameters for your prototype design project? In other words, what are you trying to accomplish through your design? You may find it useful to apply the "Impose Constraints" method (on page 32 of the Bootcamp Bootleg document to help here).

Document your project research in words, images and, if appropriate, video and present in a designerly PDF.

Introduce Project 4 Prototype Design and Rationale Phase Elements:
Due Wednesday, 3 December at noon

Starting with your Design Brief, set out the steps you followed in developing and testing your prototype with your client/group

You can use the "Prototyping for Empathy," "Prototype to Test," "Testing with Users,""User-Driven Prototyping," "Shooting Video," and "Video Editing" methods from Bootcamp Bootleg, pp. 33 - 35, 38, 42 - 43.

Show the evolution of your prototypes, the rationale for them, the response from testing with users, and the iterations as your understanding of client needs improves through the prototyping process.

Document your design evolution in words, images and, if appropriate, video and present in a designerly PDF.


The State of Design in Silicon Valley

On the Origins of Interaction Design: Bill Moggeridge:


http://vimeo.com/48488802



Tim Brown TED Talk on Design Thinking:

In-class writing assignment: listen critically and, after watching the video, write up three key implications of what he talks about for your work on Project 4.






Homework for Wednesday, 19 November at noon:

Complete Project 4 research phase

Wednesday, 12 November

Project 4 Proposal due -- in class discussion of topics

Discuss reading response questions:
    1. What is the benefit of assuming a beginner’s mindset? How might you adopt one on this project?
    2. What is the purpose of a user-camera study? What does it involve? 
    3. Why is it necessary to prepare for interviews?

Discuss next steps

Homework for Monday, 17 November:

Begin Research phase of Project 4 emphasizing work on their Case Study, including:

Process -- i.e. adopting the 7 mindsets and applying the 5 modes set out in the dSchool documents

Methods -- set out the ones you chose from the Bootleg Bootcamp document, but likely to include:

  • Assuming a Beginner's Mindset
  • User-Camera Study
  • Interview with Empathy
  • [Exploration of] Extreme Users
Findings -- Based on the application of your methods create a "Composite Character Profile" for those you will serve through your design (elsewhere these are sometimes called "Personas")

Design Brief -- What are the parameters for your prototype design project? In other words, what are you trying to accomplish through your design? You may find it useful to apply the "Impose Constraints" method (on page 32 of the Bootcamp Bootleg document to help here).

Document your project research in words, images and, if appropriate, video and present in a designerly PDF. 
Additionally, read Bootcamp Bootleg pp. 10 - 11, and 17 and feel free to answer the following extra credit reading response questions:

  1. What are the stages of an interview with empathy? 
  2. Who might be the “extreme users” in your current project situation? What might you be able to learn uniquely from them?
  3. What are the benefits of creating a composite character profile (aka a persona)?

Thursday, November 6, 2014

Monday, 10 November

Why, according to Don Norman, are error messages evil?



What is Good Design?:



Two for the Apple haters:




Course grade curve -- minimum 3 points

Final exam study questions

Good Project 3 examples


How do the "D.Mindsets" differ from your usual way and thinking and working? 


What topics are you considering for your final project? 



Methodology:


Review the five modes in terms of their application to Project 4 
  1. Empathize: it’s why we’re doing user-responsive design in the first place – to bring benefit
  2. Define: that’s what you’re doing to do now, as a group. 
How?
Choose one topic and develop it – engage with your client group re: #1 and # 2 define the scope of your engagement 

    Project 4 Submission Formats


    In-class Exercise: 

    Meet with your group, choose the topic to focus on, determine when and how to engage with your client.


    Homework for Wednesday, 12 November at noon:
    • Do a preliminary interview, as a group, with your Project 4 client 
    • Complete your initial project proposal, submitting it through Oncourse
    • Read Bootcamp Bootleg pp. 6, 8 – 9 and feel free to answer the following reading response questions for extra credit:
      1. What is the benefit of assuming a beginner’s mindset? How might you adopt one on this project?
      2. What is the purpose of a user-camera study? What does it involve? 
      3. Why is it necessary to prepare for interviews?

    Submission Formats for Project 4

    Initial Project Proposal: Empathize and Define

    Due Wednesday, 12 November at noon

    Each group should do a short write up identifying:
    1. The organization you plan to work on behalf of,
    2. Your main contact there,
    3. The issue(s) that would benefit from user-responsive design,
    4. The people who would be benefiting from the design and
    5. Include links to relevant background on your organization, its mission, and their outstanding needs.
    If you are not 100% sure if your idea is a workable one, feel free to do two write ups to choose from.

    As is now usual, lay your proposal out in a designerly way with a relevant descriptive title and subtitle, headings, and present your ideas neatly in words and images.


    Project Research: Ideate

    Due Wednesday, 19 November at noon

    Each group will do a near-complete draft of their Case Study, including:

    Process -- i.e. adopting the 7 mindsets and applying the 5 modes set out in the dSchool documents

    Methods -- set out the ones you chose from the Bootleg Bootcamp document, but likely to include:
    • Assuming a Beginner's Mindset
    • User-Camera Study
    • Interview with Empathy
    • [Exploration of] Extreme Users
    Findings -- Based on the application of your methods create a "Composite Character Profile" for those you will serve through your design (elsewhere these are sometimes called "Personas")

    Design Brief -- What are the parameters for your prototype design project? In other words, what are you trying to accomplish through your design? You may find it useful to apply the "Impose Constraints" method (on page 32 of the Bootcamp Bootleg document to help here).

    Document your project research in words, images and, if appropriate, video and present in a designerly PDF. 


    Prototype Design and Rationale: Prototype and Test 
    Due Wednesday, 3 December at noon

    Starting with your Design Brief, set out the steps you followed in developing and testing your prototype with your client/group

    You can use the "Prototyping for Empathy," "Prototype to Test," "Testing with Users,""User-Driven Prototyping," "Shooting Video," and "Video Editing" methods from Bootcamp Bootleg, pp. 33 - 35, 38, 42 - 43.

    Show the evolution of your prototypes, the rationale for them, the response from testing with users, and the iterations as your understanding of client needs improves through the prototyping process.

    Document your design evolution in words, images and, if appropriate, video and present in a designerly PDF.


    Final Project Submission
    Due Wednesday, 10 December at noon

    Each member of the group should submit the same designerly PDF addresses all of the elements set out in the Project 4 Brief.

    The Overview addresses the aim of your user-centered design project holistically. The Background section sets out the context in which your project takes place. The Conclusion sets out the success of your prototyping exercise in clarifying and meeting a specific need of your client group.

    Each individual group member should also submit their evaluations of your fellow team members and a reflection paper on this project specifically, and also on what you've learned during the course of this semester. Reflect on the skills and understandings you've developed and their relevance for you in your future career. 



    Wednesday, November 5, 2014

    Extra Credit Reading Response Assignments

    You will be responsible for the answers to the following questions on the Final Exam. Feel free to answer them using the Reading Response Question format for extra credit by the days indicated:

    Monday, 10 November at noon:
    Read Bootcamp Bootleg pp. 1 – 5 and answer the following reading response questions:
    1. What are the seven D.Mindsets and what is the main conclusion you draw from them collectively? Which is the most challenging for you?
    2. What are the “Five Modes” identified in Bootcamp Bootleg? What is the importance of each of the five? In which of them do you see yourself as most likely to work?

    Wednesday, 12 November at noon:
    Read Bootcamp Bootleg pp. 6, 8 – 10 and answer the following questions:
    1. What is the benefit of assuming a beginner’s mindset? How might you adopt one on this project?
    2. What is the purpose of a user-camera study? What does it involve? 
    3. Why is it necessary to prepare for interviews? 

    Monday, 17 November at noon:
    Read Bootcamp Bootleg pp. 10 - 11, and 17 and answer the following reading response questions:
    1. What are the stages of an interview with empathy? 
    2. Who might be the “extreme users” in your current project situation? What might you be able to learn uniquely from them?
    3. What are the benefits of creating a composite character profile (aka a persona)?




    Tuesday, November 4, 2014

    Wednesday, 5 November

    • Review select Project 3 examples
    • Form groups 
    • Choose potential Project 4 topics

    Homework for Monday, 10 November at noon:
    • Group to finalize Project 4 topic
    • Read Bootcamp Bootleg pp. 1 – 5 and feel free to answer the following reading response questions for extra credit:
      1. What are the seven D.Mindsets and what is the main conclusion you draw from them collectively? Which is the most challenging for you?
      2. What are the “Five Modes” identified in Bootcamp Bootleg? What is the importance of each of the five?

    Friday, October 31, 2014

    Project 3 Hints based on review of drafts

    Overall

    Generally the Project 3 drafts I looked at had many good qualities. I was impressed. The approach to presentation, layout, and the general sense of designerliness just gets better and better. The essence of design, however, is iteration -- working, testing,  improving. With this in mind I will set out some hints -- some more significant than others -- to help you to refine your projects.

    Always use the project brief (and these hints) as a "checklist" to guide you, ensure that you are including all required project aspects.


    Layout

    Include page numbers in your document.

    Don't photograph screenshots, instead capture them with screenshot software (e.g. Jing, free from http://www.techsmith.com/download/jing/) for better legibility.


    Content

    You may use one of your individual projects as a starting point and choose another site of a similar type to compare to. However, if you were your own subject in the individual project then you will need to have at least one, preferably two, other users who are not members of your group to do the usability study of the two sites as well.

    Overall the "framing" of your projects looks good, as do the studies themselves. There are, however, some areas that would benefit from further development:

    Background

    Include information about the two sites' history, corporate value (share price and/or market capitalization), number of subscribers, etc.  -- something to give a sense of the relative importance of each.

    Case Study

    I am the hypothetical client for your research into these websites. As such I need to understand that your research was rigorous and not arbitrary so I can trust your results. To do that I need to know what process you followed and what methods you employed.

    The Process section sets out how you went about doing the study. What sites did you choose? Why? Who were the subjects? What is their demographic background (age? techy or novice users? etc.). How long did the studies take?

    The Method sections sets out the tools or protocols you used in the study. In this case these are the usability testing resources Steve Krug presents on his website, linked to earlier. You need to detail how you applied the six stages of a usability study (as set out in the Krug book on pages 125 - 141) and use this as a framework for presenting your findings.

    The Findings are, well, what you found. This could include a video (or clips) of the sessions and/or a list of the steps under-taken in order to accomplish the chosen task.

    The Case Study Conclusions (or Summary) presents the performance of the two websites in the study in a comparative way, e.g. through a table.

    Design Recommendations

    Here you propose, for each website, ways in which it might be improved. You can do this in words and, preferably, also with a paper prototype (e.g. mock up) of how the site can be improved. Make this meaningful -- it's the true point of the study.


    Conclusions

    In this section you will reiterate the purpose of the project (i.e. to analytically compare the performance of two websites of a similar type from a user point of view when seeking to accomplish the same specific task). You will recount the stages you went through in the project and then draw conclusions and cite the rationale used in reaching those conclusions.


    A very good, but not yet perfect, example:

    Click to download a PDF of the full project and review it in terms of the comments below. Then look at your own project and note down what needs to be added, changed, or improved.

    http://www.indiana.edu/~iucdp/DavidArgastProject3RD.pdf


    My thoughts on this draft project:

    Good general, consistent layout

    "Break up" paragraph on page 1 -- too long

    Background needs more specific detail on the business as a business, e.g. number of subscribers/users, company value, etc.

    Pull forward content on pages 17 and 18, to before Findings in Case Study, and articulate a clear Process and Methods section (as set out above).

    I might incorporate the overview of the site process with mapping (page 3) in the Conclusion of the Case Study.

    VERY GOOD step-by-step review of what is required to complete the task.

    Case study conclusions on page 16 are excellent -- good comparative study.

    Paper prototypes for Design Recommendation on pages 21 and 22 are very good.

    Some of the sections and sub-sections at the end are slightly out of order. Reorder based on outline and notes above to "tell the story" in the clearest way possible.

    Good luck!

    Thursday, October 30, 2014

    Monday, 3 November

    The Eight Worst Technological Predictions of All Time
     
    • In-class writing assignment: what, according to David Kelley, is “design thinking” and what are its characteristics?

    Homework for Wednesday, 5 November at noon:
    • Complete Project 3, Team Member Evaluations, and Reflection Paper
    • Consider possible topics for Project 4

    Monday, October 27, 2014

    Wednesday, 29 October

    Discuss Reading Response Questions

    Review of final drafts of Project 3

    Homework for Monday, 3 November at noon:
    • Continue work on Project 3, Team Member Evaluations, and Reflection Paper
    • Read Don’t Make Me Think, “Accessibility and You” pp. 172 - 181 and answer the following reading response questions:
      1. What three reasons does Krug give for making websites accessible?
      2. What four things can you do right now to make a website accessible?

    Friday, October 24, 2014

    Monday, 27 October

    Project 1: Reading the Design Language, Wayfinding, and the Principles of Universal Design


    Project 2: Assessing Modes of Interaction

    Look at good examples


    Project 3: Usability Testing

    Look at good Project 3 interim 1 project examples

    In class exercises:

    Look for a:

    Look for new SSD memory on:

    http://eshop.macsales.com/shop/SSD/OWC 


    Look for a Samsung 5-Burner 5.8-cu ft Self-Cleaning Slide-In Convection Gas Range (Stainless Steel) (Common: 30-in; Actual 29.812-in)

    On www.sears.com and m.sears.com


    Your projects:

    How are your projects going? What sites have you chosen to compare?

    Reiterate revised due date for final project, Wednesday, 5 November

    Review project requirements, especially design recommendations (e.g. "paper prototype"), and hints

    Group Project: here the group will choose two sites of a similar type and try to accomplish the same task on each. For our purposes you can have a single subject try to accomplish the same specified thing on each site and see which, if any, is better. Two subjects would be better but you need no more than three. Ideally these people would not be tech-familiar. You just want them to go through the stages, using the tools provided from Krug's website, and see what results you get.

    Use and cite the Krug Usability testing tools explicitly.


    Project 4: Human-Centered Design

    Brief and Resources

    http://www.indiana.edu/~iucdp/ModeGuideBOOTCAMP2010.pdf

    http://www.indiana.edu/~iucdp/dSchoolBootcampBootleg.pdf


    Topics?


    Homework for Wednesday, 29 October at noon:
    • Complete Project 3 draft and submit through Oncourse assignments 

    60 Minutes Segment on David Kelley and IDEO:

    Question to answer in writing before leaving class: what, according to David Kelley, is "design thinking" and what are its characteristics? 


    Monday, October 20, 2014

    Wednesday, 22 October

    Discussion of reading response questions

    Review of initial pilot test - what did you learn?

    Discussion of next steps in project


    Homework for Monday, 27 October at noon:
    • Work on usability study
    • Read Don’t Make Me Think, “Usability testing on 10 cents a day” (part 2) pp. 127 - 141 and answer the following reading response questions:
      1. Why, according to Norman, are error messages evil?  
      2. What, according to Krug, are the typical problems found in web design?
      3. How, according to Krug, do you decide what to fix?
      4. What should you resist doing when fixing websites?

    Friday, October 17, 2014

    Project 3: Usability Testing: Hints

    Individual interim work: each group member will do something significant on a webpage of your choosing (register, make a purchase, post a video, upgrade to a premium service). Document the steps you went through and what worked and what did not work. It might be helpful to have a friend make a video of this process, talk through each step of the process and then summarize them.

    Include a title and subtitle, and your name; a very brief overview of the website you've chosen and the activity you're going to engage in, present each step visually (still /and or video images) and in words. Conclude how effectively the website supports you in your activity and note any usability issues you encountered.

    Due: Wednesday, 22 October at noon

    Group Project: here the group will choose two sites of a similar type and try to accomplish the same task on each. For our purposes you can have a single subject try to accomplish the same specified thing on each site and see which, if any, is better. Two subjects would be better but you need no more than three. Ideally these people would not be tech-familiar. You just want them to go through the stages, using the tools provided from Krug's website, and see what results you get.

    Thursday, October 16, 2014

    Monday, 20 October

    Mid-term exam

    Homework for Wednesday, 22 October at noon:
      • Complete Project 3 individual pilot study of a single website
      • Read Don’t Make Me Think, “Usability testing on 10 cents a day” (part 1) pp. 110 - 126 and answer the following reading response questions:
        1. Why, according to Krug, are focus groups not suitable forums for usability testing? Be specific.
        2. What are the three "True Things" Krug identifies in usability testing?
        3. What are the six major elements of a usability test?

        Monday, October 13, 2014

        Wednesday, 15 October

        Presentations of final project

        Discuss mid-term study questions 

        In-class usability testing exercises

        New group assignments

        Homework for Monday, 20 October:
        • Prepare for mid-term exam

        Friday, October 10, 2014

        Wednesday, October 8, 2014

        Project 2 Hints

        Ensure that you focus your analysis on the interface of the two pieces of exercise equipment you choose.

        There seems to be some confusion about mapping, it is a multi-layered subject.

        Mapping in the design context involves anticipating the mental models, the tacit understandings, that people bring to their interactions with things – physical and virtual.

        There is good mapping when the design supports people’s expectations, e.g. if the knobs controlling heat to the burners on a stove:
        Bad mapping exists where there is no correct mental model “embedded” in the design, as in the case below. The user doesn’t know the relationship of the knobs to the burners based on this design:

        In the context of this project what you are trying to determine is the extent to which the mapping of the interface designs do or do not support the actions of potential users.

        To study this you can ask someone to approach the equipment and walk through all the actions needed to get it operational. The easiest way to track this is to videotape the process. Prompt the “subject” to vocalize each step they engage in and the extent to which it does, or does not help them. Afterwards you can do a diagram like the ones in Krug’s “Breadcrumbs” chapter on the stage of use (though yours may well be simpler):

        Remember: there are two types of users: naïve and experienced; their points of view are different. Ideally you would study each but in this case you can choose one or the other.

        Within the interface design itself there will be a variety of signifiers/affordances (e.g. buttons, perhaps a display) and perhaps some constraints (e.g. the “safety cord” on treadmills). Articulate the relationships of these to the overall mental model.

        Ultimately you’re trying to “tell the story of use” of each of the two machines, from an interface point of view, and draw conclusions based on what you’ve learned of mapping, signifiers/affordances, and constraints as to how well each one does, or does not, support the activities of the user.


        Formatting Tips

        Again you will submit a PDF document through Oncourse.

        You can “embed” video in the document [the tech sheet linked to yesterday’s blog gives hints about how you can do that, e.g. post your video on Vimeo or YouTube and link to it from your PDF]

        Your AIs will give you additional suggestions on formatting your documents in class tomorrow.

        Tuesday, October 7, 2014

        Wednesday, 8 October

        Discussion of reading response questions

        In class review of Project 2 drafts to date

        Homework for Monday, 13 October at noon:
        • Complete Project 2 draft and submit through the Assignments portion of Oncourse.

        Thursday, October 2, 2014

        Monday, 6 October








        Revised Syllabus

        Review initial analyses of exercise equipment

        Reiterate Project 2 requirements


        http://vimeo.com/87380201

        Video/Graphics Help Sheet

        Don Norman: Emotional Design



        Homework for Wednesday, 8 October at noon:
        • Continue to work on Project 2 draft - This is an extension
        • Read Don’t Make Me Think, “Mobile” (part 2) pp. 155 - 163; answer reading response questions and complete interim assignment; submit through Oncourse assignments. The questions are:
          1. What, according to Krug, makes an app “delightful”?
          2. What does it mean to make an app “learnable” and “memorable.” Be specific, citing an example from your personal experience.
        • Add to your reading response the answer to the following questions:
          1. What are the three "levels" of emotional design, according to Don Norman
          2. Explain what each entails
          3. Choosing a single item of importance to you, explain it in terms of the three levels of emotional design.

        Tuesday, September 30, 2014

        Wednesday, 1 October

        In-class review of analyses

        Review student examples

        Homework for Monday, 6 October at noon:
        • Complete initial (group) analyses of pairs of exercise equipment - This is an extension
        • Read Don’t Make Me Think, “Mobile” (part 1) pp. 142 - 154; answer reading response questions and complete interim assignment; submit through Oncourse assignments
          1. What, according to Krug, are the benefits of constraints to designers?
          2. What examples of "affordances" in interface design does Krug cite? What are their characteristics?

        Saturday, September 27, 2014

        Monday, 29 September

        Follow Up: 




          From Quora Digest: What methods can be used to describe a designer's ideal range of knowledge and skills? Ryan Singer, Product Manager at Basecamp

        "Here are the dimensions I look at:

        1. Writing: Can they think and communicate clearly? Writing skills are critical to UI.
        2. Interface design: Can they organize elements in 2D space so that the arrangement is meaningful, clear, and instantly understandable? Can they organize elements in time (navigation, flows, steps) in a way that minimizes uncertainty and feels efficient? 
        3. Product: Can they appreciate the problems and desires our customers have and turn that understanding into business value? In other words, do they know what matters and what doesn't matter to customers and stakeholders? 
        4. Development: Are they able to code their designs in HTML/CSS? Can they go further and integrate their designs into the application source code? Can they talk shop with programmers? 
        5. Character: Are they a nice person with a good motivation?
        I hope that helps. I think you can tell a lot about a company's culture by seeing how their people look across these dimensions."

        Review of Project 1

        Review interim work

        These are really affordances/signifiers more than mappings per se:


        Good and bad constraint examples


        Good-ish constraints

         Bad mapping example


         Mapping (bad and good)


        Mapping -- bad, bad, and good


        Note: mapping involves the extent to which a design (physical or virtual) supports users' mental models. What are you expecting to happen? Does it happen? Describe and, if possible diagram, one's mental model.
        http://www.indiana.edu/~iucdp/examplessignifiers.pdf

        From one point of view every interaction involves mapping -- does the object or interface conform to people's mental models or not? Within the interface there are signifiers/affordances to guide you as to what to do and constraints keeping you from doing what you should not be doing.

        Reiterate project requirements

        Work with group

        Homework for Wednesday, 1 October at noon:
        • Identify exercise equipment to study, do preliminary analysis
        • Read Don’t Make Me Think, “Omit needless words” pp. 48 - 53; answer reading response questions and complete interim assignment; submit through Oncourse assignments. The questions themselves are:
          1. What is Krug’s third law of usability?
          2. What are the three benefits Krug identifies for eliminating needless words.
          3. What is “happy talk” in the web, or broader interface design, context? What is it to be avoided?





          Monday, September 22, 2014

          Wednesday, 24 September

          Review student examples of affordances/signifiers, constraints, and mappings

          Review Signifiers, Constraints, and Mapping

          Form Groups for Project 2

          Homework for Monday, 29 September at noon:
          • Each group should find and photograph at least one good and bad example, of a similar type, of intentionally-designed affordances/signifiers, constraints, and mappings on the IUB campus, or in Bloomington. You can consider analyzing remote controls, gasoline pumps, self-service check outs, and product packaging. Submit as a PDF through the Assignments portion of Oncourse. Include Title and subtitle, headings and subheadings, images, and short captions describing why your choices are good or bad examples of affordances/signifiers, constraints, and mappings
          • Read Don't Make Me Think "Animal, Mineral, or Vegetable," pp. 42 - 47 and complete Reading Response 6 questions and submit through Oncourse assignments. The questions are:

            1. What is Krug’s second law of usability?
            2. What are the three characteristics of guidance that Krug recommends, and when it must be given. 


          Thursday, September 18, 2014

          Monday, 22 September: Project 2

          Updates on submitting work: up to three submissions allowed, you may submit late work through Oncourse (but it will be penalized).

          Submission reminder: please include your last name in the title of your file name, include your name in the document itself, and save as a (reduced size) PDF

          Review of Project 1 submissions:
          • Overall conclusions concerning the relationship of form and function in the building?
          • Recommendations? What would you do to improve it from a user-responsive point of view?
          • Relevance of project elements to IT?
          My view:
          • IT is the how, DESIGN is the why -- we are seeking, through these activities, to get "behind" user experience. 
          • Instead of simply adapting to the frustrations of our daily interactions with design, we need to understand, experientially, the nature of user-experience.
          • An interaction is an interaction whether with a door handle, a smart phone, an app, or a web page -- they operate the same way because, cognitively, we, the users, engage with them in the same way.
          • Since we intuitively know from experience how things work in the physical world we, as the Krug book shows, need to look to it for guidance on how to create successful user experiences in the virtual world.

          Introduce Project 2: Assessing Modes of Interaction

          Introduce affordances/signifiers, constraints, and mapping

          Affordances/Signifiers -- good or bad?






          Constraints -- good or bad?




          Mapping -- good or bad?







          Homework due Monday, 29 September at noon: This is an extension.
          • Each group should find and photograph at least one good and bad example, of a similar type, of intentionally-designed affordances/signifiers, constraints, and mappings on the IUB campus, or in Bloomington. You can consider analyzing remote controls, gasoline pumps, self-service check outs, and product packaging. Submit as a PDF through the Assignments portion of Oncourse. Include Title and subtitle, headings and subheadings, images, and short captions describing why your choices are good or bad examples of affordances/signifiers, constraints, and mapping.
          • Begin finding examples and taking photos of them before Wednesday, 24 September, however.