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ISO 13407

● ISO 13407 is the standard for procedures and


methods on User Centered Design of
interactive systems.
Phases
Identify need for user-centered design

Why we need to use this methods?


●Users can determine the success of an


application. The best application may fail if it
can't be used properly.

●Productivity (work that a user can do in an hour)


of the application can be greatly increased if the
interface is well designed.
Identify need for user-centered design
●A systematic set of methods to reach such
interface is desirable. Such method, while being
specific and well designed, can be easily
applicable on usual projects.

●It should be general, so it can be used to design


a wide variety of systems. In this case, this
standard establishes the methods that should be
used to design interactive systems.

●ISO 13407 tries to comply with this two


purposes.
Understand and specify the context of use
●The objective in this phase is to know carefully the
environment in which the system is going to be
used. At the end, we have to know:

✔ How the user is.

✔ What is the user going to do with the system.

✔ The environment in which the system is going


to be used. That includes hardware
characteristics.
Understand and specify the context of use
●In this phase, the physical and social context of
the user is really important. You should take into
account where the user uses the system and the
social context of the user.

●The output of this phase should be a description


of the relevant characteristics that the system
should have for the user in the form of report.

●This document is not static, and may be redone or


extended during the life cycle of the software.
Specify the user and organizational
requirements
There is a major activity specifying the functional

and other requirements for the product or system

●The following aspects should be considered in


order to identify relevant requirements:
a) Required performance of the new system against
operational and financial objectives
b) Relevant statutory or legislative requirements, including
safety and health
c) Cooperation and communication between users and
other relevant parties
d) The user's job (including the allocation of tasks, user's
well-being, motivation)
Specify the user and organizational
requirements
e) Task performance
f) Work design and organization
g) Management of change, including training and
personnel to be involved
h) Feasibility of operation and maintenance
i) The human-computer interface and workstation design

User and organizational requirements should be


derived and objectives set with appropriate trade-
offs identified between the different requirements.
Produce design solutions

Design solution are produced by drawing of the


established state of the art, the experience and
knowledge and the result of the context of use
analysis.

This process involves:


a) use existing knowledge to develop design proposal
Produce design solutions
b) make the design solution more concrete using simulation,
models, etc.

c) present the design solution to users and allow them to


perform tasks

d) alter the design in response to the user feedback and


iterate this process until human-centered design goals are
met

e) manage the iteration of design solutions


Evaluate designs against requirements
● Evaluation is essential step in UCD and should
take place in all steps of system life cycle
● Main goals of Evaluation
● Provide feedback to improve design
● Assess whether user and organizational objectives
have been achieved
● Monitor long-term use of product or system
● Price of changes during lifecycle
Evaluate designs against requirements
● Evaluation plan – goals, responsible persons,
procedures, resources, scheduling
● Design feedback – output of evaluation –
organizational goals, diagnose problems and
identify needs in user interface, pick best
design option, elicit new requirements from
users
● Expert evaluation, user-based evaluation and
cooperative evaluation
System satisfies specified user and
organizational requirements
● Short-term evaluation and Long-term evaluation
● Evaluation criteria are chosen based on UCD
requirements and organizational needs
● Criteria objective can relate to primary or
secondary goals
● Primary goals - e.g. “to produce a document”
● Secondary goals – e.g. maintainability
System satisfies specified user and
organizational requirements
● Field validation – performance data, real users
● Plan for Long-term monitoring – some features
of the system are not recognizable until the
system has been used for a longer period of
time
● Evaluation results should be in form of a report
describing objectives, context, methods and
summary of evaluation
References
● [1] ISO 13407, Human-centered design
processes for interactive systems
PARTICIPATORY DESIGN

User Centered Design, 2009


Participatory Design (PD)
 Pioneered in Scandinavia

 a variant of user-centered design that emphasizes the


direct involvement of users in analysis and design
activities [Brief HCI Glossary]

 Represents new approach towards CS design in which


people who are using the system play vital role in
designing it.[Participatory Design, Douglas Schuler, Aki Namioka]
How PD differs from traditional design? (1)
 attempts to give workers a better tools rather
than automating the skills of human workers
− Exception in the expert systems.
 assumes workers are best to determine how
to improve their work
− Designers are consultants
How PD differs from traditional design?(2)

 User view and attitude towards the


technology are as important as the success
with the use of technology.

 Technology should be considered as


processes in context of workplace
− Not as individual product
Participatory design – Why (1)‫‏‬

•Lack of control if not thinking about needs of user

•Technical difficulty for non-technical people.


– user groups

•Sw designed without regard to impact on user

•User Distraction.
Participatory design – How (1)‫‏‬

- Provide the system developers to meet and


understand their users

- Give users a voice in the design process


→ increases the probability of usable design

- Enable all participants to participate equally


→ every one has probably something to say
Participatory design – How (2)‫‏‬

- In effort to enable users in design


→ Developers should create an environment where
users can feel empowered to express their ideas

→ Developers should take active role enabling


users to use their knowledge in their decision
making within their tasks

→ Developers need to be active helping users to


become involved in defining and using new
computer systems
Participatory design – How, methods (1)‫‏‬

- Siting / observation – bring designers to the work


place
→ users tend to feel more at ease on their ”home
ground”

→ tools and environment are physically present


and easier to refer to

Advantages
- Better understanding of the working environment
and tasks the system needs to be able to cope
with.
Participatory design – How, methods (2)‫‏‬

- Workshops
→ stakeholders communicate and commit to
shared goals, strategies and outcomes
→ usually held in neutral place
→ usually introduce new procedures to the
conventional working practices
→ Participants can be generative e.g. by
brainstorming or talking about their own needs

Advantages
→ Developed concept have direct and practical
value for product design
→ Stakeholders get engaged to the project
Participatory design – How, methods (3)‫‏‬

- Stories / photographs
→ can be triggers for conversation in a group
→ end-users can tell their opinion of the product's
opportunities and what the product should do.
→ stories can also be used to tell how the product
will be used, what it will do and what changes will
occur as a result

Advantages
- serve multiple purposes
Participatory design – How, methods (4)‫‏‬

- Games
→ good way to activate and to produce enjoyment
within the design group
→ e.g. Layout kit, scenario-based games

Advantages:
- Enhanced teamwork through shared enjoyment
- enhanced commication between participants
Participatory design – How, methods (5)‫‏‬

- Constructions
→ descriptions of work, low- or high-tech
prototypes for analysis, design or evaluation

Advantages:
- Enhanced understanding of one anothers'
perspectives
- Improved communication within the design team
and clients/stakeholders
Participatory design – methods (1)‫‏‬

•Two participatory methods: [1]


– CARD - Collaborative Analysis of
Requirements and Design) (for analysis):

– PICTIVE(for design): a participatory design


technique for increasing the direct and
effective involvement of users and other
stakeholders in the design of software.

– Icon Design Game — Small Group Exercise:


designing usable icons is a notoriously difficult
task,
Participatory Activities in SW Lifecycle
participatory design practices have been used for
participatory analysis and participatory
assessment.

PANDA Participatory Analysis, Design, and




Assessment)

depends upon theoretical insights from


anthropology,cultural criticism, feminism, and
post-modernism.
Unsolved Problems in PD:

 Participation by non-organized workforce.

 Evaluation and metrics

 Universal usability and “universal participation?”


Thank you...
PERSONAS
Group members
Shahram Eivazi
Robert Koskey
Jinhua Chen
19-Jan-2009
Topics
z Introduction
z How to build personas
z Example
z Characteristics
z Benefits
z Conclusions
Introduction
z Personas are fictitious characters created to
represent the different user types within a
targeted demographic that might use a site or
product.

z A user persona is a representation of the


goals and behavior of a real group of users.
Introduction
Personas Helps us to decide about a product

features interactions visual design ,…


Goal

z Guide you for requirement

z Guide your creative for design

z Guide you for marketing team


Building Personas
How do we get information for a persona?
By analyzing what you learned about your users from
user research, including:
z Contextual Interviews
z Individual Interviews
z Surveys (Online)
z Focus Groups
z Usability Testing
Building Personas
After getting information for a persona

You can select the characteristics


which are most representative of the group
and turn them into a persona
Building Personas
“10 steps” approach to Personas

Step 1 - Finding the Users:


Capture real user's data from ethnographic or other
qualitative studies.

Step 2 - Building a Hypothesis:


Identify the ways and context when the real user
interacts with the system.
Step 3 - Verification:
Break your information down into candidate Personas.
Building Personas

Step 4 - Finding Patterns:


Try grouping candidates, breaking down a candidate
into several, and finding new ones from the real user's
data.

Step 5 - Constructing Personas:


Define the physics, the psyche, the background and the
traits for each candidate.
Building Personas
The following steps relate to the usage of Personas in the
bigger picture of user centric design:

Step 6 - Defining Situations:


Identify the needs and situations, and relate them to the
Personas.

Step 7 - Validation and Buy-in:


Socialize and ensure that all participants agree on the
descriptions and the situations.
Building Personas
Step 8 - Dissemination of Knowledge:
Share the Personas, situations and data with all the
organization; not only the design team.

Step 9 - Creating Scenarios:


Describe what happens in a given situation, when a
given Persona with certain needs uses the system.

Step 10 - Ongoing Development:


Validate the Personas, needs, situations and scenarios
every time new data about the users is captured.
What does a persona look like?
Characteristics
A persona usually includes:
z a name and picture
z demographics (age, education, ethnicity,
family status)
z job title and major responsibilities
z goals and tasks in relation to your site
z environment (physical, social, technological)
z a quote that sums up what matters most to
the persona with relevance for your site
Example 1:
z He is young between 15 to 25
z He has no job
z He wants to have fun
z He wants to be number one in every thing
z He has too many ideas
Alex Alexy z He wants to try every thing

We need to establish trust in him


Example 2:

z She is between 25 to 35 years old


z She is working for a company as the
product manager
z She is top in her job
Anna Haie z She is very interested in marketing
z She is a very smart person

we need to show more data and information for her


Benefits
What are the benefits of personas?
Personas bring many benefits, including these:
z Users' goals and needs become a common point of focus for the
team.
z The team can concentrate on designing for a manageable set of
personas knowing that they represent the needs of many users.
z By always asking, "Would Jim use this?" the team can avoid the
trap of building what users ask for rather than what they will
actually use.
z Design efforts can be prioritized based on the personas.
z Disagreements over design decisions can be sorted out by
referring back to the personas.
z Designs can be constantly evaluated against the personas,
getting better designs into usability testing.
More Benefits…
According to Forrester, many companies including Ford
Motor Company, Microsoft, and Staples develop and use
personas and they report many benefits from doing so,
including:
z a better understanding of customers
z shorter design cycles
z improved product quality
Conclusions
z Personas allow you to identify and communicate user
needs efficiently and effectively. By developing ’stand
in’ users, based on real user data, the design team can
concentrate on designing for these archetypal users
with the confidence that the needs of the broader user
base will be meet.
z Personas are a useful tool to use throughout the
project, from deciding upon the functionality to include
in a release to evaluating the end product.
z Teamed up with other user-centered design tools and
techniques, such as task analysis and usability testing,
personas will place you in good stead to deliver a
useful and usable solution.
References
[1] - Develop Personas
http://www.usability.gov/analyze/personas.html
[2] - Ten Steps to Personas
http://www.hceye.org/HCInsight-Nielsen.htm
[3] - Lene Nielsen's Personas
http://blog.jhincapie.com/2009/01/lene-nielsens-personas.html
[4]- Personas
http://en.wikipedia.org/wiki/

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