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Jeff Patton [email_address] www.AgileProductDesign.com Please join a work group of 4-6 people – thanks. from Use   to User  Interface Collaboratively designing and testing user interface that help your users succeed Copyright is held by the author/owner(s). OOPSLA 2007, October 21–25, 2007, Montréal, Québec, Canada. ACM  07/0010. from Use   to User  Interface
© Alistair Cockburn 2005-6  PEOPLE Learn Skills in a 3-stage Progression: Follow / Break Away / Achieve Fluency Level 1:  following ( shu ) Learn “a technique that works” (Success = following the technique) Level 2:  breaking away (  ha ) Learn limits of the technique Learn to shift between techniques Level 3:  fluent ( ri ) Shift techniques at any moment Possibly unable to describe the shifts
We’ll be using a process miniature to explore and practice product design techniques ,[object Object],[object Object],[object Object],[object Object]
Section 1: Starting With Use ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
User Experience is Built From Dependent Layers ,[object Object]
The Surface Layer Describes Finished Visual Design Aspects Surface Skeleton Structure Scope Strategy
The Skeleton Describes Screen Layout and Functional Compartments in the Screen Surface Skeleton Structure Scope Strategy
Structure Defines Navigation from Place to Place in the User Interface task panes modal dialogs modal wizards Surface Skeleton Structure Scope Strategy
The Places in the User Interface are Built to Support User Tasks ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Surface Skeleton Structure Scope Strategy
Business Goals Drive User Constituencies and Contexts Supported To Form Strategy ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Surface Skeleton Structure Scope Strategy
Garret’s Elements of Ux Stack Applies to the User Experience of Other Complex Products ,[object Object],[object Object]
Let’s Look At a Product We All Use:  The Place We Live ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Surface Skeleton Structure Scope Strategy
What might I do to reach my goals? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Surface Skeleton Structure Scope Strategy
Arranging tasks by affinity allows me to think about contexts that best support tasks.  Contexts in a home have common names we all know. Surface Skeleton Structure Scope Strategy
When designing a particular interaction context –  a kitchen for instance – I optimize layout and tool choices to support tasks I’ll do there. Surface Skeleton Structure Scope Strategy
I’m going to spend a lot of time here, I want my experience to be as pleasant as possible… Surface Skeleton Structure Scope Strategy
Understanding the relationship between goals, tasks, & tools is critical Software Product Goals Tasks Tools Features one or more users engaged in many tasks in support of a common high level goal is often referred to as  workpractice Surface Skeleton Structure Scope Strategy
Garrett’s model provides  helpful guidance for tool builders  Goals Tasks Tools ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Surface Skeleton Structure Scope Strategy
Today we’ll place our focus on tool-building: the structure, skeleton, & surface  User Interface Prototyping Activities Surface Skeleton Structure Scope Strategy
Getting started with a UI design problem ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Barney’s
To design a tool, we first need to understand use – the preceding layer ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Modeling Use ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
User Interface Designers Often Use “User Tasks” to Describe What People Do ,[object Object],[object Object],[object Object],[object Object],[object Object],activity task task task task task
Use Cockburn’s goal level to understand the abstraction level of a user task Start to think about user interface design at sea level or above. * from Cockburn’s Writing Effective Use Cases
A Agile User Story  Might   Model Use... It’s Easier to Design User Interface if it Does ,[object Object],[object Object],[object Object],[object Object],[achieve some  goal ] so that I can [perform some  task ] I want to [type of  user ] As a purchase it quickly, leave, and continue with my day. so that I can locate a specific CD in the store I want to harried shopper As a
User stories may describe user tasks  or the tool that supports them User Story Software Product Goals Tasks Tools More task-centric : More tool-centric : locate a specific CD in the store I want to harried shopper As a enter a CD title into the search box and initiate a search I want to harried shopper As a
Favor user task-centric stories to base UI design on ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Constantine & Lockwood’s Essential Use Case or “Task Case” is an easy way to begin to describe tool use ,[object Object],[object Object],[object Object],System response System response Step one Step two System Responsibility User Intention
Activity: Write an Essential Use Case ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Begin to envision a solution by writing a user scenario ,[object Object],[object Object],[object Object],[object Object],[object Object]
User scenario:  Field Manager enters daily shift performance reports  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Leveraging your task workflow model, write a user scenario for your focal user ,[object Object],[object Object],[object Object],[object Object],[object Object]
Identifying UI tools that allow the system to meet its responsibilities to its user as abstract UI components ,[object Object],[object Object],[object Object],Container : contains and presents information. Action : allows execution of an action. Actionable Container : contains and presents information and allows the information to be acted on through selection or manipulation.
Exercise: Identify the abstract components in your essential use case ,[object Object],[object Object],[object Object],Selectable List
Interaction Contexts Gather  Tools to Support Tasks ,[object Object],[object Object],[object Object],Starting Point:  give the user a clear starting point for starting a search for titles in the store. Search Return:  Evaluation: help the user decide if the searched for items were the items she was looking for or an easy way to reinitiate the search if not.  Also aid in the quick decision to buy any successfully found item.
Exercise: Build Up Interaction Contexts ,[object Object],[object Object],[object Object],[object Object],[object Object]
From  Use   to   User   Interface Jeff Patton [email_address] www.AgileProductDesign.com
Section 2: Designing &  Validating For Use ,[object Object],[object Object],[object Object],[object Object],[object Object]
Paper Prototyping Basics ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Paper Prototyping Kit Demonstration
Finished prototypes are pieced together from moveable and removable paper components
Exercise: Build Your Prototype ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Preparing to Testing Your Paper Prototype ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Run Your Usability Test ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Testing In Action
Exercise: Test Your Paper Prototype ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Exercise: Fix Issues ,[object Object],[object Object],[object Object]
Exercise: Re-test Your Prototype  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
This isn’t just the right way to test, it’s RITE ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Unraveling Usability Concerns From Visual Design Concerns ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Layer in user interface concerns – like a layer cake ,[object Object],[object Object],[object Object],[object Object],[object Object],utility (does the software offer functionality to support my goals?) usability (can that functionality easily learned, and effectively used?) design esthetics (is the software fun, pleasant, exciting – what is my emotional response?) usefulness
Test First – Building Confidence into Software Development ,[object Object],[object Object],[object Object],[object Object]
William’s 4 Basic Design Principles Visual Design Basics Robin Williams’ The Non-Designer’s Design Book
Good Visual Design  Observes 4 Simple Principles ,[object Object],[object Object],[object Object],C R A P Contrast Repetition Alignment Proximity
Proximity ,[object Object],[object Object],[object Object]
Alignment ,[object Object],[object Object],[object Object],[object Object]
Repetition ,[object Object],[object Object],[object Object],[object Object]
Contrast ,[object Object],[object Object],[object Object]
 
 
 
 
 
From  Use   to   User Interface Jeff Patton [email_address] www.AgileProductDesign.com
User Experience Words ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
User Experience Words ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
User Experience Words ,[object Object],[object Object],[object Object],[object Object]
User Experience Words ,[object Object],[object Object],[object Object],[object Object],[object Object]
Usability Refers To The Ability of a User To Effectively Execute A Task Using a Tool ,[object Object],Don Norman’s The Design of Everyday Things
Nielsen’s 10 Usability Heuristics ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Jakob Nielsen’s Usability Engineering
From  Use   to   User Interface Jeff Patton [email_address] www.AgileProductDesign.com

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  • 1. Jeff Patton [email_address] www.AgileProductDesign.com Please join a work group of 4-6 people – thanks. from Use to User Interface Collaboratively designing and testing user interface that help your users succeed Copyright is held by the author/owner(s). OOPSLA 2007, October 21–25, 2007, Montréal, Québec, Canada. ACM 07/0010. from Use to User Interface
  • 2. © Alistair Cockburn 2005-6 PEOPLE Learn Skills in a 3-stage Progression: Follow / Break Away / Achieve Fluency Level 1: following ( shu ) Learn “a technique that works” (Success = following the technique) Level 2: breaking away ( ha ) Learn limits of the technique Learn to shift between techniques Level 3: fluent ( ri ) Shift techniques at any moment Possibly unable to describe the shifts
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  • 6. The Surface Layer Describes Finished Visual Design Aspects Surface Skeleton Structure Scope Strategy
  • 7. The Skeleton Describes Screen Layout and Functional Compartments in the Screen Surface Skeleton Structure Scope Strategy
  • 8. Structure Defines Navigation from Place to Place in the User Interface task panes modal dialogs modal wizards Surface Skeleton Structure Scope Strategy
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  • 14. Arranging tasks by affinity allows me to think about contexts that best support tasks. Contexts in a home have common names we all know. Surface Skeleton Structure Scope Strategy
  • 15. When designing a particular interaction context – a kitchen for instance – I optimize layout and tool choices to support tasks I’ll do there. Surface Skeleton Structure Scope Strategy
  • 16. I’m going to spend a lot of time here, I want my experience to be as pleasant as possible… Surface Skeleton Structure Scope Strategy
  • 17. Understanding the relationship between goals, tasks, & tools is critical Software Product Goals Tasks Tools Features one or more users engaged in many tasks in support of a common high level goal is often referred to as workpractice Surface Skeleton Structure Scope Strategy
  • 18.
  • 19. Today we’ll place our focus on tool-building: the structure, skeleton, & surface User Interface Prototyping Activities Surface Skeleton Structure Scope Strategy
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  • 24. Use Cockburn’s goal level to understand the abstraction level of a user task Start to think about user interface design at sea level or above. * from Cockburn’s Writing Effective Use Cases
  • 25.
  • 26. User stories may describe user tasks or the tool that supports them User Story Software Product Goals Tasks Tools More task-centric : More tool-centric : locate a specific CD in the store I want to harried shopper As a enter a CD title into the search box and initiate a search I want to harried shopper As a
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  • 37. From Use to User Interface Jeff Patton [email_address] www.AgileProductDesign.com
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  • 40. Paper Prototyping Kit Demonstration
  • 41. Finished prototypes are pieced together from moveable and removable paper components
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  • 53. William’s 4 Basic Design Principles Visual Design Basics Robin Williams’ The Non-Designer’s Design Book
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  • 64. From Use to User Interface Jeff Patton [email_address] www.AgileProductDesign.com
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  • 71. From Use to User Interface Jeff Patton [email_address] www.AgileProductDesign.com