Study existing products to get the lay of the land
Evaluation phase
See how your product/prototype compares to existing products
Definegoals
Identifycompetitors
Analyzeproducts
Summarizeproducts
Recommendcourses of action
Who is your audience?
Design team
Management
External stakeholders
What is your deliverable?
Presentation
Walkthroughs
Executive summary
Step 0: Define goals
Who is your audience?
Design team
Management
External stakeholders
What is your deliverable?
Presentation
Walkthroughs
Executive summary
Talk to your users
TiVo, Roku, Boxee, Apple TV, Samsung Smart TV
Chat competitors
Step 2: Evaluate products
Metrics
Feature checklist
Walkthrough
Expert review
User testing
Dependent on time, budget, access to competing products, and goals
Step 3: Summarize products
Brief summary highlighting strengths, weaknesses, and unique features of each product
Include illuminating quotes, screenshots, and/or videos
Step 4: Recommend courses of action
Executive summary
If your product was analyzed, how did it compare?
Your audience will recall only a couple of recommendations and takeaways; make sure theyre the right ones
26. CA steps 27. Literature review 28. Affinity diagramming
Affinity= Likeness based on relationshipor causal connection(from Merriam Webster)
Build from the bottom-up
Labeling Steps
Write blue labels
2. Brainstorm high level themes and write temporary green labels
3. Restructure the wall (if needed)
4. Work on one theme at a time
5. Write pink labels
6. Finalize green labels
Data from individual customer interviews are analyzed in order to reveal patterns and the structure across distinct interviews. Models of the same type can be consolidated together (but not generalizeddetail must be maintained). Another method of processing the observations is making an affinity diagram ("wall"), as described by Beyer & Holtzblatt [1]:
· A single observation is written on each piece of paper.
· Individual notes are grouped according to the similarity of their contents.
· These groups are labeled with colored Post-it notes, each color representing a distinct level in the hierarchy.
· Then the groups are combined with other groups to get the final construct of observations in a hierarchy of up to three levels.
Beyer & Holtzblatt propose the following color coding convention for grouping the notes, from lowest to highest level in the hierarchy [1]:
· White notes individual notes captured during interpretation, also known as "affinity notes"
29. blue labels
Blue Labels
Describe how a grouping hangs together
Preserve salient details and the voice of the user
Drive recommendation generation
2-5 affinity notes per blue label
· Blue notes summaries of groups of white notes that convey all the relevant details
30. green labels
Green Labels
· Green notes labels identifying an area of concern indicated by pink notes
· Unravel areas of concern
· Can be reordered to form a coherent narrative
· Can be more categorical and abstract
31. groupping notes 32. pink labels
Pink Labels
Reveal key issues
Tell you what matters most about blue labels
Draw people in to read each section
2-5 blue labels for each pink one
· Pink notes summaries of groups of blue notes that reveal key issues in the data
34. severity ratings in uars
Essay skatannui s neta
Human Computer Interface (HCI) design is really a subset of User Interface (UI) design. HCI as the name suggests, focuses on how easily or difficult it is to interact with computers to achieve the desired results. Whereas UI is anything which makes a device, equipment, object, etc, behave in such a way that it allows the user to achieve a desired outcome.
Putting it simply, HCI is a subset of UI. Following are 2 are examples of HCI scenarios:
Web designers tend to focus on the way IA is setup for a web site, the positioning of the navigation elements, and how easy or difficult it is for site visitors to get the information they are looking for, or achieve any other results they desire, e.g. purchase a book online.
Computer manufacturers are always trying to make it easy to interact with their devices, e.g. via the use of input/output peripherals such as keyboards, mouse, micophone, screens, speakers, etc. These peripherals which we take for granted are actually UIs which we use to interact with our computers towards a desired outcome, e.g. in my case now, typing this reply to you, Avinash. =)
Let's move on to UI. This covers a wider spectrum than just computers, applications and websites. Let's take something as simple as a door. The door knob is an example of a UI. To open or close the door, we use the door knob. Or in some cases, we use door handles instead.
Another example of UI... There are switches on ovens which allow us to control the temperature of the oven, and whether we want the oven fans to be on or off. These switches are the UI which lets us interact and control the oven. This is similar to light switches, which are interfaces allowing us to control our indoor or outdoor lighting manually.
I would say understanding the UI designs that exist around us, in our everyday lives, is very important towards practicing good HCI design. As a web designer and instructional, I look towards day-to-day familiar metaphors which then become intuitive and/or self-explanatory when seen onscreen.