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Introduction Psyc 0032/2032: Engineering Psychology Instructor TA - PowerPoint PPT Presentation

Introduction Psyc 0032/2032: Engineering Psychology Instructor TA Paul Chang Eric Ma Who you have to be nice to :) 2 My Background 3 Today Introduction to the course and logistics Talk about design Answer any questions 4 Todays


  1. Introduction Psyc 0032/2032: Engineering Psychology

  2. Instructor TA Paul Chang Eric Ma Who you have to be nice to :) 2

  3. My Background 3

  4. Today Introduction to the course and logistics Talk about design Answer any questions 4 Today’s Agenda

  5. Engineering Psychology Engineering psychology is the science of human behavior and capability , applied to the design and operation of systems and technology. 5 What is engineering psychology?

  6. Interaction Design (IxD) Design of the behavior of products, environments, systems, and services so that they are useful, usable and delightful. 6 What is interaction design?

  7. Process Principles & Best Practices Business Marketing Human Factors (Ergonomics) IxD EP Technology Social Psychology Relationship between EP and IxD 7

  8. Desirability Viability Feasibility Designs need to be desirable, feasible, and viable. Three Lenses of Design 8

  9. Business Person IxD’er Implementer Market People Technology 9

  10. Things IxD’ers care about... Who are the users? What are their goals? Where are the interactions taking place? What perceptions and biases do the users have? 10

  11. Why IxD? 11

  12. 10 1 10 3 Today’s products are complex! 12

  13. Design and Business 13

  14. Client Designer Discover Design Deliver HKU would like an I’ve created a course And now I’m presenting elective for students in that hopefully meets this lecture. the Psychology their goals. Department that introduces the field of interaction design. Creating a course requires interaction design. 14

  15. Things teachers should care about... Who are the students ? What are their goals? What perceptions and biases do the students have? 15

  16. Course Logistics 16

  17. ixd.paulchang.com 17 Where you can find stu ff .

  18. Design Deliver Discover Course Outline 18

  19. Design Deliver Discover 1 Intro Course Outline 18

  20. Design Deliver Discover 1 2 3 4 Intro Research Interviews Modeling & Users Discovery Course Outline 18

  21. Design Deliver Discover 1 5 7 8 2 3 4 Intro Scenarios, Usability Visual Research Interviews Modeling Requirements, Concepts Design & Users Frameworks Discovery Course Outline 18

  22. Design Deliver Discover 1 5 7 8 9 10 11 2 3 4 Intro Scenarios, Usability Visual Evaluation Lifecycle Presentation Research Interviews Modeling Requirements, Concepts Design & Users Frameworks Discovery Course Outline 18

  23. Design Deliver Discover 1 5 7 8 9 10 11 2 3 4 Intro Scenarios, Usability Visual Evaluation Lifecycle Presentation Research Interviews Modeling Requirements, Concepts Design & Users Frameworks Discovery 6 12 Midterm Final Exam Course Outline 18

  24. Course Reading 19

  25. Assessment 20

  26. 30% Exams Assessment 20

  27. Get involved. Assessment 20

  28. Pull your weight. Assessment 20

  29. Homework & Tutorials 21

  30. Design of your choice Better note-taking experience Themes Global neighborhood ambassadors Scorekeeper Threaded Themes 22

  31. Design of your choice Better note-taking experience Themes Global neighborhood ambassadors Scorekeeper Class 5 7 8 9 1 2 3 4 Homework 5 7 8 9 1 2 3 4 5 7 8 9 Tutorials 1 2 3 4 Threaded Themes 22

  32. 5 7 8 9 10 11 1 2 3 4 Scenarios, Usability Visual Evaluation Maintenance Presentation Intro Research Interviews Modeling Requirements, Concepts Design & Users Frameworks Discovery 6 12 Midterm Final Exams 23

  33. Semester Project 24

  34. Questions? 25

  35. Break Time 26

  36. What we expect of you... 27

  37. Be curious. 28

  38. Be empathetic. 29

  39. Be optimistic. 30

  40. Be a designer. 31

  41. “Design Thinker” “The central tenet of design thinking, isn't one of aesthetic or utility, but of empathy and human observation. Be empathetic... Try to understand what people really value. Doing that will lay the foundation for more intuitive designs.” David Kelley IDEO & Institute of Design, Stanford University 32

  42. Love your experiments. Joy is the engine of growth. Exploit the liberty in casting your work as beautiful experiments, iterations, attempts, trials, and errors. Take the long view and allow yourself the fun of failure every day. Bruce Mau Bruce Mau Design, Incomplete Manifesto for Growth 33

  43. Interaction Design Design of the behavior of products, environments, systems, and services so that they are useful, usable and delightful. Behavior Interaction Designers Content Form Information Architects Industrial Designers Copywriters Graphic Designers Animators Sound designers 34 Interaction Design and the Overall User Experience

  44. Hi! Hey. Machine’s should be friendly to humans. 35

  45. Machines should communicate in human terms. 36

  46. Machines should help reduce human error. 37

  47. Three levels of design aspiration Accommodate users’ cognitive limitations Address users’ needs and goals Influence people’s behavior and tendencies 38

  48. Interaction designers accommodate people’s cognitive limitations. 39

  49. Translation We’ve removed you from our mailing list. Interaction designers accommodate people’s cognitive limitations. 39

  50. Business or Personal? Self-actualization Esteem Love & Belonging Safety Physiological Interaction designers address people’s personal needs and goals. 40

  51. Activity Tracker - fitbit.com Interaction designers influence behavior and tendencies. 41

  52. Volkswagen Piano Stairs - TheFunTheory.com Interaction designers influence behavior and tendencies. 42

  53. Design Models Rational Action-centric 43

  54. Rational Design Model The design process is plan-driven. The design process is understood in terms of a discrete sequence of stages. Designers attempt to optimize a design candidate for known constraints and objectives. 44

  55. Action-Centric Model The design process is improvised. No universal sequence of stages is apparent – analysis, design and implementation are contemporary and inextricably linked. Designers use creativity and emotion to generate design candidates. 45

  56. Two Design Processes Goal-directed Design Human-centered Design 46

  57. Goal-Directed Design Requirements Framework Refinement Research Modeling Support definition of user, definition of of behaviors, users and the users and development business, and design structure form, and domain use context needs technical needs and flow content 47

  58. Goal To be at work. Task To drive to work.

  59. Human-centered Design 49

  60. RDM ACM Deliver! Discover! Design! Discover! Design! Deliver! The rational-action design spectrum 50

  61. For next week... Research and Discovery Getting to Know Your Users Reading, homework assignment No tutorial Start thinking of ideas for the semester project 51

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