lecture 1 : introduction to ux research

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  • 1. Lecture 1Introduction to User Experience Research UX Theory / IIT 2014 Spring Class hours : Monday 4 pm 7 pm 3rd March

2. Beginning of the SemesterHELLO & WELCOMELecture #1IIT_UX Theory2 3. Goals & Overview UX theories, and methodologies. User experience in practice needs a wide range of knowledge from computer science, design, and psychology. It requires technological understandings, process refinements, and humanity insights. The course will discuss each perspective of the theoretical fields that complete the full picture of HCI/UX. User experience is the area of managing the user experience cycles and issues in the help of sophisticated analytical skills. For the introductory overview, the course will track the basic steps of analysis, design, implementation and evaluation in a brief and essential way.Lecture #1IIT_UX Theory3 4. Class Operations Lectures This is a lecture focused course that will cover introductory literatures of HCI and User Experience, which will give an overview of the subject area leading to in-depth selfmotivated studies later.Class discussions The class participation, and active discussion will be highly recommended and the activities will be reflected in grades.Homework Weekly homework will guide the successful midterm and final achievements so that students should be attentive to each week class activities and assignments following to them.Lecture #1IIT_UX Theory4 5. Evaluation Homework 30 % Midterm 30% Final 30% Attendance 10%Lecture #1IIT_UX Theory5 6. Textbooks Hartson, R., & Pyla, P. (2012) The UX Book : Process and Guidelines for Ensuring a Quality User Experience, Morgan Kaufmann. Alber, W., & Tullis, T., (2013) Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics, Morgan Kaufmann. Buxton, B. (2007) Sketching User Experiences: Getting the Design Right and the Right Design, Morgan Kaufmann. Carroll, J. (Ed.) (2003) HCI Models, Theories, and Frameworks: Toward a multidisciplinary Science, Morgan Kaufmann.Lecture #1IIT_UX Theory6 7. LectureINTRODUCTIONLecture #1IIT_UX Theory7 8. The components of UX User Experience User experience is the totality of the effect or effects felt by a user as a result of interaction with, and the usage context of, a system, device, or product, including the influence of usability, usefulness, and emotional impact during interaction, and savoring the memory after interaction. Interaction with is broad and embraces seeing, touching, and thinking about the system or product, including admiring it and its presentation before any physical interaction.Lecture #1IIT_UX Theory8 9. The components of UX Usability Usability is the pragmatic component of user experience, including effectiveness, efficiency, productivity, ease-of-use, learnability, retainability, and the pragmatic aspects of user satisfaction.Usefulness Usefulness is the component of user experience to which system functionality gives the ability to use the system or product to accomplish the goals of work(or play).Functionality Functionality is power to do work(or play) seated in the non-user-interface computational features and capabilities.Lecture #1IIT_UX Theory9 10. The components of UX Emotional Impact Emotional impact is the affective component of user experience that influences user feelings. Emotional impact includes such effects as pleasure, fun, joy of use, aesthetics, desirability, pleasure, novelty, originality, sensations, coolness, engagement, appeal and can involve deeper emotional factors such self-identity, a feeling of contribution to the world and pride of ownership.Lecture #1IIT_UX Theory10 11. Ubiquitous Interaction Desktop, Graphical User Interfaces, and the Web Are Still Here and Growing The old-fashioned desktop, laptop, and network-based computing systems are alive and well and seem to be everywhere, an expanding presence in our lives. Word processing, database management, storing and retrieving information, spreadsheet management.Lecture #1IIT_UX Theory11 12. Ubiquitous Interaction The Changing Concept of Computing Computer systems are being worn by people and embedded within appliances, homes, offices, stereos and entertainment systems, vehicles, and roads. Computation and interaction are also finding their way into walls, furniture, and objects we carry (briefcases, purses, wallets, wrist, watches, PDAs, cellphones) Most of the user-computer interaction attendant to this ubiquitous computing in everyday contexts I staking place without keyboards, mice, or monitors.Lecture #1IIT_UX Theory12 13. Ubiquitous Interaction The Changing Concept of Interaction With an obviously enormous market potential, mobile communications are perhaps the fastest growing area of ubiquitous computing with personal devices and also represent one of the most intense areas of designing for a quality user experience.Interaction, however, is doing more than just reappearing in different devices such as we see in Web access via mobile phone. Weiser (1991) said . . . the most profound technologies are those that disappear.Russell, Streitz, and Winograd (2005) also talk about the disappearing computernot computers that are departing or ceasing to exist, but disappearing in the sense of becoming unobtrusive and unremarkable. They use the example of electric motors, which are part of many machines we use daily, yet we almost never think about electric motors per se. They talk about making computers disappear into the walls and interstices of our living and working spaces.Lecture #1IIT_UX Theory13 14. Ubiquitous Interaction The Changing Concept of Interaction When this happens, it is sometimes called ambient intelligence, the goal of considerable research and development aimed at the home living environment. In the HomeLab of Philips Research in the Netherlands (Markopoulos et al., 2005), researchers believe that ambient intelligence technology will mediate, permeate, and become an inseparable common of our everyday social interactions at work or at leisure. In these embedded systems, of course, the computer only seems to disappear. The computer is still there somewhere and in some form, and the challenge is to design the interaction so that the computer remains invisible or unobtrusive and interaction appears to be with the artifacts, such as the walls, directly. So, with embedded computing, certainly the need for a quality user experience does not disappear. Imagine embedded computing with a design that leads to poor usability; users will be clueless and will not have even the familiar menus and icons to find their way!Lecture #1IIT_UX Theory14 15. From Usability to User Experience The Traditional Concept of Usability Usability is that aspect of HCI devoted to ensuring that humancomputer interaction is, among other things, effective, efficient, and satisfying for the user. So usability1 includes characteristics such as ease of use, productivity, efficiency, effectiveness, learnability, retainability, and user satisfaction (ISO 9241-11, 1997).Lecture #1IIT_UX Theory15 16. From Usability to User Experience Misconceptions about Usability First, usability is not what some people used to call dummy proofing. Usability is not equivalent to being user-friendly. To many not familiar with the field, doing usability is sometimes thought of as equivalent to usability testing. Finally, another popular misconception about usability has to do with visual appeal.Lecture #1IIT_UX Theory16 17. From Usability to User Experience The Expanding Concept of Quality in Our Designs The field of interaction design has grown slowly, and our concept of what constitutes quality in our designs has expanded from an engineering focus on user performance under the aegis of usability into what is now widely known as user experience. Thomas and McCredie (2002) call for new usability to account for new design requirements such as ambience or attention. At a CHI 2007 Special Interest Group (SIG) meeting (Huh et al., 2007), the discussion focused on investigating a variety of approaches (beyond usability) such as user experience, aesthetic interaction, ambiguity, slow technology,2 and various ways to understand the social, cultural, and other contextual aspects of our world.Lecture #1IIT_UX Theory17 18. From Usability to User Experience Is Not Emotional Impact What We Have Been Calling User Satisfaction? Some say the emphasis on these emotional factors is nothing newafter all, user satisfaction, a traditional subjective measure of usability, has always been a part of the concept of traditional usability shared by most people, including the ISO 9241-11 standard definition. Technology and design have evolved from being just productivityenhancing tools to more personal, social, and intimate facets of our lives. Accordingly, we need a much broader definition of what constitutes quality in our designs and quality in the user experience those designs beget. Lecture #1IIT_UX Theory18 19. From Usability to User Experience Functionality Is Important, but a Quality User Experience Can Be Even More So The iPod, iPhone, and iPad are products that represent cool high technology with excellent functionality but are also examples that show the market is now not just about the featuresit is about careful design for a quality user experience as a gateway to that functionality. To users, the interaction experience is the system.Lecture #1IIT_UX Theory19 20. From Usability to User Experience Functionality Is Important, but a Quality User Experience Can Be Even More So Hassenzahl and Roto (2007) state the case for the difference between the functional view of usability and the phenomenological view of emotional impact. People have and use technical products because they have things to do; they need to make phone calls, write documents, shop on-line, or search for information. Hazzenzahl and Roto call th