tie-41206 human centered product development …...laser printer (hp) car (chrysler) aeroplane...

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http://www.cs.tut.fi/ihte http://www.cs.tut.fi/kurssit/IHTE-3100 TIE-41206 Human centered product development Lecture 1 (10.1.2014): Introduction, definitions, history, motivation Jarmo Palviainen

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Page 1: TIE-41206 Human centered product development …...Laser printer (HP) Car (Chrysler) Aeroplane (Boeing) Annual production (pieces) 100 000 100 000 1,5 millions 250 000 50 Life cycle

http://www.cs.tut.fi/ihtehttp://www.cs.tut.fi/kurssit/IHTE-3100

TIE-41206 Human centered product developmentLecture 1 (10.1.2014):

Introduction, definitions, history, motivation

Jarmo Palviainen

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Contents of the first lecture

General view• Goals of the course• Content, scedule• Requirements• Practicalities• Q & A

Overview of the field (mind map…)TerminologyHistoryMotivation

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A learning goal not necessarilyachieved, but we’re aiming at it (notlisted in official goals):

• After the course the student can:• Successfully take care of communicating human

centered issues in product developmentorganization

• Ability to get experts and managers to understand usability and userexperience largely enough

• Ability to communicate usability goals of a project to all centralstakeholders

• Ability to communicate the means to achieve a good end result. Requiresalso listening to the stakeholders!

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The nature of this course

• Frameworks – general view about how UX/usability should bevisible in product development

• We put lot of emphasis on software engineering, that’s where interactivity (andthe problems) originates from

• Some views about methods, but there are other courses…• Views from other fields and courses, e.g. software engineering,

marketing, industrial economics, tecnology strategy, futurology,product development…

• Looking things from the perspective of user centeredness

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Contents of the lectures

Topics 1 & 2: Perspectives & Methods:

1. Intro + definitions + history (+ article)2. Stakeholders3. Segmentations, values (+article)4. Working in multidisciplinary team (+ article)5. Requirements, Goals, methods for understanding…6. Trends, concepting, innovating, futurology7. Services, products, coherence, business…. And explaining why

UCD is economical (ROI) (+ article)8. Context9. Ideation techniques, prototyping, (industrial) design10.User experience11.Work related systems vs. consumer products

NOTE: The lectures, their order and content is subjec to changes!

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Contents of the lectures

Topic 3: Bringing usability in to the processes

12. Software processess in relation to usability (+ article)13. Integrating usability in product development, maturity14. Software architecture and usability15. Development processes and product lifecycles, case in machinery

automation16. Visiting lecture Kati Kuusinen (TUT): Agile UX17. Visiting lecture Ville Nore (F-secure): User research in F-secure18. Summary and discussion

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Practices, Jari Laaksonen

1. Ideation techniques2. Stakeholders3. Product and the user4. Reverse engineering (contains a homework)5. Visionary concepting6. Agile product development7. Usability goals and measures8. User experience9. Use cases10. SW architecture & Usability11. Prototyping12. Summary & Feedback

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Practice assignment

• Group work in teams of 2-3• Sign up in POP (opens at latest 14th of Jan)

• DL 24.1.2013

• Supervized by Jari Laaksonen

• Always use [email protected] when communicating tocourse personnel unless otherwise instructed

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Requirements for passing the course

• Approved practice assignment and exam.• Taking notes in one lecture and returning them to Jarmo within two days.

• Exam covers issues from the lectures and a package of six articles• Karat, J., Karat, C. M.The evolution of user-centered focus in the human-

computer interaction field, IBM Systems Journal, Vol. 42, No. 4, 2003 (Lecture 1)http://proquest.umi.com/pqdlink?vinst=PROD&fmt=6&startpage=-1&ver=1&vname=PQD&RQT=309&did=477180641&exp=03-01-2015&scaling=FULL&vtype=PQD&rqt=309&cfc=1&TS=1267521826&clientId=23383

• Sirotkin A., Koskela-Huotari K., Karppinen K., Del Ser, J., McCabe, B.Differentiation in the cloud: methodology for integrating customer values inexperience design http://www.cloudsoftwareprogram.org/theses-and-articles/i/28680/1570/differentiation-in-the-cloud-methodology-for-integrating-customer-values-in-experience-design

• McConnell, S. How to Defend an Unpopular Schedule, IEEE Software, Vol.13,No. 3, May 1996, (Lecture 4) http://stevemcconnell.com/ieeesoftware/bp03.htm

• Introduction to Agile Usability - User Experience Activities on Agile DevelopmentProjects: http://www.agilemodeling.com/essays/agileUsability.htm

• Carl W. Turner, A Strategic Approach to Metrics for User Experience Designers.

The list will be finalized later

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Other practicalities

• WWW: http://www.cs.tut.fi/kurssit/IHTE-3100 andwww.cs.tut.fi/~katu (both lead to same place)

• Email: [email protected]

• Attending 6 or more weekly practices (+ guest lectures and the lastlecture) will give you 1-5 bonus points that will be added to anaccepted exam.

Notice: practice assignment and exam need to part of the samecourse instance (3 exam trials)

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http://www.cs.tut.fi/ihtehttp://www.cs.tut.fi/kurssit/IHTE-3100

Q & A

Course staff:

• Jarmo Palviainen, TC209Responsible for the course & lectures

• Jari Laaksonen, TC 213 (not there much, though)Main assistant and the only assistantWeekly practices, assignment work,

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Central terminology

ProductInteractive product (vuorovaikutteinen tuote in Finnish)Product development processUsability (käytettävyys)User experience (käyttäjäkokemus)UserConsumerCustomerStakeholder (sidosryhmä!)Context of use (käyttökonteksti)User/Human centered design (process)Human centered product developmentLife cycle: product, use and product development (elinkaari)

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Product

• "A product is anything that can be offered to satisfya need or want. -- A product or offering can consistof as many as three components: physical good(s),service(s), and idea(s)."

• [Kotler, P. 1997. Marketing management. Analysis, planning, implementing andcontrol. 9. painos. 9-10. Upper Saddle River, N.J.: Prentice-Hall.]

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Product examples & attributes

Screwdriver

(Stanley) RollerbladeLaser printer

(HP)Car

(Chrysler)Aeroplane(Boeing)

Annual production (pieces) 100 000 100 000 1,5 millions 250 000 50

Life cycle (years) 40 3 3 6 30

Sales price ($) 3 200 365 19 000 130 mil

Number of components 3 35 200 10 000 130 000

Development time (years) 1 2 1,5 3,5 4,5

Size of the internal dev. Team inthe company (persons) 3 5 100 850 6 800

Extended dev. team(persons) 3 10 100 1400 10 000

Dev. costs ($) 150 000 750 000 50 mil 1 000 mil 3 000 mil

Investments in production ($) 150 000 1 mil 25 mil 600 mil 3 000 mil

Dev. Costs % of the sales duringthe life cycle 1,25 1,67 3,04 0,04 0,02

[Ulrich & Eppinger, 2004]:Ulrich Karl T., Eppinger Steven D.: Product Design and Development, McGraw-Hill 2004.

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Different product types (1/2)

consumer products - used by end usersindustrial products - used in the production of other goodsconvenience goods - purchased frequently and with minimal

effortimpulse goods - purchase stimulated by immediate sensory

cuesemergency goods - goods required immediatelyunsought goods - e.g., cemetery plots, insurance

[en.wikipedia.org]

Note! Partially overlapping, e.g. ”consumer” and ”impulse”

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Different product types (2/2)

perishable goods - goods that will deteriorate quickly even withoutuse

durable goods - goods that survive multiple use occasionsnon-durable/consumption/consumable goods - goods that are

used up in one use occasioncapital goods - installations, equipment, and buildingsparts and materials - goods that go into a finished productcommodities - undifferentiated goods (e.g., wheat, gold, sugar)

[en.wikipedia.org]

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Course focus• Products containing interactive technology

• Information , communication, automation and machinery tecnology…

• Bringing the user into the development so that allstakeholders will be accounted for

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Interactive product

HumanCognitive andphysical abilities,Needs, tasks, motivation

Interaction,User interface

Context of usePhysical, social, techical, ...

ProductFunctionality,Technical properties,Form (design), I/O-devices

UCD = User-Centered Design, HCD = Human Centered Design

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Core benefits of a product

• Benefit from the use/functionality• Psychological benefit (status, hope, self esteem

etc.)• Central to understand in user experience

• Removing problems (safety, comfort)

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Product development process

• Stepwise description of how to transform and idea to a readyproduct

• Names may vary:

• HCD is most central in the early stages

Conceptdevelopment

Mission &strategy

Systemdesign

Detail(ed)design

Testing(andrefinement)

Productionramp-up

Productlaunch

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SW-engineering perspective

[Haikala & Märijärvi: Ohjelmistotuotanto, 2004]

Business, management

Quality system

Managing Programs (product level)Project management

Project management

Project management

Managing ProductManagingQuality

Documentationi

Spefica-tion

Intro-duction,Mainte-nance

testingImple-menta-tion

design

Managing requirements

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Definition of usability(ISO 9241-11, 1998)

• “The extent to which a product can be used by specifiedusers to achieve specified goals with effectiveness,efficiency and satisfaction in a specified context of use.”

• FIN: ”Tarkoituksenmukaisuus, tehokkuus ja tyytyväisyys, jolla tuotteenmääritellyt käyttäjät saavuttavat määritellyt tavoitteet tietyissäkäyttöympäristöissä.”

• Effectiveness – reaching a goal• Fin: tarkoituksenmukaisuus

• Efficiency – used resources per task, e.g. time per task• Fin: tehokkuus

• Satisfaction – subjective rating• Fin: tyytyväisyys

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User Experience (Käyttäjäkokemus)

• Describes holistic experience throughout the whole use lifecycle• Emphasis on context of use• Perspectives: psychological, social, emotional user

Diagram: Dan Saffer: Designing for Interaction, 2009

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User, customer, consumer

•User• Interacts with the product

•Customer• Buys,• typically the target of the marketing,• often defines requirements

•Consumer• Buyer and user of a consumer product

Warning:Customerrarelyrepresentsuser!

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Stakeholder (Sidosryhmä)

• Parties, whom actions of an organization mayaffect, who can affect the actions of anorganization or who are concerned by actions ofon organization

• For us:• Those who affect or benefit from the product,

inside and outside of a organization

• Next lecture

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Product life-cycle

Introduction, growth, maturity, decline[Kotler, Marketing Management, p. 304]

[David Jobber: "Principles and Practise of Marketing”, 2nd edition, 1998]

[Mike Volkerwww.sfu.ca/~mvolker/biz/pushpull.htm ]

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http://www.cs.tut.fi/ihtehttp://www.cs.tut.fi/kurssit/IHTE-3100

“A brief history of usability and afew other things”

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Cognitive sciences in the 1950ies

MacKenzie, I. S. (2003). Motor behaviour models for human-computerinteraction. In J. M. Carroll (Ed.) Toward a multidisciplinary science ofhuman-computer interaction, pp. 27-54. San Francisco: Morgan Kaufmann.

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The role of psychology in usability field

• Cognitive models from the50’s still important inmodelling

• Empirical tradition ofexperimental psychology

• Social psychology still inminor role in usability – untilvery recently

Green, Rebecca et. al.WADC/WADD History - 50Years of Human Engineering - History and CumulativeBibliography of the Fitts Human Engineering Division.1995.

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Human-Computer Interaction (HCI): 1980-

• Focus on the (user) interfaces between humanand machines

• Different interaction techniques• Applying psychology, sociology and pedacogy

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Human/User-Centered Design, HCD/UCD:1990-

• Wider perspective on engineering• How to get user perspective in systems

development or production process• Multidisciplinary teams

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Towards more holistic design :User Experience design: 2000-

• Context and earlier experiences• Multimodal interaction• Social interaction, emotions

[Follizzi & Battarbee, 2004]

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History of UCD

1970 1980 1990 2000

1970’sParticipatory

Design

1997Holtzblatt:Contextual

design

1999 ”Cooperdesign”

1980’sHuman-ComputerInteraction (HCI)

1993 Nielsen:Usability

Engineering

2003User

Experience

1940-1950’sErgonomics,

Cognitive Science,Human Factors

1999ISO 13407

Human-CenteredDesign

1990’sHuman centered

design (HCD)

1977 JAD –customer

involvement

1981 SSM

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Why user centered design is necessary?

35

10.1.2014

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Airbus A320,accident20.01.1992

Why

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Airbus buttons

Modes in the panel

Mode switches

Speed/anle of landing

Speed/angle handling

3300 ft/minute (1000m/min), should have been 3.3angle/min, now it was 60 angles

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The coders way?

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http://www.cs.tut.fi/ihtehttp://www.cs.tut.fi/kurssit/IHTE-3100

Reading related to the lecture 1(we will discuss this briefly in the next lecture):

Karat, J., Karat, C. M. The evolution of user-centered focus in the human-computer interaction field, IBM Systems Journal, Vol. 42, No. 4, 2003http://proquest.umi.com/pqdlink?vinst=PROD&fmt=6&startpage=-1&ver=1&vname=PQD&RQT=309&did=477180641&exp=03-01-2015&scaling=FULL&vtype=PQD&rqt=309&cfc=1&TS=1267521826&clientId=23383

Article is also in POP (2013)