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welcome to
USER INTERACTION DESIGN




                                     DEVELOPMENT TECHNOLOGIES
Lecturer
  Itamar Medeiros (Brazil)
  BA in Industrial Design;
  PgDip in Information Design;
                                    1 /35




                                    USER INTERACTION DESIGN
Expertise
  Multimedia/Web Design,
  Photography, Information Design
  and Human-Computer Interaction.
CLASSROOM RULES
itamar medeiros




                                               DEVELOPMENT TECHNOLOGIES
Answer to commands promptly;

No food, no drinks, no games in class;

Always keep your mobile in silent mode;
                                              2 /35


No electronic devices during class-time;




                                              USER INTERACTION DESIGN
Bring only class related material to class;
LESSON 02:
DEVELOPMENT METHODOLOGIES
learning outcome




                                          DEVELOPMENT TECHNOLOGIES
Students will learn that consistently
   following development methodologies
   can help design teams meet budgets    3 /35

   and schedules.




                                         USER INTERACTION DESIGN
LESSON 02:
DEVELOPMENT METHODOLOGIES
content




                                                  DEVELOPMENT TECHNOLOGIES
A lecture on the 6 (six) stages of the Logical
   User-Centered Interactive Design
   Methodology -- LUCID --, from Cognetics       4 /35

   Corporation, Princeton Junction, NJ, USA.




                                                 USER INTERACTION DESIGN
DEVELOPMENT METHODOLOGIES




                                                DEVELOPMENT TECHNOLOGIES
Many software development projects fail to
  achieve their goals. Some estimates of the
  failure rate put it as high as 60%.

Much of this problem can be traced to poor     5 /35

  communication between developers*




                                               USER INTERACTION DESIGN
  and their business clients* or between
  developers and their users*.
DEVELOPMENT METHODOLOGIES
developer | 发者




                                                 DEVELOPMENT TECHNOLOGIES
A developer is an entity, either a company or
   individual, that creates interactive media
   products/systems/applications.

  发者是一个实体,可以是一个公司或者                             6 /35


  个人。该公司和个人               创交互式媒体产




                                                USER INTERACTION DESIGN
  品/系统/应用。
DEVELOPMENT METHODOLOGIES
client | 客户




                                                DEVELOPMENT TECHNOLOGIES
The persons or group that are the direct
  beneficiaries of a project or service. They
  are the people for whom the project is
  being undertaken.
                                               7 /35

直接受益于一项项目或服务的个人或组




                                               USER INTERACTION DESIGN
  织。这些项目是为客户服务的。
DEVELOPMENT METHODOLOGIES
user | 用户




                                                 DEVELOPMENT TECHNOLOGIES
A person who requires an interactive
   system/product for the performance of a
   task or recreational activity. Also called
   an end-user.
                                                8 /35

需要利用交互式系统/产品来执行一项任务




                                                USER INTERACTION DESIGN
  或进行娱乐活动的人。也可称为终端客
  户。
DEVELOPMENT METHODOLOGIES
understanding the business




                                              DEVELOPMENT TECHNOLOGIES
Successful developers work carefully to
  understand the business’ needs and
  refine their skills in collecting
  requirements from non-technical
  business managers.                         9 /35




                                             USER INTERACTION DESIGN
Since business managers may lack the
   knowledge to understand technical
   proposal, dialog is necessary to reduce
   confusion about the implications of
   design decisions.
DEVELOPMENT METHODOLOGIES
user-centered design




                                           DEVELOPMENT TECHNOLOGIES
Successful developers also know that
  consistently following user-centered
  methodologies* can help design teams
  meet budgets* and schedules* for the
  development of a product*.             10/35




                                          USER INTERACTION DESIGN
USER-CENTERED DESIGN
methodology | 方法学




                                               DEVELOPMENT TECHNOLOGIES
A methodology represents a package of
  practical ideas and proven practices for
  a given area of activity, such as the
  planning, design development or
  management of IT-based systems.            11/35




                                              USER INTERACTION DESIGN
在某一领域中一系列的实际的想法和已证
  明的实践。诸如计             、设计的发展或建
  立在信息技术系统上的管理。
USER-CENTERED DESIGN
budget | 预算




                                          DEVELOPMENT TECHNOLOGIES
A plan for determining in advance the
   expenditure of time, money, etc.

在操作之前预先对于时间和钱等事项的计
  算。                                    12/35




                                         USER INTERACTION DESIGN
USER-CENTERED DESIGN
schedule | 时间表




                                                  DEVELOPMENT TECHNOLOGIES
A Plan for an activity or event; make a
   schedule; plan the time and place for
   events; In project management, a
   schedule consists of a list of a project's
   terminal elements with assigned start        13/35

   and finish dates.




                                                 USER INTERACTION DESIGN
  于一项活动或项目的计                  ;做计       表;
  计    该项目的时间和地点;在项目管理
  中,计       表包括期末元素以及项目                    始
  和截至日期。
USER-CENTERED DESIGN
product | 产品




                                                DEVELOPMENT TECHNOLOGIES
A good, service, person, or idea consisting
   of a bundle of tangible and intangible
   benefits that satisfies consumers' needs
   and wants.
                                              14/35

指的是包含了一系列切合实际和不切合实




                                               USER INTERACTION DESIGN
  际的利益的,并且能              满足客户需求的
  服务、人或想法。
DEVELOPMENT METHODOLOGIES
user-centered design




                                            DEVELOPMENT TECHNOLOGIES
User-centered design leads to systems
  that generate fewer problems during
  development and have lower
  maintenance cost over their lifetime:
                                          15/35




                                           USER INTERACTION DESIGN
DEVELOPMENT METHODOLOGIES
user-centered systems




                                              DEVELOPMENT TECHNOLOGIES
Easier to learn;

Produce faster performance;

Reduce user errors substantially;
                                            16/35


Encourage users to explore its features*.




                                             USER INTERACTION DESIGN
DEVELOPMENT METHODOLOGIES
features | 特征




                                                   DEVELOPMENT TECHNOLOGIES
Characteristics of a product or service. In an
  interactive product, represents the different
  functionalities which users have access to.

产品或服务的特性。在交互式产品中指的是用                             17/35


  户可以使用的不同功能。




                                                  USER INTERACTION DESIGN
ESTABLISHED METHODOLOGIES




                                                DEVELOPMENT TECHNOLOGIES
There are dozens of advertised
  methodologies – from software
  engineering to business oriented
  approaches – but we’ll focus on the well-
  tested and widely used method,              18/35

  The Logical User-Centered Interactive




                                               USER INTERACTION DESIGN
  Design Methodology (LUCID).

It identifies six stages:
LUCID METHODOLOGY
stages




                       DEVELOPMENT TECHNOLOGIES
Envision;

Discovery;

Design Foundation;
                     19/35


Design detail;




                      USER INTERACTION DESIGN
Build;

Release.
LUCID METHODOLOGY
envision




                                                 DEVELOPMENT TECHNOLOGIES
Align the agendas of all stakeholders
   with organizational strategy and need for
   “extreme usability”, and develop a clear,
   shared product vision, embodied in a
   concept sketch.                             20/35




                                                USER INTERACTION DESIGN
LUCID METHODOLOGY
envision




                                                                                   DEVELOPMENT TECHNOLOGIES
 Management Activities              UI and Usability            Sample Tools &
                                        Activities                Templates
•Establish project plan,       •Identify major user        •Envision Statement
including general strategy     groups.                     •Collaboration-Teamwork
for usability activities for   •Establish preliminary      Model                21/35
each stage.                    usability goals.            •Risk Assessment




                                                                                  USER INTERACTION DESIGN
•Assign and communicate        •Understand technical,      Worksheet
roles, responsibility, and     schedule, and resource
approval process.              constraints.
•Achieve buy-in and            •Gather high-level design
common vision from             ideas in the form of
stakeholders, and              concept sketches.
communicate that to the
team.
LUCID METHODOLOGY
envision




                                                                                   DEVELOPMENT TECHNOLOGIES
 Management Activities              UI and Usability            Sample Tools &
                                        Activities                Templates
•Establish project plan,       •Identify major             •Envision Statement
including general strategy     user groups.                •Collaboration-Teamwork
for usability activities for   •Establish preliminary      Model                22/35
each stage.                    usability goals.            •Risk Assessment




                                                                                  USER INTERACTION DESIGN
•Assign and communicate        •Understand technical,      Worksheet
roles, responsibility, and     schedule, and resource
approval process.              constraints.
•Achieve buy-in and            •Gather high-level design
common vision from             ideas in the form of
stakeholders, and              concept sketches.
communicate that to the
team.
LUCID METHODOLOGY
discovery




                                        DEVELOPMENT TECHNOLOGIES
Study users to determine high-level
  user requirements*, terminology,
  and mental models*.

                                      23/35




                                       USER INTERACTION DESIGN
LUCID METHODOLOGY
user requirements | 用户需求




                                          DEVELOPMENT TECHNOLOGIES
The requirements governing the
  project's deliverable or product as
  expressed by the users.

控制了该项目或产品最终交付使用时的                       24/35


  特性。




                                         USER INTERACTION DESIGN
LUCID METHODOLOGY
mental models | 智力模型




                                        DEVELOPMENT TECHNOLOGIES
A mental representation that people
  use to organize their experience
  about themselves, others, the
  environment, and the things with
  which they interact;                25/35




                                       USER INTERACTION DESIGN
指的是人们根据自己、他人、环境的之
  前的经历,而产生的对于事物的预
  期。
LUCID METHODOLOGY
discovery




                                                                                  DEVELOPMENT TECHNOLOGIES
 Management Activities             UI and Usability            Sample Tools &
                                       Activities                Templates

•Determine appropriate        •Assist manager in          •Discovery Plan
user analysis activities.     determining appropriate     •Personas-Scenarios
•Support designers in         user analysis activities.   •High-level User
executing analysis            •Conduct user analysis      Requirements          26/35
activities, particularly in   (interviews, contextual




                                                                                 USER INTERACTION DESIGN
the areas of resources and    inquiry, usability tests,
access to users.              etc.).
•Coordinate review and        •Create personas,
approval of personas,         scenarios, and
scenarios, and                requirements.
requirements.
LUCID METHODOLOGY
discovery




                                                                                  DEVELOPMENT TECHNOLOGIES
 Management Activities             UI and Usability            Sample Tools &
                                       Activities                Templates

•Determine appropriate        •Assist manager in          •Discovery Plan
user analysis activities.     determining appropriate     •Personas-Scenarios
•Support designers in         user analysis activities.   •High-level User
executing analysis            •Conduct user analysis      Requirements          27/35
activities, particularly in   (interviews, contextual




                                                                                 USER INTERACTION DESIGN
the areas of resources and    inquiry, usability tests,
access to users.              etc.).
•Coordinate review and        •Create personas,
approval of personas,         scenarios, and
scenarios, and                requirements.
requirements.
LUCID METHODOLOGY
discovery




                                             DEVELOPMENT TECHNOLOGIES
Study users to determine high-level
  user requirements, terminology,
  and mental models.

We’ll create personas* for this stage of   28/35

  development of your interactive




                                            USER INTERACTION DESIGN
  product.
PERSONAS
model of a user | 角色




                                              DEVELOPMENT TECHNOLOGIES
A persona is a model of a user that
   focuses on the individual’s goals when
   using an artifact.

角色指的是一个虚拟的人物模型,他代                           29/35


  表了用户在使用人工产品/产品时可




                                             USER INTERACTION DESIGN
  能出现的期望和目标。
PERSONAS
model of a user | 角色




                                              DEVELOPMENT TECHNOLOGIES
The persona represents patterns of users’
  behavior, goals and motives*,
  compiled in a fictional description of a
  single individual.
                                            30/35

指的是用户的行为风格、目标和动机。




                                             USER INTERACTION DESIGN
  将所有的这些组合在一个虚拟的个体
  身上。
PERSONAS
purposes and people




                                          DEVELOPMENT TECHNOLOGIES
Personas also focus on the motives
  behind the user’s actions. Cooper
  (1999, p.149) argues that good
  interaction design has a meaning
  only in the context of a person       31/35

  actually using it for some purpose:




                                         USER INTERACTION DESIGN
  “You cannot have purposes without
  people […] That is why the two key
  elements of our design process are
  goals and personas; purposes and
  people.”
ACTIVITY #3
personas




                                         DEVELOPMENT TECHNOLOGIES
Create 3 (three) personas for your
   interactive product, according to
   the template handed in class;

Each persona must include:             32/35

   -Name;




                                        USER INTERACTION DESIGN
   -Personal Profile;
   -Background;
   -Attributes;
   -Customer needs.
HOMEWORK [ GROUPS ]
interactive products




                                              DEVELOPMENT TECHNOLOGIES
1. In your groups, create the concept of
   -- at least -- 3 (three) personas
   for their proposed interactive product
   according to the template presented in
   class.                                   33/35




                                             USER INTERACTION DESIGN
2. Find 5 (five) examples of similar
   interactive products for each of the
   concepts you’ve create, and bring
   3 (three) pictures of each one:
   15 (fifteen) screenshots.
HOMEWORK [ INDIVIDUAL ]
sketchbook




                                                        DEVELOPMENT TECHNOLOGIES
1. Choose 5 (five) words marked with asterisks
   (*) you’ve seen in this class and create 5 (five)
   posters -- one for each word -- on separate
   pages of your sketchbook;
                                                      34/35

2. Each poster must include:




                                                       USER INTERACTION DESIGN
   -The word chosen, with its English definition;
   -3 (three) pictures;
   -2 (two) websites;
   -Your comments/impressions of the definition.
tags
                                                             HOMEWORK [ INDIVIDUAL ]




USER INTERACTION DESIGN           DEVELOPMENT TECHNOLOGIES
                          35/35

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Interaction Design and Development Technologies

  • 1. welcome to USER INTERACTION DESIGN DEVELOPMENT TECHNOLOGIES Lecturer Itamar Medeiros (Brazil) BA in Industrial Design; PgDip in Information Design; 1 /35 USER INTERACTION DESIGN Expertise Multimedia/Web Design, Photography, Information Design and Human-Computer Interaction.
  • 2. CLASSROOM RULES itamar medeiros DEVELOPMENT TECHNOLOGIES Answer to commands promptly; No food, no drinks, no games in class; Always keep your mobile in silent mode; 2 /35 No electronic devices during class-time; USER INTERACTION DESIGN Bring only class related material to class;
  • 3. LESSON 02: DEVELOPMENT METHODOLOGIES learning outcome DEVELOPMENT TECHNOLOGIES Students will learn that consistently following development methodologies can help design teams meet budgets 3 /35 and schedules. USER INTERACTION DESIGN
  • 4. LESSON 02: DEVELOPMENT METHODOLOGIES content DEVELOPMENT TECHNOLOGIES A lecture on the 6 (six) stages of the Logical User-Centered Interactive Design Methodology -- LUCID --, from Cognetics 4 /35 Corporation, Princeton Junction, NJ, USA. USER INTERACTION DESIGN
  • 5. DEVELOPMENT METHODOLOGIES DEVELOPMENT TECHNOLOGIES Many software development projects fail to achieve their goals. Some estimates of the failure rate put it as high as 60%. Much of this problem can be traced to poor 5 /35 communication between developers* USER INTERACTION DESIGN and their business clients* or between developers and their users*.
  • 6. DEVELOPMENT METHODOLOGIES developer | 发者 DEVELOPMENT TECHNOLOGIES A developer is an entity, either a company or individual, that creates interactive media products/systems/applications. 发者是一个实体,可以是一个公司或者 6 /35 个人。该公司和个人 创交互式媒体产 USER INTERACTION DESIGN 品/系统/应用。
  • 7. DEVELOPMENT METHODOLOGIES client | 客户 DEVELOPMENT TECHNOLOGIES The persons or group that are the direct beneficiaries of a project or service. They are the people for whom the project is being undertaken. 7 /35 直接受益于一项项目或服务的个人或组 USER INTERACTION DESIGN 织。这些项目是为客户服务的。
  • 8. DEVELOPMENT METHODOLOGIES user | 用户 DEVELOPMENT TECHNOLOGIES A person who requires an interactive system/product for the performance of a task or recreational activity. Also called an end-user. 8 /35 需要利用交互式系统/产品来执行一项任务 USER INTERACTION DESIGN 或进行娱乐活动的人。也可称为终端客 户。
  • 9. DEVELOPMENT METHODOLOGIES understanding the business DEVELOPMENT TECHNOLOGIES Successful developers work carefully to understand the business’ needs and refine their skills in collecting requirements from non-technical business managers. 9 /35 USER INTERACTION DESIGN Since business managers may lack the knowledge to understand technical proposal, dialog is necessary to reduce confusion about the implications of design decisions.
  • 10. DEVELOPMENT METHODOLOGIES user-centered design DEVELOPMENT TECHNOLOGIES Successful developers also know that consistently following user-centered methodologies* can help design teams meet budgets* and schedules* for the development of a product*. 10/35 USER INTERACTION DESIGN
  • 11. USER-CENTERED DESIGN methodology | 方法学 DEVELOPMENT TECHNOLOGIES A methodology represents a package of practical ideas and proven practices for a given area of activity, such as the planning, design development or management of IT-based systems. 11/35 USER INTERACTION DESIGN 在某一领域中一系列的实际的想法和已证 明的实践。诸如计 、设计的发展或建 立在信息技术系统上的管理。
  • 12. USER-CENTERED DESIGN budget | 预算 DEVELOPMENT TECHNOLOGIES A plan for determining in advance the expenditure of time, money, etc. 在操作之前预先对于时间和钱等事项的计 算。 12/35 USER INTERACTION DESIGN
  • 13. USER-CENTERED DESIGN schedule | 时间表 DEVELOPMENT TECHNOLOGIES A Plan for an activity or event; make a schedule; plan the time and place for events; In project management, a schedule consists of a list of a project's terminal elements with assigned start 13/35 and finish dates. USER INTERACTION DESIGN 于一项活动或项目的计 ;做计 表; 计 该项目的时间和地点;在项目管理 中,计 表包括期末元素以及项目 始 和截至日期。
  • 14. USER-CENTERED DESIGN product | 产品 DEVELOPMENT TECHNOLOGIES A good, service, person, or idea consisting of a bundle of tangible and intangible benefits that satisfies consumers' needs and wants. 14/35 指的是包含了一系列切合实际和不切合实 USER INTERACTION DESIGN 际的利益的,并且能 满足客户需求的 服务、人或想法。
  • 15. DEVELOPMENT METHODOLOGIES user-centered design DEVELOPMENT TECHNOLOGIES User-centered design leads to systems that generate fewer problems during development and have lower maintenance cost over their lifetime: 15/35 USER INTERACTION DESIGN
  • 16. DEVELOPMENT METHODOLOGIES user-centered systems DEVELOPMENT TECHNOLOGIES Easier to learn; Produce faster performance; Reduce user errors substantially; 16/35 Encourage users to explore its features*. USER INTERACTION DESIGN
  • 17. DEVELOPMENT METHODOLOGIES features | 特征 DEVELOPMENT TECHNOLOGIES Characteristics of a product or service. In an interactive product, represents the different functionalities which users have access to. 产品或服务的特性。在交互式产品中指的是用 17/35 户可以使用的不同功能。 USER INTERACTION DESIGN
  • 18. ESTABLISHED METHODOLOGIES DEVELOPMENT TECHNOLOGIES There are dozens of advertised methodologies – from software engineering to business oriented approaches – but we’ll focus on the well- tested and widely used method, 18/35 The Logical User-Centered Interactive USER INTERACTION DESIGN Design Methodology (LUCID). It identifies six stages:
  • 19. LUCID METHODOLOGY stages DEVELOPMENT TECHNOLOGIES Envision; Discovery; Design Foundation; 19/35 Design detail; USER INTERACTION DESIGN Build; Release.
  • 20. LUCID METHODOLOGY envision DEVELOPMENT TECHNOLOGIES Align the agendas of all stakeholders with organizational strategy and need for “extreme usability”, and develop a clear, shared product vision, embodied in a concept sketch. 20/35 USER INTERACTION DESIGN
  • 21. LUCID METHODOLOGY envision DEVELOPMENT TECHNOLOGIES Management Activities UI and Usability Sample Tools & Activities Templates •Establish project plan, •Identify major user •Envision Statement including general strategy groups. •Collaboration-Teamwork for usability activities for •Establish preliminary Model 21/35 each stage. usability goals. •Risk Assessment USER INTERACTION DESIGN •Assign and communicate •Understand technical, Worksheet roles, responsibility, and schedule, and resource approval process. constraints. •Achieve buy-in and •Gather high-level design common vision from ideas in the form of stakeholders, and concept sketches. communicate that to the team.
  • 22. LUCID METHODOLOGY envision DEVELOPMENT TECHNOLOGIES Management Activities UI and Usability Sample Tools & Activities Templates •Establish project plan, •Identify major •Envision Statement including general strategy user groups. •Collaboration-Teamwork for usability activities for •Establish preliminary Model 22/35 each stage. usability goals. •Risk Assessment USER INTERACTION DESIGN •Assign and communicate •Understand technical, Worksheet roles, responsibility, and schedule, and resource approval process. constraints. •Achieve buy-in and •Gather high-level design common vision from ideas in the form of stakeholders, and concept sketches. communicate that to the team.
  • 23. LUCID METHODOLOGY discovery DEVELOPMENT TECHNOLOGIES Study users to determine high-level user requirements*, terminology, and mental models*. 23/35 USER INTERACTION DESIGN
  • 24. LUCID METHODOLOGY user requirements | 用户需求 DEVELOPMENT TECHNOLOGIES The requirements governing the project's deliverable or product as expressed by the users. 控制了该项目或产品最终交付使用时的 24/35 特性。 USER INTERACTION DESIGN
  • 25. LUCID METHODOLOGY mental models | 智力模型 DEVELOPMENT TECHNOLOGIES A mental representation that people use to organize their experience about themselves, others, the environment, and the things with which they interact; 25/35 USER INTERACTION DESIGN 指的是人们根据自己、他人、环境的之 前的经历,而产生的对于事物的预 期。
  • 26. LUCID METHODOLOGY discovery DEVELOPMENT TECHNOLOGIES Management Activities UI and Usability Sample Tools & Activities Templates •Determine appropriate •Assist manager in •Discovery Plan user analysis activities. determining appropriate •Personas-Scenarios •Support designers in user analysis activities. •High-level User executing analysis •Conduct user analysis Requirements 26/35 activities, particularly in (interviews, contextual USER INTERACTION DESIGN the areas of resources and inquiry, usability tests, access to users. etc.). •Coordinate review and •Create personas, approval of personas, scenarios, and scenarios, and requirements. requirements.
  • 27. LUCID METHODOLOGY discovery DEVELOPMENT TECHNOLOGIES Management Activities UI and Usability Sample Tools & Activities Templates •Determine appropriate •Assist manager in •Discovery Plan user analysis activities. determining appropriate •Personas-Scenarios •Support designers in user analysis activities. •High-level User executing analysis •Conduct user analysis Requirements 27/35 activities, particularly in (interviews, contextual USER INTERACTION DESIGN the areas of resources and inquiry, usability tests, access to users. etc.). •Coordinate review and •Create personas, approval of personas, scenarios, and scenarios, and requirements. requirements.
  • 28. LUCID METHODOLOGY discovery DEVELOPMENT TECHNOLOGIES Study users to determine high-level user requirements, terminology, and mental models. We’ll create personas* for this stage of 28/35 development of your interactive USER INTERACTION DESIGN product.
  • 29. PERSONAS model of a user | 角色 DEVELOPMENT TECHNOLOGIES A persona is a model of a user that focuses on the individual’s goals when using an artifact. 角色指的是一个虚拟的人物模型,他代 29/35 表了用户在使用人工产品/产品时可 USER INTERACTION DESIGN 能出现的期望和目标。
  • 30. PERSONAS model of a user | 角色 DEVELOPMENT TECHNOLOGIES The persona represents patterns of users’ behavior, goals and motives*, compiled in a fictional description of a single individual. 30/35 指的是用户的行为风格、目标和动机。 USER INTERACTION DESIGN 将所有的这些组合在一个虚拟的个体 身上。
  • 31. PERSONAS purposes and people DEVELOPMENT TECHNOLOGIES Personas also focus on the motives behind the user’s actions. Cooper (1999, p.149) argues that good interaction design has a meaning only in the context of a person 31/35 actually using it for some purpose: USER INTERACTION DESIGN “You cannot have purposes without people […] That is why the two key elements of our design process are goals and personas; purposes and people.”
  • 32. ACTIVITY #3 personas DEVELOPMENT TECHNOLOGIES Create 3 (three) personas for your interactive product, according to the template handed in class; Each persona must include: 32/35 -Name; USER INTERACTION DESIGN -Personal Profile; -Background; -Attributes; -Customer needs.
  • 33. HOMEWORK [ GROUPS ] interactive products DEVELOPMENT TECHNOLOGIES 1. In your groups, create the concept of -- at least -- 3 (three) personas for their proposed interactive product according to the template presented in class. 33/35 USER INTERACTION DESIGN 2. Find 5 (five) examples of similar interactive products for each of the concepts you’ve create, and bring 3 (three) pictures of each one: 15 (fifteen) screenshots.
  • 34. HOMEWORK [ INDIVIDUAL ] sketchbook DEVELOPMENT TECHNOLOGIES 1. Choose 5 (five) words marked with asterisks (*) you’ve seen in this class and create 5 (five) posters -- one for each word -- on separate pages of your sketchbook; 34/35 2. Each poster must include: USER INTERACTION DESIGN -The word chosen, with its English definition; -3 (three) pictures; -2 (two) websites; -Your comments/impressions of the definition.
  • 35. tags HOMEWORK [ INDIVIDUAL ] USER INTERACTION DESIGN DEVELOPMENT TECHNOLOGIES 35/35