INFO 440 - L15 - November 18, 2004 Notes By: Prins, Yaptinchay Design as a Service > Ex. Radar, good waitress/waiter > Have things done before they even know that they need to be done Quiz 6 > Most did very well > The most missed were 2 & 3 Lab 6 - Activities > Provide something that the user wants to accomplish, not what the system should provide > HTA - Were the children really apart of the parent? Jake Fleshier(sp?) Microsoft Hardware Design Group > Since 1991; 22 people > A broad range of expertise focused on making products useful, usable, and desirable. > Design contributions are central to the purchase and user experience values of a product Who we are > User Research > User Interface > Industrial Design > Model Facility > User Assistance Development Triad > User Experience aka Experiencia Del Utilizador > Market aka el mercado > Technology aka el tecnologĂ­a MSHW product offering triad > Varying proportions of the pie chart > Performance > Comfort * Feel good when use it * Don't hurt me! > Style * Deeeesire * USE A MAC! STYLE ALWAYS WINS! User Research > design research, ergonomics, usability, ethnography > product development process support > physical, cognitive, & emotional interaction > Perception trumps reality > Generative = problem seeking * Picture of woman holding a baby and a Newton rip-off lol > Evaluative = problem solving * Picture of a mouse device to test resistance User Interface > Software design & specification and hardware interaction. - How it works, looks and sounds - Control panels to full applications Industrial Design > physical "face" to the Microsoft Hardware products. > 3d modeling throuugh varied methods > hand off to surfacing and tooling Modeling Facility > Build and deliver quality models and interaction prototypes. > Tablet PC * different control layouts * multiple switches and a scroll wheel * fully functional (unlike verson 2.1+ of subethaedit) User Assistance > Optimize the out-of-box experience by providing users with the information they need, when they need it, using the appropriate medium for delivery. > User Experience * Web Site * Cord Tag * Printed Manual * Setup Wizard * Video * UI Test * Users Guide > Acquiring a target in a 2D design - "hardest thing ever omg" - Fitt's Law (http://www.mezzoblue.com/archives/2004/08/19/fitts_law/) Hardware Design Development Phases > Concept Definition, MRD (Marketing Requirement Document), rough foams, Business Opportunity Proposal, 0.3 form study and usability, many directions, fewer variations (0.1 to 0.3) > Direction knows, surface refinement, color studies, variation decision (0.5 to 0.7) > Surface definition, parting lines, several direction and variation, 0.5 from study, usability (0.8 to 0.9) > Market Introduction (1.0) Development Phase 0.1 to 0.3 > latent needs research > evaluative/competetive research > wire frame layouts and thumbnail sketches > Navigation and flow models > want things to be approachable Development Phase 0.3 to 0.5 > Develop and Explore Alternatives > Build appearance models Development Phase 0.5 to 0.7+ > form refinement > Interaction refinement (SW, working HW) > interaction specification > functional specification > UA specification & localization > packaging review > Handoff to development Market Introduction: Phase 0.8 to 1.0 > Provide design support for * manufacturing * reliability * marketing intro and beyond > External website development > Post mortem #END#