Interfaces Humano-Computador - Aula 05 - Design da solução

Interfaces Humano-Computador - Aula 05 - Design da solução

Introduction to Designing Solutions

In this section, the instructor introduces the challenge of designing a solution and outlines the agenda for the lesson. The focus will be on understanding user requirements, discussing interaction scenarios, prototyping, and incorporating design policies and standards.

Understanding User Requirements

  • Designing solutions involves a creative process with defined steps.
  • The first step is to develop a conceptual model of the system's entities and attributes.
  • Next, tasks that users will perform are structured.
  • Interaction design, including dialogue design, is then planned.
  • Finally, interfaces are designed.

The Design Solution Process

  • According to Jazz Times Gazette, user experience is formed by understanding various layers of the design solution process.
  • The process includes understanding strategy, scoping the project, defining architecture, creating interaction structure (prototypes), and designing the interface surface.

Selecting the Best Solution

  • To select the best solution for a project, it is important to revisit its purpose and goals.
  • Brainstorming with team members can generate innovative ideas.
  • Parallel projects allow different team members to propose alternative solutions that can later be converged upon.
  • Methodologies like Design Sprint or participatory design involving real users can also aid in selecting the best solution.

Resources for Design Documentation

  • Interaction scenarios describe usage situations and actions performed by users within a system.
  • Scenarios can be represented through text or other media such as videos.
  • It is crucial to communicate underlying concepts and object manipulation possibilities to stakeholders.

Prototyping in Design Process

  • Prototypes play an essential role throughout the design process.
  • Multiple prototypes may be used at different stages to represent interface concepts effectively.

Prototyping and its Importance

In this section, the speaker discusses the importance of prototyping in the design process. Different levels of prototypes are introduced, including low-fidelity and high-fidelity prototypes.

Types of Prototypes

  • Low-fidelity prototypes are typically created at the beginning of a project when there is still uncertainty about what will be built. They can be simple sketches or static representations that do not allow for interaction.
  • Paper prototypes are highly efficient for early stages of the design process as they allow for easy visualization and sharing with stakeholders.
  • Paper prototypes are low-cost and convey the idea that they are provisional, encouraging stakeholders to suggest changes without significant impact on cost.
  • As the design progresses, higher fidelity prototypes can be developed.
  • Wireframes or mockups represent a more refined version of the final product, providing a linear representation of interactions and visual elements.
  • High-fidelity prototypes closely resemble the final product in terms of appearance and functionality. They may include graphic design elements and even be executable for user testing purposes.
  • These advanced prototypes help bridge the gap between concept and# Prototyping and its Importance

In this section, the speaker discusses the importance of prototyping in the design process. Different levels of prototypes are introduced, including low-fidelity and high-fidelity prototypes.

Types of Prototypes

  • Low-fidelity prototypes are typically created at the beginning of a project when there is still uncertainty about what will be built. They can be simple sketches or static representations that do not allow for interaction.
  • Paper prototypes are highly efficient for early stages of the design process as they allow for easy visualization and sharing with stakeholders.
  • Paper prototypes have extremely low cost and can be easily updated or recycled if changes are needed.
  • The low commitment to paper prototypes encourages stakeholders to suggest alterations without worrying about cost implications.
  • As the design progresses, higher fidelity prototypes can be developed. These prototypes resemble the final product more closely and may include interactive elements.
  • Wireframes or mockups can represent specific features or interactions in a more detailed manner.
  • High-fidelity prototypes closely resemble the final product in terms of appearance, functionality, and even graphic design elements.
  • High-fidelity prototypes may also be executable, allowing for user testing and feedback.

Benefits of Prototyping

  • Prototyping helps identify flaws and potential issues early on in the design process, saving time and resources that would otherwise be spent on building something that doesn't work.
  • Low-fidelity prototyping allows for quick exploration of ideas without significant investment.
  • Paper prototyping communicates to stakeholders that these designs are provisional and open to suggestions for improvement.
  • Higher fidelity prototyping brings designs closer to reality, facilitating better understanding by users and stakeholders.

Resources for Good Design

This section introduces various resources that can help designers create effective designs. It discusses guidelines, heuristics, design standards, and the importance of iteration in design.

Design Resources

  • Guidelines provide generic recommendations for good design practices.
  • Heuristics are derived from studying common integration problems and offer general principles to avoid common mistakes.
  • Platform-specific rules, such as style guides or design guidelines, may have stricter requirements for compliance.
  • Design patterns are reusable solutions that can be applied to specific situations.

Iterative Design Process

  • Good design is not achieved on the first attempt; it requires analysis, iteration, and improvement over time.
  • Following guidelines and heuristics helps designers avoid common pitfalls but does not guarantee a perfect solution.
  • Iteration allows designers to refine their designs based on feedback and user testing.

The transcript provided did not include timestamps beyond this point.

Video description

Engenharia de Computação - 15º Bimestre Disciplina: Interfaces Humano-Computador – EES-301 Univesp - Universidade Virtual do Estado de São Paulo Professor responsável pela disciplina: Lucia Vilela Leite Filgueiras Playlist da disciplina: https://www.youtube.com/playlist?playnext=1&list=PLxI8Can9yAHcoiFzGoyLITBKzFbiw3RIp