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INTERACTION DESIGN PRINCIPLES FOR INTERACTIVE ...

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Sheri Lamont, who has practiced and written specifically about applying user-<br />

centered design processes to designing for interactive television, advocates using<br />

heuristics and walkthroughs as soon as storyboards or mock-ups of the initial design have<br />

been created. According to Lamont, heuristic evaluation (Nielsen, 1994) and the<br />

streamlined cognitive walkthrough (Spencer, 2000) are two types of usability evaluations<br />

that can be conducted very early in the design process, be done on low-fidelity<br />

prototypes, and do not require a lot of money and time for them to be completed (2003a).<br />

Another established approach in HCI is the creation of “personas,” or models of<br />

different types of viewers, which are imaginary persons who represent the core user<br />

group of an application. Personas, which are presented in vivid narrative descriptions, are<br />

constructed based on user goals, attitudes, and behaviors distilled from observation or<br />

interviews. For example, one persona might be a housewife with school-aged children<br />

who watch primarily daytime soap operas; another persona could be a college student<br />

with TiVo who watches crime dramas and movies late at night and on the weekends. It is<br />

useful to construct and study personas that represent a large percentage of viewers. Based<br />

on these, designers can consider how each persona might use their interface and design<br />

based upon these considerations (MIT Communications Forum, 2004).<br />

The design principles I proposed in chapter five are represent only one component<br />

in the larger scheme of good interaction design practice. In order for an iTV experience to<br />

be as successful and compelling as possible, many parties must work together in the<br />

design process and they must follow the cycle depicted in Figure 6.5. User-centered<br />

design and iterative design practices should not be forsaken for the sake of convenience.<br />

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