This poster will describe a multi-disciplinary team approach to teaching user-centered interface design. The course focused on the development of multimedia prototypes for the VCU Cancer Center. How the course impacted upon student motivation for learning, group process and interface design will be presented.
In addition, finding meaningful, real-world projects that can be woven within the constraints of a semester time frame and that will instill a sense of professional ethics and responsibility in students is challenging. Finding an organization willing to participate in such an endeavor without guaranteed, tangible benefits also can be difficult.
Despite these challenges, a multi-disciplinary group of faculty and staff at VCU created an experimental course that bridged two schools and two campuses. The primary course objective was to develop students' skills in designing interactive, multimedia prototypes from a human-centered perspective. The participants included faculty and staff from the School of the Arts, the School of Business and the Massey Cancer Center at VCU.
For the introductory concepts (six weeks), students spent equal time learning about human centered perspectives on technology design and working in the lab to familiarize themselves with the hardware and software that would be needed to carry out the second, project-focused component.
The second component (nine weeks) focused on the analysis, design and development of interactive, multimedia prototypes. The specific subject for development was an information kiosk for cancer patients who were beginning chemotherapy treatment at the John N. Dalton Ambulatory Oncology Clinic.
The project was intended to address some of the questions and concerns facing newly diagnosed patients and their families. This information would be used to help augment effective communication between the patients, their families and the clinic staff.
Six, multi-disciplinary project teams were established with three person teams. Three suggested team roles, including coordinator, usability specialist and designer, were often redefined by the teams and varied from group to group.
Project activities focused on four, two week modules including Analysis, Ideation, Production and Refinement. At the end of each module, teams completed a summary of activities and a deliverable related to the project. For example, in the first module teams researched chemotherapy and interviewed patients and clinic staff. They provided a purpose statement, a general description of the user population and an initial description of prototype's scope and functionality. Later modules focused on the design and development of the prototype. All teams developed a usability testing plan (e.g., specifics on how the prototype would be tested with end users - including who, what, where, when and how information would be collected from users) and conducted at least one iteration of testing. The final prototype with a summary of recommendations for refinement completed the fourth module.
A special, multi-page evaluation form and individual interviews with each student provided feedback on the class experience. A number of interesting and thoughtful comments emerged. These can be grouped into four areas: satisfying aspects, frustrating aspects, course-related learning, group process related learning.
Working with the Cancer Center provided special motivation for many. As one student remarked: "to work on something that might be used by the Massey Cancer Center...made me struggle more and gave me more incentive and purpose.
"...meeting with three students who all had different available time schedules..." "...limited to developing and testing only a partially functioning prototype..."
"During the project it was a very difficult task for me to address my ideas about the prototype to the designer."... "Fighting with members of my team about the visuals."
"not having control over the final project"..." not being able to do the actual design. I was able to put my opinions into the design process, but I had no control over what [was] being designed."
"...the system was lost during user-testing. The whole team had to work extra hours to make up for the loss" "...the system [was] lost well into the process which was more than frustrating."
" The importance of usability through user testing...no matter how artistic the design may appear, if the users do not get the key function of it, the system will be useless." "...functionality is a very important concept...visibility, mapping, feedback and the conceptual model require in-depth thought when designing a system."
Everyone has responsibility and must be responsible for fulfilling their responsibility and keeping other team members notified on the progress.
It's very difficult to get your views across unless your have something physical to show to explain what you're saying. But respecting each other ideas, questions, and concerns...was very important to keep the group functional and to achieve progress.
Finally, this comment expressed the views of many working in a multi-disciplinary context for the first time:
"Working with arts students was different. Working in the [Mac] lab was a different environment. The way the graphic students [work is] different. I learned that people are different and I had to understand their ways of doing things too.
Multi-disciplinary projects, while time-consuming for both students and faculty, provide an ideal setting in which to underscore the human side of interface design and development. What is gained is far more than a set of tools and techniques. The ability to address needs of others, whether they be cancer patients or other team members, is an essential part of learning in this environment. It is hoped that such learning may help shape the way in which these students view interface development in their future horizons.
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