chapter 1 id2e slides
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Chapter 1:What is interaction design?
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Moores LawTransistors
Speed
Size
Cost
1950 1990 2030
( These slides are variations of those presented by Bill Buxton )
Computer Abilities
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Psychology
Human Abilities
1950 1990 20300 A.D.
Computers
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Human Computer Interaction A discipline concerned with the
design,implementation, andevaluation
of interactive computing systems for human use
design
implementationevaluation
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Articulate:who users aretheir key tasks
User and taskdescriptions
Goals:
Methods:
Products:
Brainstorm designs
Task centered systemdesign
Participatory design
User-centered design Evaluate
Psychology of everydaythings
User involvement
Representation &metaphors
low fidelity
prototypingmethods
Throw-away paperprototypes
Participatoryinteraction
Task scenario walk-through
Refined designs
Graphical screendesign
Interface guidelines
Styleguides
high fidelity
prototyping methods
Testable prototypes
Usability testing
Heuristicevaluation
Completed designs
Alpha/beta systems orcomplete specification
Field testing
Interface Design and Usability Engineering
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Why an interface design
process? 63% of large software projects go over cost
managers gave four usability-related reasons
users requested changes
overlooked tasks
users did not understand their own requirements
insufficient user-developer communicationand understanding
Usability engineering is software engineering
pay a little now, or pay a lot later!
far too easy to jump into detailed design that is:
founded on incorrect requirements
has inappropriate dialogue flow
is not easily used
is never tested until it is too late
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Foundations for designinginterfaces
Overview
Introduction to the course and to HCI
Understanding users and their tasks
Task-centered system design
the task-centered process
developing task examples
task scenarios and walkthroughs
Designing with the user
User centered design and prototyping
user centered system design
low fidelity prototyping methods
Evaluating interfaces with users: Qualitative methods
observe people using systems via various methods
detect inappropriate design and correct by iterative design
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Foundations for designing
interfaces Designing visual interfaces
Beyond screen design
representations and metaphors
Graphical screen design
the placement of interface components on a screen
Psychopathology/psychology of everyday things
what makes visual design work?
Principles for design
Design principles, guidelines, and usability heuristics
general design guidelines
using guidelines as heuristics to discover usability problems
This is a
great
design!
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Relationship between ID, HCI
and other fields
Interdisciplinary fields that do
interaction design: HCI Human Factors
Cognitive Engineering
Cognitive Ergonomics Computer Supported Co-operative Work
Information Systems
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Working in multidisciplinary
teams Many people from different
backgrounds involved
Different perspectivesand ways of seeingand talking about things
Benefits more ideas and designs
generated
Disadvantages difficult to communicate and
progress forward the designs being created
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Interaction design in business Increasing number of ID consultancies, examples of well known ones
include:
Nielsen Norman Group: help companies enter the age of theconsumer, designing human-centered products and services
Cooper:From research and product to goal-related design
Swim:provides a wide range of design services, in each casetargeted to address the product development needs at hand
IDEO: creates products, services and environments forcompanies pioneering new ways to provide value to theircustomers
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What do professionals do in theID business?
interaction designers - people involved in the design of allthe interactive aspects of a product
usability engineers - people who focus on evaluatingproducts, using usability methods and principles
web designers - people who develop and create the visualdesign of websites, such as layouts
information architects - people who come up with ideas ofhow to plan and structure interactive products
user experience designers (UX) - people who do all theabove but who may also carry out field studies to inform thedesign of products
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The User Experience
How a product behaves and is used bypeople in the real world
the way people feel about it and their pleasure andsatisfaction when using it, looking at it, holding it,and opening or closing it
every product that is used by someone has a userexperience: newspapers, ketchup bottles, recliningarmchairs, cardigan sweaters. (Garrett, 2003)
Cannot design a user experience, onlydesign fora user experience
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Why was the iPod user
experience such a success?iPod
Which iPod are You?
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What is involved in the process
of interaction design
Identifying needs and establishing requirementsfor the user experience
Developing alternative designs to meet these
Building interactive prototypes that can becommunicated and assessed
Evaluating what is being built throughout theprocess and the user experience it offers
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Core characteristics of
interaction design Users should be involved through the
development of the project
Specific usability and user experience goalsneed to be identified, clearly documented andagreed at the beginning of the project
Iteration is needed through the core activities
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Why go to this length?
Help designers: understand how to design interactive
products that fit with what people want,
need and may desire appreciate that one size does not fit all
e.g., teenagers are very different from grown-ups
identify any incorrect assumptions they may
have about particular user groupse.g., not all old people want or need big fonts
be aware of both peoples sensitivities andtheir capabilities
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Are cultural differences
important? 5/21/1960 versus 21/5/1960?
Which should be used for international
services and online forms?
Why is it that certain products, like theiPod, are universally accepted by people
from all parts of the world whereaswebsites are reacted to differently bypeople from different cultures?
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Designed to bedifferent for UK and UScustomers
What are the differencesand which is which?
What should Annasappearance be like
for other countries,like India, South Africa,or China?
Anna, IKEA online sales agent
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Usability goals
Effective to use
Efficient to use
Safe to use
Have good utility
Easy to learn Easy to remember how to use
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Activity on usability
How long should it take and howlong does it actually take to:
Using a DVD to play a movie?Use a DVD to pre-record two
programs?
Using a web browser tool to create a
website?
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User experience goals
satisfying aesthetically pleasing
enjoyable supportive of creativity
engaging supportive of creativity
pleasurable rewarding
exciting fun entertaining provocative
helpful surprising
motivating enhancing sociability
emotionally fulfilling challenging
boring annoying
frustrating cutesy
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Usability and user experience
goals Selecting terms to convey a persons feelings,
emotions, etc., can help designers understandthe multifaceted nature of the user experience
How do usability goals differ from userexperience goals?
Are there trade-offs between the two kinds of
goals? e.g. can a product be both fun and safe?
How easy is it to measure usability versususer experience goals?
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Design principles
Generalizable abstractions for thinking aboutdifferent aspects of design
The dos and donts of interaction design
What to provide and what not to provide atthe interface
Derived from a mix of theory-basedknowledge, experience and common-sense
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Visibility This is a control panel for an elevator
How does it work?
Push a button for the floor you want?
Nothing happens. Push any otherbutton? Still nothing. What do youneed to do?
It is not visible as to what to do!From:www.baddesigns.com
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Visibilityyou need to insert your room card in the slot by the buttons toget the elevator to work!
How would you make this action more visible?
make the card reader more obvious provide an auditory message, that says what to do (which
language?)
provide a big label next to the card reader that flasheswhen someone enters
make relevant parts visible
make what has to be done obvious
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What do I do if I am wearing
black? Invisible automatic
controls can make it
more difficultto use
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Feedback
Sending information back to the user aboutwhat has been done
Includes sound, highlighting, animation and
combinations of these
e.g. when screen button clicked on provides sound orred highlight feedback:
ccclichhk
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Constraints
Restricting the possible actions that can beperformed
Helps prevent user from selecting incorrect
options Physical objects can be designed to constrain
things e.g. only one way you can insert a key into a lock
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Logical or ambiguous design?
Where do you plug themouse?
Where do you plug the
keyboard?
top or bottom connector?
Do the color coded icons
help?
From: www.baddesigns.com
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How to design them more
logically(i) A provides direct
adjacent mappingbetween icon and
connector
(ii) B provides colorcoding to associatethe connectors withthe labels
From: www.baddesigns.com
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Consistency
Design interfaces to have similar operationsand use similar elements for similar tasks
For example:
always use ctrl key plus first initial of the commandfor an operation ctrl+C, ctrl+S, ctrl+O
Main benefit is consistent interfaces are easierto learn and use
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When consistency breaks
down What happens if there is more than one
command starting with the same letter? e.g. save, spelling, select, style
Have to find other initials or combinations ofkeys, thereby breaking the consistency rule e.g. ctrl+S, ctrl+Sp, ctrl+shift+L
Increases learning burden on user, makingthem more prone to errors
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Internal and external
consistency Internal consistency refers to designing
operations to behave the same within anapplication Difficult to achieve with complex interfaces
External consistency refers to designingoperations, interfaces, etc., to be thesame across applications and devices Very rarely the case, based on different
designers preference
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Keypad numbers layout
A case of external inconsistency
1 2 3
4 5 6
7 8 9
7 8 9
1 2 34 5 6
0 0
(a) phones, remote controls (b) calculators, computer keypads
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Affordances: to give a clue
Refers to an attribute of an object that allowspeople to know how to use it e.g. a mouse button invites pushing, a door handle
affords pulling Norman (1988) used the term to discuss the
design of everyday objects
Since then it has been much popularised in
interaction design to discuss how to designinterface objects e.g. scrollbars to afford moving up and down, icons
to afford clicking on
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What does affordance have to
offer interaction design? Interfaces are virtual and do not have affordances like
physical objects
Norman argues it does not make sense to talk aboutinterfaces in terms of real affordances
Instead interfaces are better conceptualized asperceived affordances
Learned conventions of arbitrary mappings between action
and effect at the interface Some mappings are better than others
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Activity
Physical affordances:
How do the following physical objectsafford? Are they obvious?
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Activity
Virtual affordances
How do the following screen objectsafford?
What if you were a novice user?
Would you know what to do with them?
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Usability principles
Similar to design principles, exceptmore prescriptive
Used mainly as the basis forevaluating systems
Provide a framework for heuristic
evaluation
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Usability principles (Nielsen 2001)
Visibility of system status
Match between system and the real world
User control and freedom
Consistency and standards
Help users recognize, diagnose and recover from errors Error prevention
Recognition rather than recall
Flexibility and efficiency of use
Aesthetic and minimalist design
Help and documentation
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Key points
Interaction design is concerned with designinginteractive products to support the way peoplecommunicate and interact in their everyday
and working lives It is concerned with how to create quality user
experiences
It requires taking into account a number ofinterdependent factors, including context of
use, type of activities, cultural differences, anduser groups
It is multidisciplinary, involving many inputsfrom wide-reaching disciplines and fields
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