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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