human-computer interaction design - informatik, … design… l the goal is to design interactive...
TRANSCRIPT
Human-Computer Interaction Design Autumn 2016
John Waterworth Department of Informatics
Examination
There are 3 parts to the examination for this course: l 1. Reading, participation in class and in 4
group assignments l 2. Main group project (presented in final class) l 3. Individual reports (of group assignments)
Course literature + website
l Interaction Design: Beyond Human-Computer Interaction ¡ Yvonne Rogers, Helen Sharp, Jenny Preece
l A measure of fun: Extending the scope of web usability ¡ Charlotte Wiberg
The website for the course is here: http://www.informatik.umu.se/student/kurser-ht-2016/2in119-manniska-datorinteraktion/
Structure and Schedule
l Four modules: ¡ 1. Understanding: user needs ¡ 2. Creating: conceptual and physical designs ¡ 3. Envisioning: design ideas realized ¡ 4. Evaluating designs
l General format
¡ A class, readings and a group assignment for each module l Four group assignments to be written up as individual report(s)
¡ One big group project combining work from the 4 assignments l Group projects presented in class in final session
l See course web for details and schedule changes
Benyon, Designing Interactive Systems © Pearson Education Limited 2014
Figure 2.5 Activities in interactive systems design.
Main Group Project
l Design, prototype and evaluate a website for booking tickets for events ¡ concerts ¡ theatre shows ¡ cinema screenings ¡ etc.
l The 4 assignments will constitute this work l Complete design and its evaluation to be
presented in final session (November 30)
Student groups
Group 1 ADOLFSSON PETER ANDERSIN MÅNS BRÄNNSTRÖM LINUS CARLSSON ERIK Group 2 CARLÉN NICLAS DAHLBERG DANIEL ERLANSON GUNNAR FORSMAN AUGUST Group 3 FORSSTRÖM JACOB GRANQVIST EMELIE IRMEL TIM JANSSON JOAKIM
Group 4 JOHANSSON LISA KALJEVIC JOHN LARSSON JONAS LILJESTRÖM STELLA Group 5 LINDMARK MARIA LUNDSTEN DAVID LUNDSTRÖM DANIEL NILSSON JOEL
Group 6 OLAUSSON ECKL HAMPUS OLSSON ADAM SJÖSTRÖM SANNA STENLUND ANNA Group 7 SVENSSON JESPER SÖDERSTRÖM ELIAS TIMANDER ALEXANDER ÄNGRÉ LOUISE ÖSTERSTRÖM PHILIP
Module 1 – Understanding Needs
l Readings 1 ¡ Rogers et al., Interaction Design
l Chapter 1 – What is interaction design? l Chapter 10 – Establishing requirements
• by November 8
l Be ready to summarise and discuss! l Each group will have a spokesperson on the panel
Group Assignment 1 – to present 10 Nov
l a) What are people’s needs for an event website? l Take a look at existing events websites.
• Are they easy to use? Can you get what you want through them (e.g. specific types of seat)? What’s good about them, what’s bad?
l Observe people at a physical ticket sales counter. • In what ways is it good, in what ways not? How does it compare
with an event website? l Interview friends or family
• Find out about how they buy event tickets and what they need or would like from a ticket service.
l Record everything you find out.
(continued à)
Assignment 1 - continued
¡ b) Produce two personas, and two scenarios l (one for each persona) capturing how the user is expected to
interact with the website. l Who are the users and what might they use your event
booking website for? Can you find a new niche?
¡ c) Perform a task analysis l Describe the process of booking a ticket.
¡ d) Produce a use case l for the main task of booking a ticket l Based on the task analysis
¡ e) Identify different kinds of requirements for the website. l Write up the requirements in a standard form
Strategy for Group assignments
l Group work during module week l Keep an individual design log
¡ Activities, decisions, results
l Revisit as necessary l Complete individual reports at end of main
project (end of the course)
Questions?
l If you have any questions about the course contact me:
l [email protected] Office: F420
HCI Design
Involves a fusion of skills
This presentation partly based on Benyon Designing Interactive Systems © Pearson Education Limited 2014
HCI Design… l The goal is to design interactive systems that are
easily usable and enjoyable, that do useful things to enhance the lives of the people that use them.
l Interactive systems should be accessible, usable and engaging.
l In order to achieve this the design of such systems should be human-centred.
l That is, designers need to put people rather than technology at the centre of their design process.
But … l Unfortunately the design of computer systems and
products is not always done this way. l Many have been designed by programmers who
use computers every working day. l Many designers are young males. l Many designers have been playing computer
games for years. l They cannot see how difficult and obscure some of
their designs can be to people who are not like them.
….but now, increasingly l Customers look for usability and pleasure first
¡ If the system, product or website is hard to use, or if they do not understand it soon, they will go somewhere else…
l People generally ¡ have learned that devices and systems don’t have to be hard to use ¡ want them to be fun, to look and feel good ¡ are becoming more critical about the design of products
How did we get here?
l 1950s - computers invented l 1960s - first screen and mouse developed l 1970s - businesses start to take up computers seriously. First internet created l 1980s – Microchips and micro-computers, Apple Macintosh (Xerox Star). Games
consoles. First conferences on ‘human-computer interaction’ l 1990s - World Wide Web arrives.. l 2000s - Explosion in mobile phone use, www, ubiquitous computing l 2010s – Smart phones, location and movement-aware devices, social networking, l 2020s? – Wearables? Sensors everywhere? Blended reality???
Design
‘What is design?… It’s where you stand with a foot in two worlds — the world of technology and the world of people and human purposes — and you try to bring the two together’ (Mitch Kapor in T. Winograd Bringing design to Software (1996), p.1)
Design (verb and noun)
l The creative process of specifying something new l The representations that are produced to do this
¡ e.g site map, blueprints, sketches, etc.
l Typically involves much iteration and testing ¡ Design is inseparable from some kind of evaluation
l Both problem and solution evolve during design
HCI design is the design of…
l Devices, (parts of) software systems, applications, products that … ¡ deal with the transmission, display, storage or transformation of
information and respond to people’s actions and/or location l Includes such things as
¡ personal PC GUIs, mobile phone interfaces, web sites, social networks
¡ personal navigators, washing machine controllers, home entertainment centres, in-car systems
¡ cash machines, ticket machines, boarding card machines ¡ and increasingly clothes, jewellery and parts of buildings!
Interaction components = the human-computer interface
l Physically l we might interact with a device by pressing buttons or moving levers
l the interactive device might respond by providing feedback through the pressure of the button or lever
l Or we might simply move in relation to a thing, and it does something
l Perceptually l the device displays things on a screen, vibrates, or makes noises which
we can perceive.
l Conceptually l we interact with a device by trying to work out what it does and what we
should be doing
l the device usually provides messages and other displays which are designed to help us do this.
Human-Computer Interaction l Input
¡ some methods/actions are needed to tell the system what we want it to do
¡ we also need to be able to navigate through the content of the system
¡ we need to enter data and other content into the system
l Output ¡ the system needs to tell us what is happening - provide
feedback ¡ the system needs to display the content or results to us.
Bad designs
– Lifts (elevators). People often have trouble pushing the button to open or close the door. Why?
– People do not make the same mistake for the labels and buttons on the top row. Why not?
From: www.baddesigns.com
Good and bad design of same thing
• What is wrong with the Apex remote?
• Why is the TiVo remote considered much better designed?
Are cultural differences important?
• Why is it that certain products, like the iPod, are universally accepted?
• Why are websites reacted to differently by people from different cultures?
• Designed to be different for different cultures
• These two were used in two sets of two countries – UK, Sweden, Germany, USA
• Which is which?
Anna, IKEA online sales agent
A key factor in physical design: affordances
– Physical affordances • What and how do the following physical objects
afford actions? • Are they obvious?
Often applied to usability design
– Virtual affordances How and what do the following screen objects afford? What if you were a novice user? Do you know what to do with them?
Being human-centred means ….
l thinking about what people want to do rather than just what the technology can do
l designing ways to connect people with people l involving people in the design process l designing for diversity
¡ Different types of users (old, blind) or all users
How to design for users • Need to take into account:
– Who the users are – What activities are being carried out – Where the interaction is taking place – What technology to use
• Need to optimize the interactions users have
– So that they match the users’ activities and needs
• How do you come to know these?
Is asking users always a good idea?
• Survey leading to the Most Wanted and Least Wanted paintings in different countries
• Also created most and least wanted songs • http://awp.diaart.org/km/musiccd.html • Compare with big Hollywood movies
– Endings changed according to test audience reactions
The HCI designer’s problem
l To come up with interface features and ways of interacting that fit both ¡ the functionality of the system and ¡ the users’ capabilities and needs
l Support what people want to do ¡ In a way they would naturally do it
l Safeguard against unconscious ”errors”
l Encourage exploration ¡ Make frequent acts easy ¡ Make infrequent acts as easy as possible
l Ease of use is of paramount importance l But pleasure in use is increasingly important
Mental models l Once implemented, the designer’s model of the system is
generally fixed l The user’s model comes (only) through interaction, and
changes with experience l Different users often have different models
¡ à different ways of using
User model
Designer’s model User
model
User model
Three levels of in the user’s experience of designs (adapted from Norman, 2004)
• Visceral – How people feel about an interactive product
• Perceptual model of device, system, etc. • Emotional impact of looking at it, feeling it, etc.
• Behavioural – How it is used, users’ conceptual models
• The core of usability • Complexity or simplicity of use, consistency, etc..
• Reflective – How does this fit into my life? – What does it mean to me?
• What does it say about me? • Etc.
The importance of evaluation
l Design of interactive systems is an iterative process
l Sketches, mock-ups, prototypes of increasing sophistication
l Each must be evaluated l Different methods exist
¡ Experts ¡ Heuristics (rules, guidelines, checklists) ¡ User testing
l Quantitative and qualitative
Understanding users’ needs
– Take into account what people are good and bad at – Consider what might help people in the way they
currently do things – Think through what might provide quality user
experiences – Listen to what people want and get them involved – Use tried and tested user-centred methods
What is involved in the process of interaction design and evaluation?
• Identifying needs and establishing requirements for the
user experience – Scenarios – how people will use a device or system – Personas – characterisation of the people who will use it
• Designing and creating alternative sketches, mock-ups and simple prototypes that can be discussed and informally assessed
• (Implementing and) formally evaluating functional prototypes in terms of usability and user experiences
Benyon, Designing Interactive Systems © Pearson Education Limited 2014
Activities and technologies. Source: after Carroll (2002), Figure 3.1, p. 68.