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Human-Computer Interaction Design Autumn 2016 John Waterworth Department of Informatics [email protected]

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Human-Computer Interaction Design Autumn 2016

John Waterworth Department of Informatics

[email protected]

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???

Where are we going?

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?

Why was the iPod such a success?

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 a good idea?

•  Why, or why not?

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

Italy’s most wanted painting

USA’s most wanted painting

Italy’s least wanted painting

USA’s least wanted painting

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

Mental models -2 Different considerations and reactions (Norman):

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.

Benyon, Designing Interactive Systems © Pearson Education Limited 2014

Figure 2.5 Activities in interactive systems design.