Interaction Design Notes by Jennifer Preece
Interaction Design Notes by Jennifer Preece
Human Computer
Interaction
by Jennifer Preece
Interaction Design: Beyond Human Computer Interaction
by Jennifer Preece
Preece, J., Rogers, Y., & Sharp, H.. (2002). Interaction Design: Beyond Human-Computer Interaction.
A typical undergraduate level textbook to introduce you to the field, including both scientific
background and usability design methods. One of the few that adequately addresses affective
measures. [DS & DN]
Table of Contents:
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usability goals: at center of Interaction Design
user-experience goals: outer ring of diagram (secondary to usability goals)
Describe what interaction design is and how it relates to HCI and other fields
Enable you to evaluate an interactive product and explain what is good and bad
about it in terms of the goals and principles of interaction design
o Easy to use
o Effective
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o Enjoyable
What to Design
A key question: How do you optimize the users' interactions with a system,
environment or product, so that they match the users activities that are being
supported and extended
Consider what might help people with the way they currently do things
Listening to what people might want and getting them involved in design
Using tried and tested user-based techniques during the design process
Interaction Design:
Definition: "Designing interactive products to support people in their everyday and working lives"
Interaction Design comes from a multidisciplinary background, extends and enhances the way
people work, communicate and interact
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Three characteristics of the Interaction Design Process:
The Goals of Interaction Design: Usability Goals & User Experience Goals
Efficiency - the way a system supports users in carrying out their tasks
Utility - extent to which the system provides the right kind of functionality so
that users can do what they need or want to do
- User Experience Goals: User experience is what the interaction with the system feels like to the
users (subjectively)
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Usability Principles / Heuristics (heuristics are design principles used in practice - more prescriptive
usability principles that are used as a basis for evaluating a system / prototype)
Error prevention
There are always tradeoffs with usability - can't over constrain things, because it limits how much
info is displayed
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have a clear understanding of what, why and how you are going to design something before writing
any code.
Discuss the pros and cons of using interface metaphors as conceptual models
Debate the pros and cons of using realism versus abstraction at the interface
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Understanding the Problem Space
- the problem with solving a problem on the nuts and bolts level is that critical usability goals and
user needs can be overlooked
- the design of physical aspects are best done AFTER we understand the nature of the problem space
- to understand the problem space: clarify usability and user experience goals. Make explicit your
implicit assumptions and claims.
reason through your assumption about why something might be a good idea
this enables you to see the strengths and weaknesses of the proposed design
Conceptual Models
A conceptual model is a description of the proposed system in terms of a set of integrated ideas
and concepts about what it should do, behave and look like, that will be understandable by the
users in the manner intended.
"The most important thing to design is the users conceptual model." (David Liddle, '96)
Do iterative testing
What kind of interaction mode would support this? Which interaction mode to use,
and which interaction style to use?
1. Instructing: describes how users carry out their tasks through instructing the
system what to do (1-way process: like word processing, CAD, email)
2. Conversing: based on the idea of a person conversing with the system where the
system acts as a dialogue performer (2-way process: such as search engines, advisory
systems, etc)
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3. Manipulating and Navigating: manipulating and navigating through a virtual world
by using users' knowledge of the real world (like video games, virtual reality)
based on objects or artifacts, and are more specific than those based on activities
(focus on a particular object in a particular context - for example: a spreadsheet,
based off of a ledger sheet)
The best type of conceptual model to use depends on the nature of the activity. Often the best
answer is a hybrid (such as shopping on the Internet). However, mixing conceptual models will raise
the complexity of the system.
Interface Metaphors
definition: a conceptual model that has been developed to be similar in some ways to aspects of a
physical entity, but that also has its own behaviors and properties
There is a growing opposition to metaphors because they can break the rules of the object they
represent, they can be too constraining, can conflict with design principles, can cause
misunderstanding of system functionality, can limit the designer's imagination, and can have overly
literal translation of existing bad design. See Metaphors description for more information.
Interaction Paradigms
prototyping models
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evaluating them
making changes
etc...
Second pass: more extensive information gathering about users’ needs and problems
Fourth pass: Fleshing out models using variety of user-centered methods. Such as:
prototyping, storyboarding, physical objects, informally asking users what they think.
Kinds of feedback
Physical design decisions come out of conceptual decisions (i.e. what information, how to structure
graphical objects, what feedback navigation and mechanisms, what kinds of icons…).
These kinds of design decisions need user testing to ensure usability goals.
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This chapter focuses on USERS and COGNITION. Cognitive aspects of Interaction Design include:
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how this knowledge can be used to inform design of technologies that,
Enable you to try to elicit a mental model and understand what it means
Norman said there are two modes of cognition: Experiential (real world experiences) and Reflective
(thinking, comparing, deciding, etc). Both are necessary for everyday life.
Often designers try to emulate the physical world with designs in the digital world. Sometimes this
works well, other times it doesn't.
Mental Models
Information Processing
External Cognition
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Users' Mental Models
- defined as: when people are using a system, they develop knowledge of how to use the system and
to lesser extent how the system works.
- the mental model is used to help people carry out tasks. It can also give suggestions on what to do
in unpredictable situations
- in cognitive psychology, mental models are defined as some sort of internal construction of the
external world that are manipulated enabling predictions and inferences to be made
- w/r/t system design: ideally, the users' mental models should match the designer's conceptual
model
- to increase transparency- might make system image easier to learn (p. 95 example?)
Information Processing
- another approach to conceptualize how the mind works: through metaphors and analogies
- mental representations can be images, mental models, rules, other knowledge forms
the human processor model (Card, et. al 1983) is the best known approach (see p. 96)
model predicts which cognitive processes are involved when a user interacts with a
computer, allowing for calculations to be made on how long it will take a user to
complete a task
the approach is based on modeling mental activities that happen exclusively in the
head. There are always external cues in the environment... so how truly
representative are these models?
- there has been an increase in people studying cognitive activities 'in the wild' - in the context in
which they take place (how can things in the environment aid human cognition and lighten the
cognitive load?)
Alternative frameworks have been suggested: External cognition and Distributed Cognition
External Cognition
main idea: people interact with or create information through using a variety of external
representations (books, etc.)
- an impressive array of technology has been created by humans to aid cognition (calculators, pens,
etc)
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- these tools have combined with external representations to extend and support our ability to carry
out cognitive activities.
Theories, models and frameworks provide abstractions for thinking about phenomena. They provide
generalizations, but can be difficult to digest. For this reason researchers have tried to make them
more practical by providing design principles / concepts, design rules, analytic methods and design /
evaluation methods.
This has helped - for instance - the human processor model (Card, 83) which has been simplified into
GOMS.
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Purpose of the chapter: look at ways interactive systems could be developed to support and extend
communication and collaboration between peoples.
Rules, procedures and etiquette have been established to help people know how to behave in social
groups, such as:
Awareness mechanisms- to find out what is happening, what others are doing and
to let others know what is happening
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Conversational Mechanisms:
Turn taking rules: speaker chooses next speaker by asking question / request, etc.
Back channeling, body orientation, gaze, gestures are used to signal to others the
flow of conversation
Conversations can take the form of arguments, discussions, debate, chat, etc.
Design implications: A key issue has been to determine how to allow for and support
people to carry on communicating as if they were in the same place, even thought
they are geographically separated.
How successful are these? Do they mimic or extend existing ways of conversing?
Pros: more informed of what's going on, can allow shy people to talk more, if video
support: can allow nonverbal communication to occur
Cons: bandwidth issues can cause video to get choppy, very hard to establish eye
contact, people can behave badly behind the mask of an avatar
Asynchronous CMC:
Pros: read at any time, flexible response, easier to say things, can contact many
people easily
Cons: Flaming, spamming, new message overload, don't know when people will
reply
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Many new communication technologies combine the above, and try to provide new / novel ways to
communicate
Collaborative virtual environments, media spaces, shared drawing tools, tools for
collaborative document creation
Pros: support talking while doing a task at same time, can be efficient to have
multiple people working on the same thing at the same time, and greater awareness
of what is going on
Cons: WYSIWIS: we can't always see what people are referring to in a remote
location, and floor control (file conflicts from multiple people working on the same
thing at the same time)
Coordination Mechanisms:
Collaborative activities require us to coordinate with each other, so we need to figure out how to
work with others to progress through the activities. Examples include:
Schedules, rules and conventions (to organize people who take part in a project- can
be formal or informal)
Shared external representations (allow people to make inferences about the changes
/ delays on their current project)
Shared calendars, schedulers, project management tools, and workflow tools have been developed
to support coordination activities.
People tend not to follow conventions, because they are often not socially acceptable. Failure to
make them socially acceptable can cause people to not use the system in the way intended or can
cause them to abandon it totally.
Awareness Mechanisms:
These provide others with awareness of who is around, what is happening, who they are talking to.
This requires knowing when is an appropriate time to interact with others and to get / pass
information.
Function is to make others aware of the others they are collaborating with. For example:
Portholes: a series of digitized images showing people in their offices from various
locations (led to increased sense of community)
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Notification systems: users notify others, rather than being monitored, and provide
information about shared objects and progress of collaborative tasks (so others can
see each other and their progress)
A main approach to informing the design of collaborative technologies that takes into account the
social concerns is to carry out an ethnographic study.
Since Suchman's "Seminal Work" many companies have invested in ethnographic studies to see how
work actually gets done in a range of companies (government too)
goal to inform the design of systems to help people work more effectively by
improving the way they communicate with each other
this framework doesn't take into account the use of artifacts / external
representations in everyday work
Distributed Cognition:
the way that cognitive activity is described contrasts with others in that it focuses on
not only what is happening in the head of individuals, but on what is happening
across individuals and artifacts
Examines: distributed problem solving that is taking place, role of verbal / nonverbal
behavior, coordination mechanisms that are used, communicative pathways that
take place as collaborative activity progresses, and how knowledge is shared /
accessed
Summary:
keeping aware of what others are doing and letting others know what you are
doing are important aspects of collaborative learning / socializing
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Goals of this chapter: AFFECTIVE LEARNING - a way to design systems to elicit positive responses
from users (feeling at ease, being comfortable, enjoying the experience)
How can the appearance of the interface elicit positive responses from the user?
traditionally, HCI has been about designing efficient and effective systems
recently, HCI has moved towards considering how to design interactive systems to
make people respond in a certain way (to be happy, to be trusting, to learn, to be
motivated)
Expressive Interfaces
Colors, icons, sounds, graphical elements and animations are used to make the "look
and feel" of an interface appealing
A benefit is that these embellishments provide reassuring feedback to the user that
can be both informative and fun- which can affect the usability of the interface
People are willing to put up with certain aspects of an interface (slow download rate,
etc) if the end result is very appealing and aesthetic
Aesthetics have been shown to have a positive effect on people's perception of the
system's usability
Some friendly interfaces: Microsoft's 'at home with Bob' interface, 3D metaphors
(living rooms, etc), agents in the guise of pets (dog) that talk to the user. These make
users feel more at ease and comfortable.
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User Frustration
Things to avoid:
- people will vent, by beating the hell out of their computers, flaming, etc.
- offer helpful error messages that offer a way to fix the problem, and offer hints, help guides,
cartoon agents, etc. that can help point the user in the right direction
- Reeves and Naas (1996) argue that computers should apologize when they mess up
Anthropomorphism- assigning human traits to non-human things (dancing butter, talking soda cans,
dogs, cars, etc.)
- used heavily in advertising
People debate how much of this to use in system design. They can add a human feel to the system,
but can also get annoying.
Or, when doing something wrong: "Now Matt, that's not right, you can do better than that. Try
again." vs. "Incorrect, try again."
The answer:
Pros: Reeves and Naas (1996) found it is helpful to use praise in educational settings when people do
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something right. It increased students willingness to continue working.
Cons: However, others argue this can make you feel stupid, anxious, inferior. People hate when a
computer character shakes their finger at them and says "you can do better than that, Matt, try
again". In this case, many prefer the impersonal message "Incorrect, try again".
Virtual Characters
virtual characters are becoming more common. They can be used on the web, in video games, as
learning companions, wizards, newsreaders, etc. However, they can be misleading (people confide in
them), they can be very annoying and frustrating ("Clippy" from MS Office 97, etc).
Summary:
affective aspects are concerned with how interactive systems make people respond
in emotional ways
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The ultimate goal of design is to develop a product that helps its users achieve their goals.
Developing a product must begin with gaining understanding of what is required of it.
Ask and provide answers for some important questions about the interaction design
process
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Introduce the idea of a lifecycle model to represent a set of activities and how they
are related
Describe some lifecycle models from software engineering and HCI and discuss how
they relate to the process of interaction design
dictionary: "design is a plan or scheme conceived in the mind and intended for subsequent
execution"
The plan or scheme must be informed with knowledge about its use and the target domain, together
with practical constraints such as materials, cost and feasibility.
In Interaction Design, we investigate the artifact's use and target domain by taking a user-centered
approach to development. The users' concerns direct the development rather than technical
concerns.
Design is also about trade-offs and about balancing conflicting requirements. Generating alternatives
is a key principle and one that should be encouraged in interaction. "To get a good idea, get lots of
ideas." (Mark Rettig)
Typically there is a group of designers. Therefore, plans should be captured and expressed in a way
that allows for review, such as sketches, descriptions in natural language, a series of diagrams, and
building prototypes.
3. Build interactive versions (so that they can be communicated and assessed)
- a software version is not required- paper based prototypes are quick and cheap to build
- through role-playing, users can get a real sense of what it is like to interact with the product
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1. Focus on the USERS
- involve users in the interactive design process, provide opportunities for evaluation and user
feedback
3. Iteration
- allows for designs to be refined. It is always necessary to revise ideas in light of feedback, several
times. Innovation rarely emerges whole and ready to go. Iteration is inevitable because designers
never get the solution right the first time
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users' view. Focus on the external / visible.
- prototypes can be used to evaluate with peers and users
- fundamental user-centered design: choose between alternative designs by letting users and
stakeholders interact with them and by discussing their experiences, preferences and suggestions for
improvement.
- technical feasibility: some are just not possible
- quality thresholds: usability goals lead to criteria. This USABILITY CRITERIA need to be set early on
and checked frequently.
- usability engineering: the process of writing down formal, verifiable and measurable usability
criteria. Some suggestions:
Learnability: How long does a novice take to learn? High learning curve?
- lifecycle models: represent a set of activities and how they are used; management tools; simplified
versions of reality
Waterfall model: a linear process where each step must be completed before moving
to the next. This is bad because there is no iteration, and modifications cannot be
made to the design. Users cannot evaluate prototypes
Spiral model: two features: risk analysis and prototyping. Alternatives are considered
and encouraged.
RAD (Rapid Applications Development): takes a user centered view and tries to
minimize the risk of changing requirements through the project. A system or partial
system must be delivered on a set of intervals.
Star Lifecycle model: does not specify order of activity. All activities are highly
interconnected. You can move from one activity to another easily, but you MUST go
through the evaluation activity (in the center). Evaluation is central to this model
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- a simple lifecycle model for interaction design: see p. 186, Fig. 6.7
Summary:
Key characteristics of the interaction design process are explicit incorporation of user involvement,
iteration and specific usability criteria.
Before you can begin to establish requirements, you must understand who the users are and what
their goals are in using the device.
Looking at others' designs provides useful inspiration and encourages designers to consider
alternative design solutions, which is key to effective design.
Usability criteria, technical feasibility, and users' feedback on prototypes can all be used to choose
among alternatives.
Prototyping is a useful technique for facilitating user feedback on designs at all stages.
The interaction design process is complementary to lifecycle models from other fields.
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Chapter 7: Identifying Needs and Establishing Requirements
Types of Requirements
Task Descriptions
Scenarios
Use Cases
Task Analysis
Expression as 'requirements'
Typically, the requirements definition stage is the most common place for failure
Getting the requirements right is crucial, because unclear objectives will cause a
project to FAIL
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Why 'establish' requirements?
Because of this, requirements can be justified by and related back to the data
collected.
Types of requirements:
Functional requirements: what the system should do (historically this was the main
function of requirements activity)
Data requirements: What kind of data needs to be stored, how will they be stored
(database)?
What are the physical (dusty, noisy, vibration, light, heat humidity, etc)
requirements?
What are the social (sharing of files, displays, paper across distances,
working individually, privacy of clients, etc.) requirements?
User requirements: Who are they? - captures the characteristics of the intended
user group
Frequent: short-cuts
Usability requirements: (note: different than user requirements) - these capture the
usability goals and associated measures for a particular project.
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learnability
throughput
flexibility
attitude
Data Gathering Techniques: (see p.214 / Table 7.1 for excellent graph)
Questionnaires
Interviews
group interviews
Naturalistic Observation
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Requires time and commitment from a member of the design team, and can
result in huge amounts of data
Studying Documentation
good source of data about the steps involved in an activity, and any
regulations governing a task
Which of the above data gathering techniques to use? The above techniques differ in the amount of
time, level of detail and risk associated with the findings, and the knowledge the analyst requires
political problems
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dominance of certain stakeholders
Guidelines:
use different approaches to different problems, such as class diagrams for object-
oriented systems, and entity-relationship (E-R) diagrams for data intensive systems
Use Cases - assume interaction with a system, assume detailed understanding of the
interaction
Essential Use Cases - abstract away from the details, does not have the same
assumptions as use cases
“The user types in all the names of the meeting participants together with some constraints such as
the length of the meeting, roughly when the meeting needs to take place, and possibly where it
needs to take place. The system then checks against the individuals’ calendars and the central
departmental calendar and presents the user with a series of dates on which everyone is free all at
the same time. Then the meeting could be confirmed and written into people’s calendars. Some
people, though, will want to be asked before the calendar entry is made. Perhaps the system could
email them automatically and ask that it be confirmed before it is written in.”
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7. The system searches the calendars for a date that satisfies the constraints.
8. The system displays a list of potential dates.
9. The user chooses one of the dates.
10. The system writes the meeting into the calendar.
11. The system emails all the meeting participants informing them of them appointment
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Task analysis is an umbrella term that covers techniques for investigating cognitive processes and
physical actions, at a high level of abstraction and in minute detail.
Hierarchical Task Analysis - involves breaking down a task into subtasks, then sub-sub-tasks and so
on. These are grouped as plans which specify how the tasks might be performed in practice
HTA starts with a user goal which is examined and the main tasks for
achieving it are identified
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Summary:
There are different kinds of requirements, each is significant for interaction design
Scenarios, use cases and essential use cases can be used to articulate existing and
envisioned work practices.
Task analysis techniques such as HTA help to investigate existing systems and
practices
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This chapter will cover: prototyping and construction (low and high fidelity prototyping, vertical and
horizontal compromises); conceptual design (conceptual model, using scenarios and prototypes in
conceptual design); and physical design (guidelines and widgets).
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What is a Prototype?
in other fields, it's a small scale model (miniature car, building, etc)
Why Prototype?
stakeholders can see, hold, interact with a prototype more easily than documents /
drawings
What gets prototyped: technical issues, work flow, task design, screen layouts / information displays,
and any difficult / controversial / critical areas
Low-fidelity Prototyping:
can be screen sketches (drawing ability not important, practices simple symbols),
task sequences, post-it notes, storyboards (often used with scenarios, and consists of
a series of sketches [such as 3x5 index cards] showing how a user might progress
through a task using the device)
low fidelity prototypes have limited functionality / utility, but are helpful for
identifying requirements and evaluating multiple design concepts
High-fidelity Prototyping:
include software environments like Macromedia Director, Visual Basic, Smalltalk, etc.
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one drawback / compromise is that users might think they have a full system. High
fidelity prototypes are time consuming / expensive to make, and are not effective in
requirements gathering
every prototype has a compromise - for software this may be slow response time,
sketchy icons, limited functionality, etc.
Construction: taking a prototype and making it whole by engineering a complete product (focus on
quality: usability, reliability, robustness, maintainability, integrity, portability, efficiency, etc.)
transforms user requirements / needs into a conceptual model, "a description of the
proposed system in terms of a set of integrated ideas and concepts about what it
should do, behave and look like, that will be understandable by the users in the
manner intended"
should consider alternatives (prototyping helps this) Fudd's first law of creativity: "To
get a good idea, get lots of ideas" (Rettig, 1994)
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3. Is there a suitable metaphor?
What functions will the product perform? What will the product do and what will the
human do? (task allocation)
How are the functions related to each other? Sequential or Parallel? How are they
categorized?
What information needs to be available? What data is required to perform the task?
How is this data to be transformed by the system?
- scenarios can be used to explicate existing work situations, but are more commonly used for
expressing proposed or imagined situations to help in conceptual design.
- they can be used through design in various ways: as scripts for user evaluation of prototypes, as a
means of co-operation across professional boundaries
- in extreme cases, plus and minus scenarios can be used, which attempt to capture the most positive
and the most negative consequences of a proposed design solution
- low-fidelity prototypes are used early on, while high-fidelity prototypes are used later
physical design considers more concrete & detailed issues of designing the interface
can be things like screen or keypad design, which icons to use, how to structure
menus
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1. Be consistent
2. Enable frequent users to use shortcuts
3. Offer informative feedback (meaningful error messages)
4. Design dialogs to yield closure (like when you complete a task)
5. Offer error prevention and simple error handling (to err is human, so
figure that in to your design)
6. Permit easy reversal of actions ('undo' button)
7. Support internal locus of control (user feels in control)
8. Reduce short-term memory load (less info to remember between screens)
style guides (commercial, corporate, etc. - decide the 'look and feel', along with
widgets [icons, menus, toolbars, dialog boxes, etc])
menu design: How long will menu be? In what order? How will they be
structured (sub-menus / dialog boxes)? What categories will group menu
items? How will division of items be denoted? How many menus? What
terminology will be used? What physical constraints (mobile phone) must be
accommodated?
screen design: Split screen? How much white space? How to group things
(boxes / lines / colors)? Draw attention to the focus point, using color,
motion, possibly animation, and use good organization. Balance the tradeoff
between overcrowded / sparse displays
There is no rigid border between conceptual and physical design... they are all iterative processes.
Often in conceptual design some detailed issues come up in the iterations. The important part is that
in the conceptual design that we don't get tied to physical constraints early as they will inhibit
creativity and limit our options.
Summary:
Different kinds of prototyping are used for different purposes and at different stages
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Chapter 9: User-Centered Approaches to Interaction Design
Describe some participative design techniques that help users take an active part in
design decisions. (users as co-designers will raise acceptance of product)
2. So users feel ownership: by making users active stakeholders, they are more likely to
forgive / accept problems, and are more likely to accept the final product
member of the design team (part time vs. full time: degree of input / time and
contact; short term vs. long term: degree of consistency across project life. Long term
members might loose contact with users)
Microsoft involves users by 'activity based planning' (studying users doing tasks),
usability tests, internal developer usage of products, and customer support lines.
users' tasks and goals are the driving force behind the development
users' behavior and context of use are studied and the product is designed
to support them
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all design decisions are taken within the context of the user, their work, and
their environment
Iterative design: when problems are found in user testing, fix them and carry out
more tests
Ethnography stems from anthropology, and literally means 'writing the culture' - a
form of participant observation. However, it is difficult to use the output of
ethnography in design. Design is concerned with abstraction and rationalization,
while ethnography is concerned with minute details, so it is difficult to harness the
data gathered from ethnography so that it can be used in design.
plans and procedures: organizational support for the work, such as workflow
models and organizational charts, and how these are used to support the
work
Examples:
Distributed coordination: How is the division of labor manifested through the work of
individuals and its coordination with others?
Plans and procedures: How do plans and procedures function in the workplace?
Awareness of work: How does the spatial organization of the workplace facilitate
interaction between workers and with the objects they use?
Contextual Design: developed to handle data collection and analysis from fieldwork for developing a
software-based product (used commercially quite widely) There are seven parts to Contextual
Design:
1. Contextual Inquiry
2. Work Modeling
3. Consolidation
4. Work Re-design
5. User Environment Design
6. Mock-up and test with customers
7. Putting it into Practice
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1. Contextual Inquiry: an approach to ethnographic study where the user is an expert, and the
designer is an apprentice. It is a form of interviewing, but takes place at the users' workplace /
workstation, and is often 2-3 hours long. Four main principles of contextual inquiry are:
2. Work Modeling: In interpretation sessions, models are drawn from the observations. Five models
are:
3. Consolidation: each contextual inquiry (one for each user / developer pair) results in a set of
models, which need to be consolidated into one view of 'the work'
Who will represent the user community? Interaction may need to be assisted by a
facilitator
Shared representations
Benefits of Participatory Design: “Computer-based systems that are poorly suited to how people
actually work impose cost not only on the organization in terms of low productivity but also on the
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people who work with them. Studies of work in computer-intensive workplaces have pointed to a
host of serious problems that can be caused by job design that is insensitive to the nature of the
work being performed, or to the needs of human beings in an automated workplace.” [Kuhn, S. in
Bringing Design to Software, 1996]
PICTIVE: Plastic Interface for Collaborative Technology Initiatives through Video Exploration: Intended
to empower users to act as full participants in design
Equipment required:
CARD: Collaborative Analysis of Requirements and Design - Similar to PICTIVE but at a higher level of
abstraction: explores work flow not detailed screen design
PICTIVE and CARD can be used together to give complementary views of a design
Summary:
A user-centered approach has three main elements: early focus on users, empirical
measurement and iterative design
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Ethnography is useful for understanding work, but can be difficult to use in design
Coherence and Contextual Design support the use of ethnographic data in design
Exercise:
(a) Think about how you would design such a site, and sketch out some ideas
(b) Run a CARD session with a colleague acting as a ‘user’ to map out the functional flow of the
website
(c) Ask your colleague to produce some scenarios of how the system may be used. Meanwhile,
prepare some ‘empty’ templates for a PICTIVE session for this system, using paper, sticky notes and
pens
(d) Run a PICTIVE session to develop the online booking system collaboratively, using PICTIVE.
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What to evaluate:
iterative design and evaluation is a continuous process that examines: early ideas for a conceptual
model; early prototypes of the new system; later, more complete prototypes
Why evaluate:
- because the cycle of design and testing is the only validated methodology in existence that will
consistently produce successful results
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Five good reasons for investing in user testing (Tognazzini):
- fixed problems before the product is shipped
- the team can concentrate on real problems
- Engineers code instead of debating
- Reduced time to market
- sell without bothering to release patches
When to evaluate:
- when it's brand new: develop markups of the product to elicit reactions from the potential users
- upgrades: compare user performance & attitude w/ previous versions
it is best to evaluate throughout design- from the first descriptions / sketches, all the way to the final
product
Design proceeds through iterative cycles of design / test / re-design - where evaluation is a key
ingredient for a successful design
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Discuss the conceptual, practical and ethical issues that must be considered when
planning evaluations
User studies focus on how people behave, in their natural environments, or in the laboratory, with
old technologies and with new ones.
Evaluation Paradigms:
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There are four main evaluation paradigms discussed:
Usability Testing:
Field Studies:
Predictive Evaluation:
users do not need to be present, and this method is cheap and quick
to do
Evaluation Techniques:
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can help evaluate prototypes
challenges: how can we observe others without disturbing them? how will we
analyze the data gathered?
modeling users' task performance to predict the efficacy and problems of a user
interface
Explore the specific questions to be addressed (break down into subquestions- e.g. consumers'
attitudes, security, interface, reputation of system, trust, adequate access)
Choose the evaluation paradigm and techniques to answer the questions (paradigm selected
determines the techniques used. Practical issues, ethical issues, and tradeoffs must be considered)
Identify the practical issues (select users, stay on budget, stay on schedule, find evaluators, select
equipment)
Decide how to deal with the ethical issues (informed consent form, privacy / confidentiality, and let
the participants know the goals of the study, what will happen to the findings, privacy of information,
etc..)
Evaluate, interpret, and present the data (what data to collect, how to analyze and present depends
on the paradigm used. Need to consider reliability, validity, biases, scope and ecological validity)
Pilot Studies:
these are a small trial of the main study. They can help make sure the study is viable.
pilot studies check that you can conduct the procedure, and that your interview
skills, questionnaire questions, and experiment procedure works properly
they can identify potential problems and is useful for ironing out problems before
doing the main study
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can use colleagues if you can't spare real users
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how to do observation
Approaches to Observation:
Quick & Dirty observation: can occur anywhere, anytime. Good for immediate
feedback. Evaluators can temporarily join a group to observe.
How to observe:
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In the field: different framework to structure and focus observation and data
collection activity (the person, the place, the thing; who, what, where, why, how;
space, actors, activities, objectives, acts, events, goals, feelings)
Participant observation and ethnography: follows the same guidelines as above, but
the observer must be accepted into the group (gain their trust by offering them the
results, etc). Ethnographic study allows multiple interpretations of reality: it is
interpretivist. Often data collection and analysis happen simultaneously in
ethnographic study, through participant observation and interviews by immersing
the observer in the users' culture.
Data collection:
helps provide a visual record, but transcribing the data can be a pain in the
butt
Video
gets audio and visual data, but can be intrusive. Also, it's easy to miss stuff
(outside the camera's viewpoint). This too can be very time consuming to
process the data
Techniques include:
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4. check your understanding with the people you observe
4. report findings
2. annotated
4. analyze statistically
Summary
it is very valuable to be able to observe users in the field to see how technology is
used in context
this observation can confirm ideas and offer possibilities to explore new design ideas
the way that observational data is collected and analyzed depends on the paradigm
in which it is used: quick & dirty, user testing, or field studies.
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various amounts of control, intervention, and involvement are possible when
observing:
lab studies / usability testing <------------> participant observation / ethnography
- on one end, lab studies offer a strongly controlled environment with little evaluator
involvement
- on the other end participant observation and ethnography require deeper
involvement with users and understanding of context
Diaries and data-logging techniques provide a way to track user activity without
intruding
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Interviews and Questionnaires are used in "quick and dirty" evaluation, in usability testing, and in
field studies to ask about facts, behavior, beliefs and attitudes.
Interviews
Questionnaires
can use: yes / no; Likert scale; semantic scale; open-ended responses on questions
to reach a large amount of people: guarantee anonymity, offer online (large base /
instant results & often instant data analysis)
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Be careful- online questionnaires don't prevent people from answering multiple
times, and can have a low response rate
data analysis includes identifying trends, using simple statistics, making use of
percentages & bar graphs
Heuristic Evaluation
when cost of accessing users is too much, use expert inspections or heuristics to
analyze usability, etc.
Error prevention
Cons: can be hard to find experts, important problems can get missed, often trivial
problems get identified
Note: different combinations and types of heuristics are needed to evaluate different
types of applications and products.
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Walkthroughs
one of many experts walk through the design prototype with the scenario
expert is told the assumptions about user population, context of use, task
details
As the experts work through the scenario they note problems (focus on
users' problem in details)
Pluralistic Walkthroughs are where developers and usability experts work together
to step through scenarios and discussing usability issues associated with dialog
elements involved in the scenario steps. Each group of experts are asked to assume
the role of typical users.
Walkthroughs are very focused and are therefore suitable for evaluating small parts
of systems
Summary
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- Interviews can be structured, semi-structured, or unstructured. Structured and semi-structured are
designed to be replicated. Questions can be open or closed (format)
- Questionnaires are a cheap and easy way to reach large numbers of people.
- User testing and heuristic evaluation often reveal different usability problems.
- pluralistic and cognitive walkthroughs are focused and good for evaluating a small part of the
interface.
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Usability testing uses a combination of techniques, including user testing and user satisfaction
questionnaires. User testing is of central concern.
The end of this chapter talks about GOMS (Goals, Operators, Methods, Selection rules), KLM
(Keystroke Level Model) and Fitt's Law.
User Testing
User testing is applied experimentation in which developers check that the system
being developed is usable by the intended user population for their tasks.
User testing tests typical users, measuring their typical task time, and the number
and type of errors are recorded
Usually there are few participants (5-10), but can be 1-2 in "quick and dirty" for quick
feedback
Typically we record: task completion time; task completion after being away from the
product; number / types of errors; errors per unit of time; number of navigations to
help manuals; number of users making a particular error; number of users
completing a task successfully
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Using the DECIDE Framework for User Testing
Identify the practical issues - design typical tasks (typical tasks, typical users, testing
conditions, how to run the test, contingency plans if users take too long) and record
what's mentioned above
can have one (control condition vs. experimental condition) or 2+ (test multiple
conditions, so break users into groups) independent variables.
Random participant allocation not always best. Can attempt to group users by
expertise, then balance them across conditions. However, this can cause problems if
users are not assessed properly / exactly equal (ordering effects)
Predictive Models
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GOMS aims to model knowledge and cognitive processes when users interact with a
system.
KLM is good for comparing task times between two different strategies
can come up with average times to do something from empirical studies of actual
user performance
this model allows for predictions to be made about how long it takes an expert user
to perform a task. The predicted time is computed by describing the sequence of
actions involved in the task and summing their approximate times (looked up from
empirical data):
T(execute) = Tk + Tp + + Th + Td + Tm + Tr
Operators: K (keystroke); P (pointing); H (homing); D (drawing); M (mental
preparation); R (system response time)
Pros: allows for comparative analysis for different interfaces or computer systems relatively easily
outcome: counter-intuitive, help make decisions about the effectiveness of new products
Cons: not often used for evaluation purposes because of its highly limited scope
only good for predicting expert performance, and error is not modeled (average users not
predicted)
many unpredictable factors come into play
A Con of Predictive Models: they can make predictions about predictable behavior, but it is difficult
to use them as a way of evaluating how systems will be used in the real world. They are only useful
for comparing the efficiency of different methods in completing a short, simple task.
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used for evaluating systems where the time to physically locate an object is critical
to the task at hand
the law predicts that the time to point to an object is a function of the distance from
the target object and the object's size (derived from Shannon: amplitude and noise)
originally the law spoke of the speed and accuracy when moving towards an object
on a display. In Interaction Design, it is used to describe the time it takes to point at
a target, based on the size of the object and the distance to the object.
The further away the object, and the smaller the size, the longer it takes to locate it
and point to it.
Fitt's law predicts that the most quickly accessed targets on any computer display
are the four corners of the screen
Fitt's law is useful for evaluating systems for which the time to locate an object is
critical - such as handheld devices like mobile phones.
Summary
GOMS, Keystroke level model & Fitt's law are used to predict expert, error free
performance
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Chapter 15: Design and Evaluation in the Real World: Communicators and Advisory Systems
Key Issues:
which combination of methods to use when designing and evaluating your product?
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what happens when the product being developed is confidential and there are no
users available to test it?
- used ethnographic research and did scenarios and task models to get requirements
- (method) followed participatory design- involved users throughout
- (method) used interface metaphors
- (method) followed with frequent low fidelity prototypes based on alternative designs / immediate
evaluation (yielded invaluable insight to designers)
- wrote usage scenarios (high level descriptions of device in use)
- user testing (usability tests): did summative testing before release (at end, not throughout
[formative]) and questionnaires after release
- current system was very hard to use- a deep menu system over the phone- users can't remember it
without cues
- GOMS / KLM used to show how interface supported users' tasks
- heuristic evaluation used as an alternative method for showing usability problems (expert review of
system)
- methods complemented each other and showed benefit of doing a re-design
Key points:
Design involves trade-offs that can limit choices but can also result in exciting
design challenges
The design space for making upgrades to existing systems is limited by the design
decisions previous system. The design space for new products is much greater.
Simulations are useful when evaluating systems used by large numbers of people
when it is not feasible for them to work on the system directly
Piecing together evidence from data from a variety of sources can provide a rich
picture of usability problems, why they occur, and possible ways of fixing them.
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