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SKM3463 Week 2 (What Is Interaction)

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0% found this document useful (0 votes)
15 views

SKM3463 Week 2 (What Is Interaction)

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 44

Chapter 1

What is interaction design?

www.id-book.com 1 ©2011
Outline
• Explain the difference between good and bad
interaction design
• Describe what interaction design is and how it
relates to HCI and other fields
• Explain what is meant by User experience and
Usability
• Describe what and who is involved in the process
of interaction design
• Outline the different forms of guidance used in
interaction design

www.id-book.com 2 ©2011
Good vs. Poor designs
• A good interaction design = interactive
products: usable: easy to learn, effective to use
and enjoyable

• How to design usable interactive products =


compare examples of well and poorly designed
products

• Identify and specify the weaknesses and


strengths of different interactive systems = to
understand the good and poor interaction design

www.id-book.com 3 ©2011
Bad designs

www.id-book.com 4 ©2011
Why is this website so bad?

www.id-book.com 5 ©2011
Good vs. Poor designs

www.id-book.com 6 ©2011
Good vs. Poor Web Designs
• Robin Williams. Web Design Features
http://www.ratz.com/features.html

• Jakob Nielsen. Top 10 Mistakes in Web Design


http://www.useit.com/alertbox/9605.html

www.id-book.com 7 ©2011
Good and bad design
• What is wrong with
the remote on the
right?

• Why is the left one so


much better
designed?
– Peanut shaped to fit in
hand
– Logical layout and
color-coded, distinctive
buttons
– Easy to locate buttons
www.id-book.com 8 ©2011
Good and bad design

This Sony’s”apple” Remote control allows users to perform


basic functions like changing channels, volume etc. with simple
motion gestures (see image below).
Once “apples” are placed on the bowl, the remote control is being
recharged.

www.id-book.com 9 ©2011
Good or bad design?

www.id-book.com 10 ©2011
What to design
• Need to take into account:
– Who the users are
– What activities are being carried out
– Where the interaction is taking place

• Need to optimize the interactions users


have with a product
– So that they match the users’ activities and
needs

www.id-book.com 11 ©2011
Understanding users’ needs
• Need to 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-centered
methods
www.id-book.com 12 ©2011
What is interaction design?
• Designing interactive products to support
the way people communicate and interact
in their everyday and working lives
– Sharp, Rogers and Preece (2011)

• The design of spaces for human


communication and interaction
– Winograd (1997)

www.id-book.com 13 ©2011
Goals of interaction design
• Develop usable products
– Usability means easy to learn, effective
to use and provide an enjoyable
experience
• Involve users in the design process

www.id-book.com 14 ©2011
Which kind of design?
• Number of other terms used emphasizing
what is being designed, e.g.
– user interface design, software design, user-centered
design, product design, web design, experience design
(UX)

• Interaction design is the umbrella term


covering all of these aspects
– fundamental to all disciplines, fields, and approaches
concerned with researching and designing computer-
based systems for people

www.id-book.com 15 ©2011
HCI and interaction design

www.id-book.com 16 ©2011
Relationship between ID, HCI
and other fields

• Academic disciplines contributing to


ID:
– Psychology
– Social Sciences
– Computing Sciences
– Engineering
– Ergonomics
– Informatics

www.id-book.com 17 ©2011
Relationship between ID, HCI
and other fields

• Design practices contributing to ID:


– Graphic design
– Product design
– Artist-design
– Industrial design
– Film industry

www.id-book.com 18 ©2011
Relationship between ID, HCI
and other fields
• Interdisciplinary fields in interaction
design:

– HCI
– Ubiquitous Computing
– Human Factors
– Cognitive Engineering
– Cognitive Ergonomics
– Computer Supported Co-operative Work
– Information Systems

www.id-book.com 19 ©2011
Working in multidisciplinary
teams
• Many people from different
backgrounds involved

• Different perspectives
and ways of seeing
and talking about things

• Benefits?
– more ideas and designs
generated
• Disadvantages?
– difficult to communicate and
progress forward the designs
www.id-book.com 20
being create ©2011
What do professionals do in the
ID business?
• interaction designers - people involved in the design of all
the interactive aspects of a product

• usability engineers - people who focus on evaluating


products, using usability methods and principles

• web designers - people who develop and create the visual


design of websites, such as layouts

• information architects - people who come up with ideas of


how to plan and structure interactive products

• user experience designers (UX) - people who do all the


above but who may also carry out field studies to inform the
design of products

www.id-book.com 21 ©2011
The User Experience
• How a product behaves and is used by
people in the real world
– the way people feel about it and their pleasure and
satisfaction when using it, looking at it, holding it, and
opening or closing it

– “every product that is used by someone has a user


experience: newspapers, ketchup bottles, reclining
armchairs, cardigan sweaters.” (Garrett, 2003)

• Cannot design a user experience, only


design for a user experience
www.id-book.com 22 ©2011
The iPhone

www.id-book.com 23 ©2011
Why was the iPhone user
experience such a success?

• Quality user experience from the


start
• Simple, elegant, distinct brand,
pleasurable, must have fashion item,
catchy names, cool, etc.,

www.id-book.com 24 ©2011
Smart phones interface designs

www.id-book.com 25 ©2011
What exactly makes a smart
phone smart?
• Touch screen experience
• Navigating is based around swiping,
tapping and long pressing the screen.
• Work well with all or most of Google's
services (expect Gmail, Gtalk, and Google
Maps)
• Good customization
• Multiple home screen

www.id-book.com 26 ©2011
What is involved in the process of
interaction design?

1. Establishing requirements
2. Developing alternatives
3. Prototyping
4. Evaluating

www.id-book.com 27 ©2011
Core characteristics of
interaction design

• users should be involved through the


development of the project

• specific usability and user experience


goals need to be identified, clearly
documented and agreed at the beginning
of the project

www.id-book.com 28 ©2011
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 to grown-ups
– identify any incorrect assumptions they may
have about particular user groups
e.g., not all old people want or need big fonts
– be aware of both people’s sensitivities and
their capabilities

www.id-book.com 29 ©2011
Are cultural differences
important?
• 5/21/2012 versus 21/5/2012?
– Which should be used for international services
and online forms?
• Why is it that certain products, like the
Samsung Galaxy S3, Galaxy S4 mini,
Motorola Razr I, HTC One, iPhones, Sony
Xperia Z, etc. are universally accepted by
people from all parts of the world whereas
websites are reacted to differently by
people from different cultures?
www.id-book.com 30 ©2011
Usability goals
• Effective to use
• Efficient to use
• Safe to use
• Have good utility
• Easy to learn
• Easy to remember how to use

www.id-book.com 31 ©2011
User experience goals
Desirable aspects
satisfying helpful fun
enjoyable motivating provocative
engaging challenging surprising
pleasurable enhancing sociability rewarding
exciting supporting creativity emotionally fulfilling
entertaining cognitively stimulating

Undesirable aspects
boring unpleasant
frustrating patronizing
making one feel guilty making one feel stupid
annoying cutesy
childish gimmicky

www.id-book.com 32 ©2011
Design principles
• Generalizable abstractions for thinking about
different aspects of design

• The do’s and don’ts of interaction design

• What to provide and what not to provide at


the interface

• Derived from a mix of theory-based


knowledge, experience and common-sense

www.id-book.com 33 ©2011
Visibility
• make relevant parts visible

• make what has to be done obvious

• The design should make all needed options and


materials for a given task visible without distracting
the user

www.id-book.com 34 ©2011
Feedback

• Sending information back to the user


about what has been done
• Includes sound, highlighting, animation
and combinations of these

– e.g. when screen button clicked on provides sound or


red highlight feedback:

“ccclichhk”

www.id-book.com 35 ©2011
Constraints
• Restricting the possible actions that can
be performed

• 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

www.id-book.com 36 ©2011
Consistency
• Design interfaces to have similar
operations and use similar elements
for similar tasks
• For example:
– always use ctrl key plus first initial of
the command for an operation – ctrl+C,
ctrl+S, ctrl+O
• Main benefit is consistent interfaces
are easier to learn and use
www.id-book.com 37 ©2011
Consistency

• “Consistency is a fundamental design


principle for usable user interfaces.”
• Example
– On the Web, documents such as PDFs
open with a single click, but on the
desktop, they open with a double-click.
Is that inconsistent?

www.id-book.com 38 ©2011
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 of


keys, thereby breaking the consistency rule
– e.g. ctrl+S, ctrl+Sp, ctrl+shift+L

• Increases learning burden on user, making


them more prone to errors

www.id-book.com 39 ©2011
Consistency in design

www.id-book.com 40 ©2011
Keypad numbers layout

• A case of external inconsistency

(a) phones, remote controls (b) calculators, computer keypads


1 2 3 7 8 9
4 5 6 4 5 6
7 8 9 1 2 3
0 0

www.id-book.com 41 ©2011
Affordances: to give a clue
• Refers to an attribute of an object that allows
people to know how to use it
– a mouse button invites pushing,
– a door handle affords pulling
– scrollbars to afford moving up and down,
– icons to afford clicking on

www.id-book.com 42 ©2011
Key points
• Interaction design is concerned with designing
interactive products to support the way people
communicate 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 of
interdependent factors, including context of use,
type of activities, cultural differences, and user
groups
• It is multidisciplinary, involving many inputs from
wide-reaching disciplines and fields

www.id-book.com 43 ©2011

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