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UID Chapter2

This document outlines the learning objectives and sub-topics of a chapter focused on understanding and conceptualizing design in interaction design. Key areas covered include problem space, various interface types, cognitive aspects, social interaction, emotions in user experience, and persuasive technologies. The content emphasizes the importance of user interaction and the iterative nature of design processes.

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0% found this document useful (0 votes)
6 views58 pages

UID Chapter2

This document outlines the learning objectives and sub-topics of a chapter focused on understanding and conceptualizing design in interaction design. Key areas covered include problem space, various interface types, cognitive aspects, social interaction, emotions in user experience, and persuasive technologies. The content emphasizes the importance of user interaction and the iterative nature of design processes.

Uploaded by

El3ctr0N
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
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UNIT 2

UNDERSTANDING
AND
CONCEPTUALIZING
DESIGN
Learning Objectives
After reading this chapter,
you will be able to:

❖ Understand the concept of problem space and conceptualization.


❖ Identify and explore different types of interfaces and their usage.
❖ Understand the importance of cognition aspect in interaction design
❖ Explain different aspects of cognition.
❖ Understand the importance of social interaction and explore its types.
❖ Understand the relation between emotion and user experience.
❖ Explain persuasive technologies and their importance.

2
Sub-Topics

2.1. Introduction
2.2. Understanding The Problem Space And Conceptualizing Design
2.3. Conceptual Model ?
2.3.1. Users Tasks and Goals represented in hierarchical structure
2.3.2. Grammatical and Linguistic 2.3.3. Device or physical level

2.4. Interface Types


2.4.1. Command-based 2.4.2. WIMP and GUI 2.4.3. Multimedia
2.4.4. Virtual reality 2.4.5. Information visualization and dashboards 2.4.6. Web
2.4.7. Consumer electronics and appliances 2.4.8. Mobile 2.4.9. Speech
2.4.10. Pen 2.4.11. Touch 2.4.12. Air-based gesture 2.4.13. Haptic
2.4.14. Multimodal 2.4.15. Shareable 2.4.16. Tangible
2.4.17. Augmented and mixed reality 2.4.18. Wearable
2.4.19. Robots and drones 2.4.20. Brain–computer interaction (BCI)

3
Sub-Topics

2.5. Cognitive Aspects


2.5.1. Cognition 2.5.2. Attention 2.5.3. Perception 2.5.4. Memory
2.5.5. Learning 2.5.6. Reading, speaking, and listening
2.5.7. Problem solving, planning, reasoning, and decision making
2.6. Social Interaction And The Emerging Social Phenomena
2.6.1. Face-to-Face Conversations 2.6.2. Remote Conversations
2.6.3. Telepresence 2.6.4. Co-presence
2.7. Emotions And The User Experience
2.8. Expressive And Frustrating Interface
2.8.1. Expressive Interfaces 2.8.2. Frustrating Interfaces
2.9 Persuasive Technologies
Summary
Review Questions
Multiple Choice Questions

4
2.1 : Introduction

Introduction
In Interaction Design Apart from the technical
implementation of the project it’s also very important to
determine how it will interact with the users as if the user
did not like the applications usability drastically reduces.

Inference
Interaction Design is an Iterative task inclusive of refining the
design and hence its more of an artistic work which is not to be
completed within a few hours or a day but instead requires
practice and learning.

5
2.2 : Understanding The Problem Space And Conceptualizing Design

Introduction Understanding Benefits


While designing we come up with We ask question such as : ● Establish a common ground of
features that we think the product 1. What is actually needed by the user ? understanding for all.
should have but in practical cases 2. Why is there a need to create such a product? ● Widen the scope and perspective of the
the features we think it should 3. What is that element that is missing in a design team.
have, and the features that it regular way of doing stuff or by using the ● Better establish the conceptual model
actually should have are products already available ? based on the user’s needs.
drastically unaligned 4. How will the product help do a job better ? ● Avoid wastage of resources on
developing what is not required.
6
2.3 : Conceptual Model

Concepts Metaphors Relation


This refers to the operations or ● It provides an analogy of common ● The concepts can be related with each
activities or may a mere concept understanding of what the particular other as well as interleaved with
which is associated with the product or the component in the product metaphors to be readily understandable
product. Sometimes they can be does. by the user.
new to the user and it is essential ● Also involvement of metaphors develops ● If the concepts of the product are deeply
that the user understands it the interest of the user as the user can related to each other in an obvious
thoroughly in order to use the now relate to the product more. manner it becomes easier for the users to
product. contemplate them and get used to it.

7
2.3.1 : Users Tasks and Goals represented in hierarchical structure:

01 GOMS Model Example

● GOAL: This element defines what the user wants GOAL: CLOSE-WINDOW
to achieve, and also possible methods by which [
these goals can be achieved.
SELECT GOAL : BUTTON-METHOD
● OPERATORS: Placed at the lowest analysis level, • MOVE-MOUSE-TOP-
methods that satisfy goals are made up of RIGHT
operators (User/System Actions). • HOVER-OVER-CROSS-
ICON
● METHODS: There can be multiple ways of • CLICK-CROSS-ICON
performing a task i.e satisfying a goal, all these
ways need to be analysed. SELECT GOAL : KEYBOARD-
METHOD
● SELECTIONS: Used to make the choices in the • PRESS-ALT-KEY
GOMS model as there can be multiple ways to • PRESS-F4-KEY
perform a particular task. • RELEASE-BOTH-KEYS

]
8
2.3.1 : Users Tasks and Goals represented in hierarchical structure:

02 Cognitive Complexity Theory Model Example

● It was introduced by Kieras and Polson in the ( SELECT-CLOSE-WINDOW


1990s, this model builds on the GOMS model and
enhances the model to provide more IF ( AND TEST-GOAL close window
predictability. NOT( TEST-GOAL minimize window)
NOT( TEST-NOTE executing close window) )
● CCT does provide a detailed description of every
task but the disadvantage is, description becomes THEN( DO-Close-window DELETE-NOTE
enormous and difficult to analyse. executing close window )

● Production rules have the format: IF ( AND TEST-GOAL close window


NOT( TEST-GOAL minimize window)
IF condition THEN action TEST-NOTE executing close window )

AND can be used to add multiple conditions as THEN( DELETE-GOAL close window )
stated below )

9
2.3.2 : Grammatical and Linguistic:

01 BNF Model Example

● BNF stands for (Backus Naur Form) which uses a create-line ::= select-line + choose-multiple-points +
linguistic approach to describe dialogue grammar choose-last-point
in form of rules.
select-line ::= position-mouse + CLICK-MOUSE
● It uses two types of descriptors terminal, which
are lowest level of user action and cannot be choose-multiple-points ::= choose-point | choose-point
subdivided further. + DRAG-TO-DESIREDPOINT + CLICK-POINT

● non-terminal descriptors, which are higher level choose-point ::= DRAG-TO-DESIRED-POINT + CLICK-
descriptors and can be divided into further POINT
subtasks.
position-mouse := MOVE-NEAR-LINE-ICON + HOVER-
● The | operator is used to generate multiple OVER-LINE-ICO
output from the same description.

10
2.3.2 : Grammatical and Linguistic:

02 Task-action Grammar Model Example

● This model is build up on BNF model, TAG model BNF Model:


enhances BNF by parameterising grammatical
rules, which impart more consistency Moving ::= ‘mv’ + file_name + file_name | ‘mv’ +
file_names+ directory
● Also called as TAG Model. Copying ::= ‘cp’ + file_name + file_name | ‘cp’ +
file_names+ directory
● non-terminal descriptors, which are higher level
descriptors and can be divided into further TAG Model:
subtasks.
file-operation[Op] := commands[Op] + file_name +
● The | operator is used to generate multiple file_name | command[Op] + file_names+ directory
output from the same description. commands[Op=move] := ‘mv’
commands[Op=copy] := ‘cp’

11
2.3.3 : Device or physical level:

01 Keystroke level Model Example

● It provides prediction based on time required for All the operators are assigned estimate time such as:
execution of tasks using the system’s facilities &
user’s performance. K == 0.12 sec
B == 0.20 sec
● KLM model only considers the small tasks that H == 0.40 sec
require less than about twenty seconds. M == 1.35 sec

● 7 different physical motor operators: These times can be added up to evaluate, users
○ K == actually pressing the keys performance.
○ B == actually pressing the mouse button
○ P == MOving the mouse or pointing i Example a method for typing a word.
○ H == Switching between input devices
○ D == Using the mouse to draw a line Type = H + M + K
○ M == Thinking and preparing Type = 0.40+1.35+0.12 = 1.87 sec
○ R == Ignoring system response if the user
need not wait for it.

12
2.4 : Interface Types
Aspects :
1. Understandability
Introduction 2. Practice required
3. Speed of doing tasks
● It is very important to choose the right 4. Enjoyability
interface for the right task of the product. 5. Popularity among users
6. Cost of interface equipment
● It is not necessary to use only one interface. 7. Long term usability
8. Optimal conveyability
● Provide multiple ways of doing the same thing. 9. Integration effort
10. Physical user effort
● Following slides explain 20 Interfaces and their 11. Cognitive effort
study based on aspects on the right. 12. Aesthetic appeal
13. Learning curve
14. Skill required
15. Relativity to regular life

13
2.4.1 : Command-based Interface 01

The users have to type the commands and shall Advantages Disadvantages
receive outputs on the terminal although it’s not the
easiest interface as the user here need to remember ● Speed of doing tasks ● Understandability
all the commands and the syntax. ● Popularity among users ● Practice required
● Cost of interface equipment ● Enjoyability
● Long term usability ● Optimal conveyability
● Integration effort ● Cognitive effort
Example
● Physical effort ● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life

14
2.4.2 : WIMP (Windows, Icons, Menus and Pointing Devices) and GUI Interface 02

This is the most common and widely preferred kind Advantages Disadvantages
of interface that you may see in your personal
computers and in many softwares. The inclusion of ● Understandability ● Speed of doing tasks
colours, images, Iconography etc made it easy and ● Practice required ● Physical user effort
fun to use. ● Enjoyability
● Popularity among users
● Cost of interface equipment
Example
● Long term usability
● Optimal conveyability
● Integration effort
● Cognitive effort
● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life

15
2.4.3 : Multimedia Interface 03

Multimedia, tends to combine different media Advantages Disadvantages


namely, graphics, text, video, sound, and
animations, and links them with various varieties of ● Understandability ● Speed of doing tasks
interactivity. help the user to explore different parts ● Practice required ● Cost of interface equipment
on the screen. Ex: Audio, Images, Animations, ● Enjoyability ● Long term usability
Illustrations. ● Popularity among users ● Integration effort
● Optimal conveyability
Example
● Physical user effort
● Cognitive effort
● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life

16
2.4.4 : Virtual reality Interface 04

It tries to morph reality and make the user Advantages Disadvantages


experience reality virtually by means of
superimposing media such as audio video in a 3D live ● Understandability ● Popularity among users
environment. It is a generic term to experience ● Practice required ● Cost of interface equipment
interaction with the artificial world. ● Speed of doing tasks ● Long term usability
● Enjoyability ● Integration effort
● Optimal conveyability ● Cognitive effort
Example
● Physical user effort
● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life

17
2.4.5 : Information visualization and dashboards Interface 05

When Huge statistical data is to be displayed to the Advantages Disadvantages


user, it becomes very important to enable the end
user to observe the key factors, patterns and trends. ● Speed of doing tasks ● Understandability
This is possible by proper visualization of data to ● Popularity among users ● Practice required
gain more insight about it. ● Cost of interface equipment ● Enjoyability
● Long term usability ● Integration effort
● Optimal conveyability ● Cognitive effort
Example
● Physical user effort ● Learning curve
● Aesthetic appeal ● Skill required
● Relativity to regular life

18
2.4.6 : Web Interface 06

While designing Web Interfaces following: Advantages Disadvantages


● Download and loading time of web pages.
● Proper, quick and Obvious navigation. ● Understandability ● Speed of doing tasks
● Spaced Content without cluttering. ● Practice required ● Learning curve
● Use consistent typography and color scheme. ● Enjoyability ● Relativity to regular life
● Creating Responsive and reactive web pages ● Popularity among users
● Cost of interface equipment
Example
● Long term usability
● Optimal conveyability
● Integration effort
● Physical user effort
● Cognitive effort
● Aesthetic appeal
● Skill required

19
2.4.7 : Consumer electronics and appliances Interface 07

Most people use them to get things done in a short Advantages Disadvantages
period of time, and then move to other jobs rather
than spending time reading through manual and ● Understandability ● Enjoyability
playing around with the interface. ● Practice required ● Optimal conveyability
● Speed of doing tasks
● Popularity among users
● Cost of interface equipment
Example
● Long term usability
● Integration effort
● Physical user effort
● Cognitive effort
● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life

20
2.4.8 : Mobile Interface 08

Mobile devices have become very common, it has Advantages Disadvantages


become an Integral part of our everyday lives.
Handheld devices differ very much from PCs and ● Understandability ● Practice required
laptops, in size, portability etc. Designers need to ● Speed of doing tasks ● Learning curve
think carefully about what kind of dedicated controls ● Enjoyability
to provide. ● Popularity among users
● Cost of interface equipment
Example
● Long term usability
● Optimal conveyability
● Integration effort
● Physical user effort
● Cognitive effort
● Aesthetic appeal
● Skill required
● Relativity to regular life

21
2.4.9 : Speech Interface 09

Also called as voice user interface is where a person Advantages Disadvantages


is talking to a device that has a spoken language
program and natural language processing ● Understandability ● Popularity among users
capabilities, such as a train timetable, travel planner, ● Practice required ● Optimal conveyability
Notifier, or a digital assistant. ● Speed of doing tasks ● Integration effort
● Enjoyability ● Physical user effort
● Cost of interface equipment
Example
● Long term usability
● Cognitive effort
● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life

22
2.4.10 : Pen Interface 10

When creating products which involve illustrative Advantages Disadvantages


inputs from the user alone mouse becomes
insufficient, Pen-based devices allow people to ● Understandability ● Popularity among users
sketch, draw shapes and figures also select, swipe ● Practice required ● Physical user effort
and move widgets on an interface. ● Speed of doing tasks ● Skill required
● Enjoyability
● Cost of interface equipment
Example
● Long term usability
● Optimal conveyability
● Integration effort
● Cognitive effort
● Aesthetic appeal
● Learning curve
● Relativity to regular life

23
2.4.11 : Touch Interface 11

The users have to type the commands and shall Advantages Disadvantages
receive outputs on the terminal although it’s not the
easiest interface as the user here need to remember ● Understandability ● Cost of interface equipment
all the commands and the syntax. ● Practice required ● Physical user effort
● Speed of doing tasks
● Enjoyability
● Popularity among users
Example
● Long term usability
● Optimal conveyability
● Integration effort
● Cognitive effort
● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life

24
2.4.12 : Air-based gesture Interface 12

As camera, IR sensors developed, it became easier to Advantages Disadvantages


integrate them in devices and use them to capture
gestures of the users, this makes it possible to ● Speed of doing tasks ● Understandability
accurately recognize people’s body, arm, and hand ● Enjoyability ● Practice required
gestures, etc. ● Popularity among users ● Optimal conveyability
● Cost of interface equipment ● Integration effort
● Long term usability ● Physical user effort
Example
● Cognitive effort
● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life

25
2.4.13 : Haptic Interface 13

This kind if interface is majorly used along with other Advantages Disadvantages
interfaces and works in background and in most
cases in this interface the user interacts with the ● Speed of doing tasks ● Understandability
product in subconscious manner, it is majorly used ● Enjoyability ● Practice required
to provide feedback and notification in terms of ● Popularity among users ● Optimal conveyability
vibrations. ● Cost of interface equipment
● Long term usability
Example
● Integration effort
● Physical user effort
● Cognitive effort
● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life

26
2.4.14 : Multimodal Interface 14

A Multimodal Interface is a combination of multiple Advantages Disadvantages


interfaces, which provide the users with different
kinds of ways to interact with the product depending ● Speed of doing tasks ● Understandability
upon the users preference and the situation. These ● Enjoyability ● Practice required
various ways of interaction are called modalities. ● Popularity among users ● Cost of interface equipment
● Long term usability ● Physical user effort
● Optimal conveyability ● Cognitive effort
Example
● Integration effort ● Learning curve
● Aesthetic appeal ● Skill required
● Relativity to regular life

27
2.4.15 : Shareable Interface 15

Shareable interfaces provide interactivity with Advantages Disadvantages


multiple users at once and in the same time taking
simultaneous inputs from multiple users provide ● Practice required ● Understandability
outputs to all the users. ● Speed of doing tasks ● Enjoyability
● Long term usability ● Popularity among users
● Optimal conveyability ● Cost of interface equipment
● Physical user effort ● Integration effort
Example
● Skill required ● Cognitive effort
● Aesthetic appeal
● Learning curve
● Relativity to regular life

28
2.4.16 : Tangible Interface 16

In Tangible Interfaces Sensors are embedded in to Advantages Disadvantages


physical objects which can be handled by the user,
the user can change the configuration arrangement ● Practice required ● Understandability
or activities moving or pressure becomes sensory ● Enjoyability ● Speed of doing tasks
inputs and outputs are in from color, vibration, or ● Long term usability ● Popularity among users
sound, etc. ● Integration effort ● Cost of interface equipment
● Aesthetic appeal ● Optimal conveyability
Example
● Relativity to regular life ● Physical user effort
● Cognitive effort
● Learning curve
● Skill required

29
2.4.17 : Augmented and mixed reality Interface 17

Augmented and mixed reality Interfaces act as a Advantages Disadvantages


bridge between physical and digital world, this is
done by superimposing virtual reality upon real life ● Understandability ● Speed of doing tasks
physical objects, and providing a view of the real ● Practice required ● Popularity among users
world with added virtual representation of the ● Speed of doing tasks ● Cost of interface equipment
objects. ● Enjoyability ● Long term usability
● Popularity among users ● Integration effort
Example
● Cost of interface equipment
● Long term usability
● Optimal conveyability
● Integration effort
● Physical user effort
● Cognitive effort
● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life

30
2.4.18 : Wearable Interface 18

Now it’s possible to integrate small computers in Advantages Disadvantages


wearables such as spectacles, lenses, clothes etc,
which can provide us information that is relevant in ● Understandability ● Enjoyability
our day to day application we can interact with the ● Practice required ● Long term usability
information with minimal effort on the go ● Speed of doing tasks ● Integration effort
● Popularity among users ● Physical user effort
● Cost of interface equipment
Example
● Optimal conveyability
● Cognitive effort
● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life

31
2.4.19 : Robots and drones Interface 19

With this robots that can interact with users, robots Advantages Disadvantages
and drones keep a great potential in aiding users in
wide range of activities that ranges from as simple as ● Understandability ● Popularity among users
everydays task to more sophisticated and ● Practice required ● Cost of interface equipment
challenging activities. ● Speed of doing tasks ● Integration effort
● Enjoyability
● Long term usability
Example
● Optimal conveyability
● Physical user effort
● Cognitive effort
● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life

32
2.4.20 : Brain–computer interaction (BCI) Interface 20

Using this interface brain can directly communicate Advantages Disadvantages


with the device give direct instructions to it and
similarly interpret the signals received directly in the ● Understandability ● Enjoyability
brain and eliminate the middle link of our physical ● Practice required ● Optimal conveyability
and sensory capabilities. ● Speed of doing tasks ● Physical user effort
● Popularity among users ● Cognitive effort
● Cost of interface equipment ● Aesthetic appeal
Example
● Long term usability ● Skill required
● Integration effort ● Relativity to regular life
● Learning curve

33
2.5.1 : Cognitive Aspects (Cognition )
● Cognition Meaning : “The mental action or process of acquiring knowledge and understanding through
thought, experience, and the senses.”

● There are two types of cognition on is fast and the slow.

● Cognition can also be described as the following kinds of processes.

01 02 03 04 07 06

Reading,
Attention Perception Memory Learning speaking and Problem solving
listening
34
2.5.2 : Cognitive Aspects

01 Attention
● It is a process of selecting one particular process from
many process and concentrate on one process.

● A person can only focus on one task but can rapidly


switch between this task

● following aspects that need to be focused upon:


○ Goal: It is the current intention and pursuit of the
user and defines what the user intends to do
○ Information Presentation: Plays a vital role in what
the user will perceive

35
2.5.3 : Cognitive Aspects

02 Perception

● Perception refers to how via different senses ( Sight,


Taste, Touch, Smell, Hear, Proprioception etc).

● Person gains information about the environment that is


being comprehended by the brain

● To enable a user to perceive the content easily, It is


recommended to keep white bank space between the
content.

36
2.5.4 : Cognitive Aspects

03 Memory

● Memory allows people to store their gained knowledge


and experience.

● Memory can be of two types short term and long term.

● Short term memory is used to store information that is


more relevant in present and in immediate future

● Long term memory lasts for longer time, such


information serves to be vital for the person in distant
future.

37
2.5.5 : Cognitive Aspects

04 Learning

● It easier to actually do practical and learn rather than


reading instructions in the manual.

● Interactivity highly aids learning as the user begins to


interact with the product.

● Dynalinking can be defined as “Abstract representations


are linked together with a more concrete illustration of
what they stand for.”

38
2.5.6 : Cognitive Aspects

05 Reading, speaking, and listening


● Humans have the ability to process and understand
natural language this may be in the form of reading,
writing or listening, Understanding which is a key factor.

● Meaning not only depends on the literal words used but


also the context, stress and tone used

● It is important to develop applications that use these


cognitive properties efficiently and provide alternative
wherever necessary.

39
2.5.7 : Cognitive Aspects

06 Problem solving, planning, reasoning, and decision making


● It is a long term cognition also called reflective cognition.

● It take time to process and involves processes such as


problem solving, planning, reasoning, and decision
making.

● While designing enough information be provided to


users they can make a good decision, and solution with
minimal time and effort.

40
2.6 : Social Interaction And The Emerging Social Phenomena
● With increase in development of technology there has been considerable increase in social interaction.

● We interact socially everyday in our life, through devices such as mobile phones and platforms such as
Facebook, Whatsapp, Instagram etc.

● Social Interaction gives us immense power to connect to other people and exchange ideas, thoughts and
information, It’s subtypes are explained below:

01 02 03 04

Face-to-Face
Remote Conversations Telepresence Co-presence
Conversations
2.6.1 : Social Interaction And The Emerging Social Phenomena

01 Face-to-Face Conversations

● Conversation is effortless and comes easily to most


people but is a collaborative effort.

● Usually they start the conversation with greetings and


then the participants take turns asking questions.

● Face to face conversation may also involve expressions,


figure of speeches, tone and context.

42
2.6.2 : Social Interaction And The Emerging Social Phenomena

02 Remote Conversations
● Remote conversation dates back to the 19th century
when Alexander Graham Bell invented the telephone.

● It enables people to connect within minutes whenever


required and with advanced facilities such as call record,
hold, and conferencing.

● Remote conversion is very similar to face-to face


conversation except that in reality the communicators
are physically located in remote places.

43
2.6.3 : Social Interaction And The Emerging Social Phenomena

03 Telepresence
● It’s true that Face-To-face communication is the best
kind of communication but we also need to accept that
it’s not possible for all to be present always.

● It allows the users to feel that they are actually


interacting with real events and people.

● Example is of the people’s bot that enables people to


attend events, with their audio and video feed, on a
mobile bot.

44
2.6.4 : Social Interaction And The Emerging Social Phenomena

04 Co-presence
● Co-presence is interaction of users actually present at
the site sharing the same device and working on it
collectively.

● Examples of such devices are smart boards and surfaces


that support multitouch.

● While designing such interfaces we must consider the


following aspects: physical coordination , Control
distribution and awareness.

45
2.7 : Emotions And The User Experience

We have wide range of options of products


but we enjoy using only select few, because Brand
of our emotions for some brand.

Understanding how a product affects our


Emotional Interaction emotions like what makes us happy, sad,
frustrated, annoyed, anxious, motivated,
irritated, etc

People feelings, intentions and need


changes along with the market trends, latest Change
technology and the fashion changes

46
2.8 : Expressive And Frustrating Interfaces

If product is expressive in a friendly


manner users can relate to the product
more and hence develop an even
Expressiveness
deeper attachment with the product.

The key aspect that remains here is to


create a perfect balance between
Inference design aesthetics i.e the look and feel
and the usability of the application.

47
2.8.1 : Expressive And Frustrating Interfaces

01 Expressive Interfaces
● Design of aesthetically pleasing and expressive
interfaces has become one of central concern to
interaction design.

● Some ways in which the product can be expressive in a


positive manner:
○ Icons
○ Animations
○ Sound, Haptics etc.

● Example Mac: A simple smiling icon that conveyed a


sense of Happiness.

48
2.8.2 : Expressive And Frustrating Interfaces

02 Frustrating Interfaces
● In many cases the user may find difficulty in using and
understanding the product.

● User does not understand they might get irritated and


this shall lead to loss of productivity and a bad user
experience.

● Interfaces which are designed poorly bring a fool out of


the user and hence lead to a bad user experience.

49
2.9 : Persuasive Technologies

● Real life advertisements can persuade you


to buy a product.

● Similarly persuasive technologies that


persuade the user to use a particular
application, or perform a action.

● Examples of this can be recommendations,


suggestions, prompts, alerts, warnings, pop-
us etc, providing more reward with
minimal effort.

● Same technology can be used to fool people


and deceive them to give away their
sensitive details or perform actions.

50
Summary

● Designing a product is a very intensive task and requires understanding and team work.

● There are a lot of aspects that are to be considered starting from understanding the root problem.

● The study of interfaces gives us a clear idea about how we can provide better UX.

● Cognition is a mental process that helps us acquire knowledge and understanding through thought experience
and senses.

● Studying the cognitive aspects helps us understand how people think and hence help us design a better
interaction.

51
Summary

● Humans are social beings hence it becomes important to understand how people interact socially and its types.

● Users link their emotions to the products they use, for a product to be successful it becomes crucial to mae uses
feel good.

● It is important that there exist a proper trade off between the design aesthetics.

● Understanding the emotional reactions to the products makes us understand whether the interfaces is good or
bad.

● As advertised can persuade people to buy products, there exist persuasive technologies that can persuade the
user to interact with the system.

52
Review Questions

● Describe a conceptual model for an electronic personal calendar found on personal organiser based on
■ a. How do they differ from physical artefact
■ b. What new functionalities can be provided
■ c. Which conceptual model based on activities
■ d. Drawbacks of using metaphor [ Refer Section 2.3 ]

● Which model is best from an aspect of cognition approaches ? [ Refer Section 2.3 ]

● List any two applications and explain which interface type will be best suited for interactive design? [ Refer
Section 2.4 ]

● Explain Interface types in detail with diagrams? [ Refer Section 2.4 ]

53
Review Questions

● Identify the relationship between Emotions and User Experience? [ Refer Section 2.7 ]

● “High user-experience in the main key for success of interaction design” give your conjecture (opinion) for it ? [
Refer Section 2.7 ]

● Identify and explain specific kinds of processes which helps to describe Cognition? [ Refer Section 2.5.1 ]

● Identify the situation where you have faced frustrating interfaces, explain the term Frustrating Interfaces? [
Refer Section 2.8.2 ]

● Explain Good Error Messages with examples? [ Refer Section 2.8.2 ]

54
Multiple Choice Questions

● Which of the following can designers use to alter behaviour of the user.
a. Persuasive Technologies
b. Frustrating Interfaces
c. Easy to use designs
d. Tangible Interfaces

● Interface that provides a combination of multiple interfaces.


a. Haptic Interfaces
b. Multimedia Interface
c. Multimodal Interface
d. Gesture Interface

● Which of the following can designers use to alter behaviour of the user.
a. Concepts
b. Metaphors
c. Relations
d. None of the above

55
Multiple Choice Questions

● Understanding problem space covers questions that are inclusive of.


a. What is actually needed by the user ?
b. Why is there a need to create such a product ?
c. both A and B
d. neither A and nor B

● Which of following is/are true about Attention


a. Its is a cognitive process
b. Humans can only attend one thing at a time.
c. Humans can rapidly switch their attention.
d. All of the above

● Which of the following can designers use to alter behaviour of the user.
a. Dynamic Icons
b. Animations
c. Long text paragraphs
d. Alerts

56
Multiple Choice Questions

● Which of the following is not suitable for long term use


a. Command based
b. WIMP
c. Tangible
d. Virtual Reality

● Which of the following interface will be fastest


a. Command based
b. Speech
c. Tangible
d. Gesture

● What does WIMP stand for


a. Windows Interface for Menu Pointing device
b. Windows Icons Menu Pointing device
c. Wearable Icons Menu Pointing device
d. Windows Icons Mapping Pointing device

57
THANK
YOU

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