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Introduction To Interaction Design

Introduction to Interaction Design - Lecture 2 of Human Computer Interaction unit.

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0% found this document useful (0 votes)
17 views57 pages

Introduction To Interaction Design

Introduction to Interaction Design - Lecture 2 of Human Computer Interaction unit.

Uploaded by

daxec32990
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 57

1

Introduction
to Interaction
Design
2
What is interaction design?
• Designing interactive products to
support people in their
everyday and working lives
– Sharp, Rogers and Preece (2002)

• The design of spaces for human


communication and interaction
– Winograd (1997)
Definition 3

 the
communication between
user and system: the interaction.
 We cover models of interaction
that enable us to identify and
 evaluate components of the
interaction, and at the physical,
social and organizational issues
that provide the context for it
Models of interaction 4
 Interaction involves at least two participants:
 the user and the system
 The use of models of interaction can help us to
understand
 exactly what is going on in the interaction and identify
the likely root of difficulties.
 They also provide us with a framework to compare
different interaction styles and to consider interaction
problems.
Interaction terminology 5

 the purpose of an interactive system is to aid a


user in accomplishing goals from some
application domain
 A domain defines an area of expertise and
knowledge in some real-world activity e.g
graphic design
 Tasks are operations to manipulate the
concepts of a domain.
 A goal is the desired output from a performed
task
Terms continued… 6

 An intention is a specific action required to


meet the goal.
 Task analysis involves the identification of the
problem space for the user of an interactive
system in terms of the domain, goals, intentions
and tasks
 We can use our knowledge of tasks and goals to
assess the interactive system that is designed
to support them.
 There are two main components are the system
and the user
7

 User and system are described by means of a


language. System language called the core
language and user language called the task
language.
 The core language describes computational
attributes of the domain relevant to the System
state, whereas the task language describes
psychological attributes of the domain relevant
to the User state.
The execution evaluation 8

cycle
 Norman’s model of interaction is perhaps the
most influential in HCI
 The user formulates a plan of action, which is
then executed at the computer interface.
 The interactive cycle can be divided into two
major phases: execution and evaluation.
 The two phases are further subdivided to seven
stages
Stages of Norman’s 9

interaction model
 1. Establishing the goal.
 2. Forming the intention.
 3. Specifying the action sequence.
 4. Executing the action.
 5. Perceiving the system state.
 6. Interpreting the system state.
 7. Evaluating the system state with respect to
the goals and intentions.
Human Error 1
0

 Human errors are often classified into slips and


mistakes. We can distinguish these using
Norman’s gulf of execution.
 These are called slips; you have formulated the
right action, but fail to execute that action
correctly.
 if you don’t know the system well you may not
even formulate the right goal this constitutes a
mistake
The interaction 1
1
framework
 There are four major components in an
interactive system- the System, the User, the
Input and the Output
Translations between 1
2
components
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
Example of bad and good design
– Elevator controls and labels on the bottom
row all look the same, so it is easy to push
a label by mistake instead of a control
button

– People do not make same mistake for the


labels and buttons on the top row. Why
not?
What to
design
• Need to take into account:
– Who the users are
– What activities are being carried out
– Where the interaction is taking place e.g. In
front of a queue in a supermarket/student
registration or in an office where flow is not
as much
• Need to optimise the interactions users
have with a product
– Such that they match the users activities
and needs
Understanding users‟
– Need to take into account what
needs
people are good and bad at e.g. Not
good at memorization but good at
application once they remember

– Consider what might help people in


the way they currently do things

– Listen to what people want and get


them involved

– Use tried and tested user-based


methods
What is an interface?

?
Evolution of HCI „interfaces‟
• 50s - Interface at the hardware level for
engineers - switch panels
• 60-70s - interface at the programming level -
COBOL, FORTRAN
• 70-90s - Interface at the terminal level -
command languages
• 80s - Interface at the interaction dialogue
level - GUIs, multimedia
• 90s - Interface at the work setting -
networked systems, groupware
• 00s - Interface becomes pervasive
– RF tags, Bluetooth technology, mobile
devices, consumer electronics, interactive
screens, embedded technology
From HCI to Interaction Design
• Human-computer interaction (HCI) is:
“concerned with the design, evaluation
and
implementation of interactive computing systems for
human use and with the study of major phenomena
surrounding them” (ACM SIGCHI, 1992, p.6)

• Interaction design (ID) is:


“the design of spaces for human communication and
interaction”
– Winograd (1997)

• Increasingly, there are more application areas, more


technologies and more issues to consider when
designing „interfaces‟
Relationship between ID,
HCI and other fields
Academic
disciplines
Design practices
(e.g. computer
(e.g. graphic design)
science,
psychology)
Interaction
Design

Interdisciplinary fields
(e.g HCI, CSCW)
Relationship between ID,
HCI and other fields
• Academic disciplines
contributing to ID:
– Psychology
– Social Sciences
– Computing Sciences
– Engineering
– Ergonomics
– Informatics
Relationship between ID,
HCI and other fields
• Design practices contributing
to ID:
– Graphic design
– Product design
– Artist-design
– Industrial design
– Film industry
Relationship between ID,
HCI and other fields

• Interdisciplinary fields that „do‟


interaction design:

– HCI
– Human Factors
– Cognitive Engineering
– Cognitive Ergonomics
– Computer Supported Co-
operative Work
– Information Systems
How easy is it to work in
multidisciplinary teams?

• More people involved in doing


interaction design the more ideas and
designs generated…but…

• The more difficult it can be to


communicate and progress forwards
with the designs being created
Interaction design in business
• Increasing number of ID consultancies, examples of well
known ones include:
– Nielsen Norman Group: “help companies enter the
age of the consumer, designing human-centered
products and services”
– Swim: “provides a wide range of design services, in
each case targeted to address the product
development needs at hand”
– IDEO: “creates products, services and environments
for companies pioneering new ways to provide value
to their customers”
What do professionals do
in the ID
• interaction designers - people involved in the design
business?
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 - people who do all the


above but who may also carry out field studies to inform
the design of products
What is involved in the process
of interaction design

• Identify needs and establish


requirements
• Develop alternative designs
• Build interactive prototypes that can be
communicated and assessed
• Evaluate what is being built throughout
the process
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
• iteration is needed through the core
activities
Usability goals
• Effective to use 2015-06-11 13:55:00
--------------------------------------------

• Efficient to use
effective (Solves problem),
efcie
i nt(saveson time

• Safe to use
• Have good utility
• Easy to learn
• Easy to remember how to use
User experience goals
– Satisfying - rewarding
– Fun - support creativity
– Enjoyable - emotionally fulfilling
– Entertaining …and more
– Helpful
– Motivating
– Aesthetically
pleasing
Usability and user
experience 2015-06-11 14:12:40
--------------------------------------------
user experience is abbreviated as

goals
• How do usability goals differ from user
UX. Usability is concerned with
the effectiveness,efficiency and
satisfaction with which specified
users achieve specified goals in
particular 14:14:11
environments.while UX
experience goals?
2015-06-11
is concerned with all aspects of
--------------------------------------------
user's
can theexperience when their goals
user accomplish
interacting
and did thewith
userthehave as
product,service,environment
delightful an experience as or a
• Are there trade-offs between the two facility.
possible

kinds of goals?
– e.g. can a product be both fun and safe?
• How easy is it to measure usability
versus user experience goals?
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
Visibility 2015-06-11 13:56:59
--------------------------------------------

• This is a control panel for an


no trial and error so as to use
systemt.ishould be obvious so as to
use system. principle of visibility
elevator. is to make what to do soon
obvious
• How does it work?
• Push a button for the floor you
want?
• Nothing happens. Push any
other button? Still nothing.
From: What do you need to do?
www.baddesigns.com

It is not visible as to what to


do!
Visibility
…you need to insert your room card in the slot by the
buttons to get the elevator to work!

How would you make this action more visible?

• make the card reader more obvious


• provide an auditory message, that says what to do
(which language?)
• provide a big label next to the card reader that
flashes when someone enters

• make relevant parts visible


• make what has to be done obvious
Feedbac
• k
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”
Constraints 2015-06-11 13:59:00
--------------------------------------------
try and limit actions of users as much
as possible this reducing
chances of users seek thing
wrong option
 Restricting the possible actions that can be
performed
 Helps prevent user from selecting
incorrect options
 Three main types (Norman, 1999)
 physical
 cultural
 logical
Physical constraints
• Refer to the way physical objects
restrict the movement of things
– E.g. only one way you can insert a key into
a lock
• How many ways can you insert a CD or
DVD disk into a computer?
• How physically constraining is this
action?
• How does it differ from the insertion of
a floppy disk into a computer?
Logical constraints
• Exploits people‟s everyday common
sense reasoning about the way the
world works

• An example is they logical relationship


between physical layout of a device and
the way it works as the next slide
illustrates
Logical or ambiguous design?
• Where do you plug
the mouse?

• Where do you plug


the keyboard?

• top or bottom
connector?

• Do the color coded


icons help?
From: www.baddesigns.com
How to design them more
logically
(i)A provides direct
adjacent mapping
between icon
and connector

(ii)B provides color


coding to
associate the
connectors with
the labels
From: www.baddesigns.com
Cultural constraints
• Learned arbitrary conventions
like red triangles for warning

• Can be universal or culturally


specific
Mapping
• Relationship between controls and
their movements and the results
in the world
• Why is this a poor mapping of
control buttons?
Mapping
• Why is this a better mapping?

• The control buttons are mapped better


onto the sequence of actions of fast
rewind, rewind, play and fast forward
Activity on mappings
– Which controls go with which rings
(burners)?

A B C
D
Why is this a better design?
Consistenc
y
• 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
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
Internal and external
consistency
• Internal consistency refers to designing
operations to behave the same within an
application
– Difficult to achieve with complex interfaces
• External consistency refers to designing
operations, interfaces, etc., to be the
same across applications and devices
– Very rarely the case, based on different
designer‟s preference
Keypad numbers layout
• A case of external inconsistency

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


keyp
1 2 3 7 8 9
4 5 6 4 5 6
7 8 9 1 2 3
0 0
Affordances: to give a
clue
• Refers to an attribute of an object that allows
people to know how to use it
– e.g. a mouse button invites pushing, a door handle
affords pulling
• Norman (1988) used the term to discuss the
design of everyday objects
• Since has been much popularised in
interaction design to discuss how to design
interface objects
– e.g. scrollbars to afford moving up and down,
icons
to afford clicking on
What does „affordance‟
have to offer
interaction
• Interfaces design?
are virtual and do not have
affordances like physical objects
• Norman argues it does not make
sense to talk
about interfaces in terms of „real‟
affordances
• Instead interfaces are better
conceptualised as
„perceived‟ affordances
– Learned conventions of arbitrary mappings between
action and effect at the interface

Activity
– Physical affordances:
How do the following physical objects
afford? Are they obvious?
Usability
principles
• Similar to design principles, except
more prescriptive
• Used mainly as the basis for
evaluating systems
• Provide a framework for heuristic
evaluation
Usability principles (Nielsen
2001)
• Visibility of system status
• Match between system and the real world
• User control and freedom
• Consistency and standards
• Help users recognize, diagnose and recover
from errors
• Error prevention
• Recognition rather than recall
• Flexibility and efficiency of use
• Aesthetic and minimalist design
• Help and documentation
Interaction styles 5
5
 command line interface
 menus
 natural language
 question/answer and query dialog
 form-fills and spreadsheets
 WIMP
 point and click
 three-dimensional interfaces.
Key points
• ID is concerned with designing
interactive products to support people
in their everyday and working lives
• ID is multidisciplinary, involving many
inputs from wide-reaching disciplines
and fields
• ID is big business even after the
dot.com crash!
Key points
• ID involves taking into account a
number of interdependent factors
including context of use, type of task
and kind of user
• Need to strive for usability and user
experience goals
• Design and usability principles are
useful heuristics for analyzing
and evaluating interactive
products

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