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HCI and Interation Design PDF

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HCI AND

INTERACTION
DESIGN
WMSU

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Objectives:
• Assess the relationship of Interactive
Designs and HCI and apply the process
and principles of interaction design.
• Assess the difference between good and
poor interaction design.
• Demonstrate an understanding on what
“Everyday Things” is
• Evaluate an Everyday Thing and explain
what is good and bad about it in terms of
the goals and principles of interaction
design.
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GOOD AND POOR
DESIGN

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Good and Poor Design

• A central concern of interaction design is to


develop interactive products that are usable.
By this is generally meant easy to learn,
effective to use, and provide an enjoyable
user experience.

•A good place to start thinking about how to


design usable interactive products is to
compare examples of well and poorly
designed ones.
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Example:
• How does making a phone call differ when
using: a public phone box and a cell
phone?
• How have these devices been designed to
take into account :
(a) the kind of users?
(b) type of activity being supported?
(c) context of use?
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COMPARISONS

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KIND OF USERS
• Public phones/phone box are designed to
be used by the general public. Many have
Braille embossed on the keys and speaker
volume control to enable people who are
blind and hard of hearing to use them.

• Cell phones are intended for all user groups,


although they can be difficult to use for
people who are blind or have limited manual
dexterity.
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Activity being supported
• Most phone boxes are designed with a
simple mode of interaction: insert card or
money and key in the phone number. If
engaged or unable to connect the money or
card is returned when the receiver is
replaced.
• There is also the option of allowing the caller
to make a follow-on call by pressing a button
rather than collecting the money and
reinserting it again. This function enables the
making of multiple calls to be more efficient.
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Activity being supported
• Cell phones have a more complex mode
of interaction. More functionality is
provided, requiring the user to spend time
learning how to use them. For example,
users can save phone numbers in an
address book and then assign these to
"hotkeys," allowing them to be called
simply through pressing one or two keys.

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Context of Use
• Phone boxes are intended to be used in
public places, say on the street or in a bus
station, and so have been designed to give
the user a degree of privacy and noise
protection through the use of hoods and
booths.
• Cell phones have been designed to be used
any place and any time. However, little
consideration has been given to how such
flexibility affects others who may be in the
same public place (e.g., sitting on trains and
buses).
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What to design?
• Designing usable interactive products thus
requires considering who is going to be
using them and where they are going
to be used.
• Understand the kind of activities
people are doing when interacting with
the products.

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What to design?
• The range of activities that can be
supported is diverse.

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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?

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ANSWER:
• Take into account what people are good and bad
at
• Consider what might help people with the way
they currently do things
• Think through what might provide quality user
experiences
• Listen to what people want and getting them
involved in the design
• Use "tried and tested" user-based techniques
during the design process

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DONALD A. NORMAN
ON EVERYDAY
THINGS

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Donald A. Norman
• Cognitive • Concerned with
psychologist good design
• University of
California San Diego • Fitting things to
• The Psychology of people, not the other
Everyday Things way around
• Things that Make Us • Formulated
Smart principles of good
• The Invisible design
Computer
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DESIGN
PRINCIPLES

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1. VISIBILITY

• Design makes the • Getting trapped


conceptual model between glass
apparent to users doors
• Design tells the • Hinge was not
users what obvious
actions they can • No handles, no
perform panels

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2. FEEDBACK

• Provides • Auditory feedback


information about (sidetone) when
the effects of a talking on a
user’s actions telephone
• What has been
done • Tones when
buttons are
• What has been
accomplished pressed

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3. MAPPING
• Relationships between controls and their
effects on a system

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4. AFFORDANCE
• Perceived properties of an artifact
• Provides strong clues for possible usage

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5. CONSISTENCY
• This refers to designing interfaces to have
similar operations and use similar
elements for achieving similar tasks.

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6. CONSTRAINTS
• The design concept of constraining refers
to determining ways of restricting the kind
of user interaction that can take place at
a given moment.
• It can be classified:
– Physical Constraints
– Semantic Constraints
– Cultural Constraints
– Logical Constraints

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DESIGN
CONSTRAINTS

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Physical Constraints
• Constrain possible operations
• refer to the way physical objects
restrict the movement of things.
• Examples
– different keys fit different locks

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Semantic Constraints
• Rely on the meaning of a situation to
control actions

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Cultural Constraints
• rely on learned convention
• Accepted cultural conventions that control
actions

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Logical Contsraints
• rely on people's understanding of the way
the world works
• They rely on people's common-sense
reasoning about actions and their
consequences.
• Relationship between spatial or functional
layout of components and the things they
affect

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WHAT’S WRONG
WITH THIS
PICTURE?

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ACTIVITY: TAKE
HOME

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Activity #2: Everyday Thing
• Choose an everyday thing, preferably
something that is not computer or
information technology-based and analyze
it based on the principles discussed in
class. This everyday thing is something
you have personally seen, used,
experienced, or heard of (through friends,
etc.). Important: This analysis should
NOT be taken from the web.

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Guide questions include
What is the object’s function?
How do you use/operate the object?
What is odd or unusual about its design?
What principles did it the object’s design follow?
Which principles did the design violate?
Do these design quirks make it more or less
usable?

• Submissions must be one to two pages long, double-


space, 12-point font with one-inch margins on all
sides. Submission must include a picture of the
everyday thing. The picture is included in the page
count.

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