Chapter 3
Chapter 3
Chapter 3
Tibiao, Antique
APDEV 1
Application Development and
Emerging
Eme Technologies
Chapter 3
CHAPTER 3
INTERACTION DESIGN
Interaction design has cast its net much wider, being concerned
with the theory, research, and practice of designing user experiences for all
manner of technologies, systems, and products.
1. Establishing requirements
2. Designing alternatives
3. Prototyping
4. Evaluating
USABILITY GOALS
DESIGN PRINCIPLES
1. Visibility
2. Feedback
3. Constraints
4. Consistency
5. Affordance
1. Taking into account what people are good and bad at.
2. Considering what might help people with the way they
currently do things
3. Thinking through what might provide quality user
experiences
4. Listening to what people want and getting them involved in
the design
5. Using tried and tested user-based techniques during the
design process
CONCEPTUAL MODELS
What is COGNITION?
- The state of mind in which we perceive, act, and react to
events around us intuitively and effortlessly. It requires
reaching a certain level of expertise and engagement and
distinguishing between two general modes – experiential
and reflective cognition. (Norman, 1993)
- Involves mental effort, attention, judgement, and decision
making. This kind of cognition leads to new ideas and
creativity which is considered reflective cognition and slow
thinking. (Kahneman, 2011)
- It can also be described in terms of the context in which it
takes place, the tools that are employed, the artifacts and
interfaces that are used, and the people involved
depending on when, where, and how it happens. It can
also be distributed, situated, extended, and embodied.
COGNITIVE FRAMEWORKS
• Mental models
• Gulfs of execution and evaluation
• Information processing
• Dynamic Icons
• Animations
• Spoken messages, using various kinds of voices telling the
user what needs to be done
• Various sonification indicating actions and events
• Vibrotactile feedback, such as distinct smartphone buzzes
that specifically represent special messages from friends and
family.
1. Most of us are familiar with the “404 error” message that pops up
now and again when our computer doesn’t upload the web page
we’re trying to view. What does it mean and why the number
404? If you were to design it, what would be your better way of
letting users know when they or the computer made an error?
CHAPTER 3
INTERACTION DESIGN
Topic 1. Interfaces
Objectives:
A. INTERFACE TYPES
1. Command-based
o Windows Icons
o Menus
o Pointing Device
- Basic building blocks of WIMP are still part of the modern GUI
which includes icons and menus in 2D and 3D. some
graphical elements are also incorporated which include
toolbars and docks and rollovers
3. Multimedia
4. Virtual Reality
8. Mobile
9. Speech
11. Touch
13. Haptic
14. Multimodal
15. Shareable
- Designed for more than one person to use like large wall
displays (e.g. Smartboards).
- It provides large interactional space that can support flexible
group working, enabling groups to create content together at
the same time.
16. Tangible
18. Wearable
Source: Modern Systems Analysis and Design, 8th Edition, Joseph S. Valacich, Joey F.
George, Pearson Education, 2017. Page 510-526
Objectives:
1. Graphic Design
2. Architectural Design
3. Industrial Design
4. Software Design
FOUR BASIC ACTIVITIES OF INTERACTION DESIGN
1. Establishing requirements
2. Designing alternatives
3. Prototyping
4. Evaluating
- Those who receive products from the system, who test the
system who make the purchasing decision, and who use
competitive products (Holtzblatt and Jones,1993)
- The group of stakeholders
2. What Do We Mean by “Need”?
- Understanding the characteristics and capabilities of users
- Considering experiences and expectations
- Understanding similar behavior already established
- Focusing on people’s goals and usability
Try to remember any games you played (or you may look for a game and
try it now). Compare the experience of playing the game using a
laptop/desktop with playing the game on smart/cell phones. Consider the
pros and cons on different interfaces and select at least three interfaces
other than GUI and mobile (like tangible or shareable, etc.)
Design an innovative timepiece for your own use (using iterative designing).
This could be in a form of a wristwatch, or a table clock. Develop at least 2
distinct alternatives that both met your set of requirements. Draw your
design and explain its features, state if it does what you want. Take a clear pic
of your drawing to be submitted as a soft copy.