LECTURE 3 Interaction Design Basics
LECTURE 3 Interaction Design Basics
Basics
ITEC 101 -HUMAN COMPUTER INTERACTION
Second Semester, A.Y. 2022 2023
Rachel O. Rodriguez
Introduction
Of course, we cannot always achieve all our goals within the constraints. So
perhaps one of the most important things about design is:
3. Trade-off Choosing which goals or constraints can be relaxed so that
others can be met. For example, we might find that an eye-mounted
video display, a bit like those used in virtual reality, would give the most
stable image whilst walking along. However, this would not allow you to
show friends, and might be dangerous if you were watching a gripping
part of the movie as you crossed the road.
The golden rule of design
3. Talk to them.
● It is hard to get yourself inside someone else’s head, so the best
thing is usually to ask them. This can take many forms: structured
interviews about their job or life, open-ended discussions, or bringing
the potential users fully into the design process. The last of these is
called participatory design.
4. Watch them.
● Although what people tell you is of the utmost importance, it is not the
whole story.
Design Focus
● This can then drive the second task – thinking about structure.
Individual screens or the layout of devices will have their own
structure, but this is for the next section.
3. Decoration
See how the buttons differ in using the
foreground and background colors (green and
gold) so that groups are associated with one
another. See also how the buttons are laid out
to separate them into groups of similar function.
Tools for layout
4. Alignment
5. White space
User action and control
1. Entering information
● Some of the most complicated and difficult screen layouts are found
in forms-based interfaces and dialog boxes. In each case the screen
consists not only of information presented to the user, but also of
places for the user to enter information or select options. Actually,
many of the same layout issues for data presentation also apply to
fields for data entry. Alignment is still important.
2. Knowing what to do
● Some elements of a screen are passive, simply giving you
information; others are active, expecting you to fill them in, or do
something to them. It is often not even clear which elements are
active, let alone what the effect is likely to be when you interact with
them!
User action and control
3. Affordances
● These are especially difficult problems in multimedia applications
where one may deliberately adopt a non-standard and avant-garde
style. How are users supposed to know where to click? The
psychological idea of affordance says that things may suggest by
their shape and other attributes what you can do to them: a handle
affords pulling or lifting; a button affords pushing.
Appropriate appearance
1. Presenting information
● The way of presenting information on screen depends on the kind of
information: text, numbers, maps, tables; on the technology available
to present it: character display, line drawing, graphics, virtual reality;
and, most important of all, on the purpose for which it is being used.
2. Aesthetics and utility
● Remember that a pretty interface is not necessarily a good interface.
Ideally, as with any well-designed item, an interface should be
aesthetically pleasing. Indeed, good graphic design and attractive
displays can increase users’ satisfaction and thus improve
productivity.
Appropriate appearance