Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

What Is Interaction Design?

Download as ppt, pdf, or txt
Download as ppt, pdf, or txt
You are on page 1of 48

Chapter 1

What is interaction design?

www.id-book.com

2011

Bad designs
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?
From: www.baddesigns.com

www.id-book.com

2011

Why is this vending machine


so bad?
Need to push
button first to
activate reader
Normally insert bill
first before making
selection
Contravenes well
known convention
From: www.baddesigns.com
www.id-book.com

2011

Good design
Marble answering
machine (Bishop,
1995)
Based on how
everyday objects
behave
Easy, intuitive and a
pleasure to use
Only requires onestep actions to
perform core tasks

www.id-book.com

2011

Good and bad design


What is wrong with
the remote on the
right?
Why is the TiVo
remote so much
better designed?
Peanut shaped to fit in
hand
Logical layout and
color-coded, distinctive
buttons
Easy to locate buttons
www.id-book.com

2011

What to design
Need to take into account:
Who the users are
What activities are being carried out
Where the interaction is taking place

Need to optimize the interactions users


have with a product
So that they match the users activities and
needs

www.id-book.com

2011

Novel interface

www.id-book.com

2011

Understanding users needs


Need to take into account what
people are good and bad at
Consider what might help people
in the way they currently do things
Think through what might provide
quality user experiences
Listen to what people want and get
them involved
Use tried and tested user-centered
methods

www.id-book.com

2011

Activity
How does making a call differ when
using a:
Cell phone
Public phone box?

Consider the kinds of user, type of


activity and context of use

www.id-book.com

2011

What is interaction design?


Designing interactive products to support
the way people communicate and interact
in their everyday and working lives
Sharp, Rogers and Preece (2011)

The design of spaces for human


communication and interaction
Winograd (1997)

www.id-book.com

10

2011

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

www.id-book.com

11

2011

Which kind of design?


Number of other terms used emphasizing
what is being designed, e.g.
user interface design, software design, user-centered
design, product design, web design, experience design
(UX)

Interaction design is the umbrella term


covering all of these aspects
fundamental to all disciplines, fields, and approaches
concerned with researching and designing computerbased systems for people

www.id-book.com

12

2011

HCI and interaction design

www.id-book.com

13

2011

Relationship between ID, HCI


and other fields
Academic disciplines contributing to
ID:
Psychology
Social Sciences
Computing Sciences
Engineering
Ergonomics
Informatics

www.id-book.com

14

2011

Relationship between ID, HCI


and other fields
Design practices contributing to ID:
Graphic design
Product design
Artist-design
Industrial design
Film industry

www.id-book.com

15

2011

Relationship between ID, HCI


and other fields
Interdisciplinary fields in interaction
design:

HCI
Ubiquitous Computing
Human Factors
Cognitive Engineering
Cognitive Ergonomics
Computer Supported Co-operative Work
Information Systems

www.id-book.com

16

2011

Working in multidisciplinary
teams
Many people from different
backgrounds involved
Different perspectives
and ways of seeing
and talking about things
Benefits
more ideas and designs
generated

Disadvantages
difficult to communicate and
progress forward the designs being create

www.id-book.com

17

2011

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
Cooper: From research and product to goal-related design
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

www.id-book.com

18

2011

What do professionals do in the


ID business?
interaction designers - people involved in the design 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 (UX) - people who do all the
above but who may also carry out field studies to inform the
design of products

www.id-book.com

19

2011

The User Experience


How a product behaves and is used by
people in the real world
the way people feel about it and their pleasure and
satisfaction when using it, looking at it, holding it, and
opening or closing it
every product that is used by someone has a user
experience: newspapers, ketchup bottles, reclining
armchairs, cardigan sweaters. (Garrett, 2003)

Cannot design a user experience, only


design for a user experience

www.id-book.com

20

2011

The iPod Nano Touch

www.id-book.com

21

2011

Why was the iPod user


experience such a success?
Quality user experience from the
start
Simple, elegant, distinct brand,
pleasurable, must have fashion item,
catchy names, cool, etc.,

www.id-book.com

22

2011

What is involved in the process


of interaction design

Establishing requirements
Developing alternatives
Prototyping
Evaluating

www.id-book.com

23

2011

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
www.id-book.com

24

2011

Why go to this length?


Help designers:
understand how to design interactive products
that fit with what people want, need and may
desire
appreciate that one size does not fit all
e.g., teenagers are very different to grown-ups

identify any incorrect assumptions they may


have about particular user groups
e.g., not all old people want or need big fonts

be aware of both peoples sensitivities and


their capabilities

www.id-book.com

25

2011

Are cultural differences


important?
5/21/2012 versus 21/5/2012?
Which should be used for international services
and online forms?

Why is it that certain products, like the


iPod, are universally accepted by people
from all parts of the world whereas
websites are reacted to differently by
people from different cultures?

www.id-book.com

26

2011

Anna, IKEA online sales agent


Designed to be
different for UK and US
customers
What are the differences
and which is which?
What should Annas
appearance be like
for other countries,
like India, South Africa,
or China?

www.id-book.com

27

2011

Usability goals
Effective to use
Efficient to use
Safe to use
Have good utility
Easy to learn
Easy to remember how to use

www.id-book.com

28

2011

Activity on usability
How long should it take and how
long does it actually take to:
Using a DVD to play a movie?
Use a DVD to pre-record two programs?
Using a web browser tool to create a
website?

www.id-book.com

29

2011

User experience goals


Desirable aspects
satisfying
enjoyable
engaging
pleasurable
exciting
entertaining

helpful
motivating
challenging
enhancing sociability
supporting creativity
cognitively stimulating

Undesirable aspects
boring
frustrating
making one feel guilty
annoying
childish

unpleasant
patronizing
making one feel stupid
cutesy
gimmicky

www.id-book.com

30

fun
provocative
surprising
rewarding
emotionally fulfilling

2011

Usability and user experience


goals
Selecting terms to convey a persons feelings,
emotions, etc., can help designers understand
the multifaceted nature of the user experience
How do usability goals differ from user
experience goals?
Are there trade-offs between the two kinds of
goals?
e.g. can a product be both fun and safe?

How easy is it to measure usability versus user


experience goals?
www.id-book.com

31

2011

Design principles
Generalizable abstractions for thinking about
different aspects of design
The dos and donts 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

www.id-book.com

32

2011

Visibility
This is a control panel for an elevator
How does it work?
Push a button for the floor you want?
Nothing happens. Push any other
button? Still nothing. What do you
need to do?
It is not visible as to what to do!
From:
www.baddesigns.com
www.id-book.com

33

2011

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
www.id-book.com

34

2011

What do I do if I am wearing
black?
Invisible automatic
controls can make it
more difficult
to use

www.id-book.com

35

2011

Feedback
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

www.id-book.com

36

2011

Constraints
Restricting the possible actions that can
be performed
Helps prevent user from selecting
incorrect options
Physical objects can be designed to
constrain things
e.g. only one way you can insert a key into a lock

www.id-book.com

37

2011

Logical or ambiguous design?


Where do you plug
the mouse?
Where do you plug
the keyboard?
top or bottom
connector?

From: www.baddesigns.com
www.id-book.com

38

Do the color coded


icons help?
2011

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
www.id-book.com

39

2011

Consistency
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
www.id-book.com

40

2011

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

www.id-book.com

41

2011

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
designers preference

www.id-book.com

42

2011

Keypad numbers layout


A case of external inconsistency
(a) phones, remote controls

(b) calculators, computer keypads

1
4

2
5

3
6

1
0

0
www.id-book.com

43

2011

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

www.id-book.com

44

2011

What does affordance have to


offer interaction design?
Interfaces 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 conceptualized as
perceived affordances
Learned conventions of arbitrary mappings between
action and effect at the interface
Some mappings are better than others

www.id-book.com

45

2011

Activity
Physical affordances:
How do the following physical objects
afford? Are they obvious?

www.id-book.com

46

2011

Activity
Virtual affordances
How do the following screen objects afford?
What if you were a novice user?
Would you know what to do with them?

www.id-book.com

47

2011

Key points
Interaction design is concerned with designing
interactive products to support the way people
communicate and interact in their everyday and
working lives
It is concerned with how to create quality user
experiences
It requires taking into account a number of
interdependent factors, including context of use,
type of activities, cultural differences, and user
groups
It is multidisciplinary, involving many inputs from
wide-reaching disciplines and fields
www.id-book.com

48

2011

You might also like