Helen Sharp, Yvonne Rogers, and Jenny Preece (2019)
Helen Sharp, Yvonne Rogers, and Jenny Preece (2019)
Helen Sharp, Yvonne Rogers, and Jenny Preece (2019)
(2019)
Chapter 1
WHAT IS INTERACTION DESIGN?
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.
www.baddesigns.com
4
www.id-book.com
Good design
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Dilemma
Which is the best way to interact with a smart TV? Why?
• Pecking using a grid keyboard via a remote control
• Swiping across two alphanumeric rows using a
touchpad on a remote control
• Voice control using remote or smart speaker
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What to design
Need to take into account:
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Goals of interaction design
Develop usable products
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Which kind of design?
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Interaction design
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Relationship between ID, HCI, and
other fields−academic disciplines
Academic disciplines contributing to ID:
• Psychology
• Social Sciences
• Computing Sciences
• Engineering
• Ergonomics
• Informatics
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Relationship between ID, HCI and
other fields−design practices
Design practices contributing to ID:
• Graphic design
• Product design
• Artist-design
• Industrial design
• Film industry
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Relationship between ID, HCI and
other fields−interdisciplinary fields
Benefits
• More ideas and designs generated
Disadvantages
• Difficult to communicate and progress forward the designs
being create
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Interaction design in business
Large 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”
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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, 2010)
• “All aspects of the end-user's interaction with the company, its
services, and its products. (Nielsen and Norman, 2014)
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Defining user experience
How users perceive a product, such as whether a
smartwatch is seen as sleek or chunky, and their
emotional reaction to it, such as whether people have a
positive experience when using it.
(Hornbæk and Hertzum, 2017)
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Why was the iPod user experience
such a success?
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Core characteristics of interaction
design
• Users should be involved throughout the
development of the project
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Why?
Help designers:
• Appreciate that one size does not fit all (for example,
teenagers are very different to grown-ups)
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Accessibility and inclusiveness
Accessibility: the extent to which an interactive product
is accessible by as many people as possible
• Focus is on people with disabilities; for instance, those using
android OS or apple voiceover
Inclusiveness: making products and services that
accommodate the widest possible number of people
• For example, smartphones designed for all and made available
to everyone regardless of their disability, education, age, or
income
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Disabilities
• Whether someone is disabled changes over time with
age, or recovery from an accident
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Understanding disability
Disabilities can be classified as:
• Sensory impairment (such as loss of vision or hearing)
• Physical impairment (having loss of functions to one or more parts
of the body after a stroke or spinal cord injury)
• Cognitive (including learning impairment or loss of
memory/cognitive function due to old age)
Each type can be further defined in terms of capability:
• For example, someone might have only peripheral vision, be color
blind, or have no light perception
Impairment can be categorized:
• Permanent (for instance, long-term wheelchair user)
• Temporary (that is, after an accident or illness)
• Situational (for example, a noisy environment means that a person
can’t hear)
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Cultural differences
5/21/2015 versus 21/5/2015?
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Usability goals
• Effective to use
• Efficient to use
• Safe to use
• Easy to learn
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Usability and user experience goals
• Selecting terms to convey a person’s feelings, emotions,
and so forth can help designers understand the
multifaceted nature of the user experience
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User experience goals
Desirable aspects
Satisfying Helpful Fun
Enjoyable Motivating Provocative
Engaging Challenging Surprising
Pleasurable Enhancing sociability Rewarding
Exciting Supporting creativity Emotionally fulfilling
Entertaining Cognitively stimulating Experiencing flow
Undesirable aspects
Boring Unpleasant
Frustrating Patronizing
Making one feel guilty Making one feel stupid
Annoying Cutesy
Childish Gimmicky
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Design principles
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Visibility - poor interface
• This is a control panel for an elevator
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Visibility - Improving on a poor
interface
…with this elevator, you need to insert your room
card in the slot by the buttons to get the elevator
to work!
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What do I do if I am wearing
black?
Invisible automatic
controls can make it
more difficult to use
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Feedback
• Sending information back to the user about what has
been done
• Includes sound, highlighting, animation, and
combinations of these
“ccclichhk”
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Constraints
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Logical or ambiguous design?
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How to design them more logically
(A) provides direct
adjacent mapping
between icon and
connector
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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)
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When consistency breaks down
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Keypad numbers layout
1 2 3 7 8 9
4 5 6 4 5 6
7 8 9 1 2 3
0
0
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Affordances: to give a clue
• Refers to an attribute of an object that allows people to
know how to use it. (For example, a mouse button invites
pushing, a door handle affords pulling)
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What does “affordance” have to offer
interaction design?
• Interfaces are virtual and do not have affordances like
physical objects
• Norman argues that 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
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Activity
Virtual affordances
• How do these screen objects afford?
• What if you were a novice user?
• Would you know what to do with them?
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Key points
•Interaction design is concerned with designing interactive products to
support how people communicate and interact in their everyday and
working lives
•It is concerned with how to create quality user experiences for services,
devices, and interactive products
•It is multidisciplinary, involving many inputs from wide-reaching disciplines
and fields
•Optimizing the interaction between users and interactive products
requires consideration of a number of interdependent factors, including
context of use, types of activity, UX goals, accessibility, cultural
differences, and user groups.
•Design principles, such as feedback and simplicity, are useful heuristics
for informing, analyzing, and evaluating aspects of an interactive product.
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