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Helen Sharp, Yvonne Rogers, and Jenny Preece (2019)

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Helen Sharp, Yvonne Rogers, and Jenny Preece

(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

People do not make same mistake for the labels and


buttons on the top row. Why not?
www.id-book.com 3
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
www.baddesigns.com

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www.id-book.com
Good design

• Marble answering machine (Bishop, 1995)


• Based on how everyday objects behave
• Easy, intuitive, and a pleasure to use
• Only requires one-step actions to perform
core tasks
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www.id-book.com
Good and bad design
Why is the TiVo remote much
better designed than standard
remote controls?
• Peanut shaped to fit in hand
• Logical layout and color-coded,
distinctive buttons
• Easy-to-locate buttons

www.id-book.com 6
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

www.id-book.com 7
What to design
Need to take into account:

• Who the users are


• What activities are being carried out
• Where 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 8
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 (2019)

“The design of spaces for human communication


and interaction.”
Winograd (1997)

www.id-book.com 9
Goals of interaction design
Develop usable products

• Usability means easy to learn, effective to use, and provides an


enjoyable experience

Involve users in the design process

www.id-book.com 10
Which kind of design?

Number of other terms used emphasizing what is being


designed, for example:

• 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 computer-based systems for
people

www.id-book.com 11
Interaction design

www.id-book.com 12
Relationship between ID, HCI, and
other fields−academic disciplines
Academic disciplines contributing to ID:

• Psychology

• Social Sciences

• Computing Sciences

• Engineering

• Ergonomics

• Informatics
www.id-book.com 13
Relationship between ID, HCI and
other fields−design practices
Design practices contributing to ID:

• Graphic design

• Product design

• Artist-design

• Industrial design

• Film industry

www.id-book.com 14
Relationship between ID, HCI and
other fields−interdisciplinary fields

Interdisciplinary fields that ‘do’ interaction design:


• HCI
• Ubiquitous Computing
• Human Factors
• Cognitive Engineering
• Cognitive Ergonomics
• Computer Supported Co-operative Work
• Information Systems
www.id-book.com 15
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 16
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”

• Cooper: “From research and product to goal-related design”

• IDEO: “creates products, services and environments for


companies pioneering new ways to provide value to their
customers”

www.id-book.com 17
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)

Cannot design a user experience−only can design


for a user experience

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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)

Hassenzahl’s (2010) model of the user experience


• Pragmatic: how simple, practical, and obvious it is for the user
to achieve their goals
• Hedonic: how evocative and stimulating the interaction is to
users

www.id-book.com 19
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...

www.id-book.com 20
Core characteristics of interaction
design
• Users should be involved throughout the
development of the project

• Specific usability and user experience goals


need to be identified, clearly documented, and
agreed to at the beginning of the project

• Iteration is needed through the core activities

www.id-book.com 21
Why?
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 (for example,
teenagers are very different to grown-ups)

• Identify any incorrect assumptions they may have about


particular user groups. (for example, not all old people want or
need big fonts)

• Be aware of both people’s sensitivities and their capabilities

www.id-book.com 22
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

www.id-book.com 23
Disabilities
• Whether someone is disabled changes over time with
age, or recovery from an accident

• The severity and impact of an impairment can vary


over the course of a day or in different environmental
conditions

• Disabilities can result because technologies are


designed to necessitate a certain type of interaction
that is impossible for someone with an impairment

www.id-book.com 24
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)

www.id-book.com 25
Cultural differences
5/21/2015 versus 21/5/2015?

• Which should be used for international services and


online forms?

• Why is it that certain products, like smartphones, are


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

www.id-book.com 26
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 27
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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

• How do usability goals differ from user experience goals?

• Are there trade-offs between the two kinds of goals? (for


example, can a product be both fun and safe?)

• How easy is it to measure usability versus user


experience goals?

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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

www.id-book.com 30
Design principles

• Generalizable abstractions for thinking about different


aspects of design

• The do’s and don'ts 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 31
Visibility - poor interface
• 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?

www.baddesigns.com • It is not visible as to what to do!

www.id-book.com 32
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!

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

www.baddesigns.com •Make relevant parts visible


•Make what has to be done obvious

www.id-book.com 33
What do I do if I am wearing
black?
Invisible automatic
controls can make it
more difficult to use

www.id-book.com 34
Feedback
• Sending information back to the user about what has
been done
• Includes sound, highlighting, animation, and
combinations of these

• For example, when screen button is clicked, it provides sound


or red highlight feedback:

“ccclichhk”

www.id-book.com 35
Constraints

• Restricting the possible actions that can be


performed

• Helps prevent user from selecting incorrect


options

• Physical objects can be designed to constrain


things. (for example, there being only one way you can
insert a key into a lock)

www.id-book.com 36
Logical or ambiguous design?

• Where do you plug


the mouse?
• Where do you plug
the keyboard, in the
top or bottom
connector?
• Do the color-coded
icons help?
www.baddesigns.com

www.id-book.com
How to design them more logically
(A) provides direct
adjacent mapping
between icon and
connector

(B) provides color coding


www.baddesigns.com
that associates the
connectors with the
labels
www.baddesigns.com

www.id-book.com
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)

• The main benefit is that consistent interfaces are


easier to learn and use

www.id-book.com 39
When consistency breaks down

• What happens if there is more than one


command starting with the same letter? (for
example, save, spelling, select, style)

• You have to find other initials or combinations of


keys, thereby breaking the consistency rule (for
example, Ctrl+s, Ctrl+Sp, Ctrl+shift+l)

• Increases learning burden on user, making them


more prone to errors
www.id-book.com 40
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, and so on to be the same
across applications and devices
 Very rarely the case, based on different designer’s
preference

www.id-book.com 41
Keypad numbers layout

A case of external inconsistency


(a) phones, remote controls (b) calculators, computer keypads

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)

• Norman (1988) used the term to discuss the design of


everyday objects

• Has since been popularized in interaction design to


discuss how to design interface objects (for example,
scrollbars to enable moving up and down; icons to click on)

www.id-book.com 43
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

www.id-book.com 44
Activity
Virtual affordances
• How do these screen objects afford?
• What if you were a novice user?
• Would you know what to do with them?

www.id-book.com 45
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.

www.id-book.com 46

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