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P03 - What Is Interaction Design - 2

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What is Interaction

Design ? (2)

By : IMK Team
Chapter 1
What is Interaction Design?

www.id-book.com
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
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
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)
Being cool about disability
• Prosthetics can be
designed to move
beyond being functional
(and often ugly) to being
desirable and fashionable

• People now refer to


“wearing their wheels,”
rather than “using a
wheelchair”

Fashionable leg cover designed by Alleles Design Studio


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?
Usability Goals

Effective to Efficient to
Safe to use
use use

Easy to
Have good
Easy to learn remember
utility
how to use
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?
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
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
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!
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?)
www.baddesigns.com
• Provide a big label next to the card reader that
flashes when someone enters

• Make relevant parts visible


What do I do if I
am wearing black ?

Invisible automatic
controls can make it
more difficult to use
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”
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)
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
How to design them more logically
(A) provides direct
adjacent mapping
between icon and
connector

(B) provides color


www.baddesigns.com
coding that
associates the
connectors with the
labels
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
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
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
Keypad number layout

A case of external inconsistency


Affordance : 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)
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
Activity
Virtual affordances
• How do these screen objects afford?
• What if you were a novice user?
• Would you know what to do with them?
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.
Thanks..
IMK Team

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