The Process of Interaction Design
The Process of Interaction Design
design
Overview
• What is involved in Interaction Design?
– Importance of involving users
– Degrees of user involvement
– What is a user-centered approach?
– Four basic activities
• It is a representation:
– a plan for development
– a set of alternatives and successive elaborations
What is interaction design
about?
• In interaction design, we investigate the
artifact's use and target domain by taking a
user-centered approach to development. This
means that users' concerns direct the
development rather than technical concerns.
• Design is also about trade-offs, about
balancing conflicting requirements.
Activity
• Imagine that you want to design an electronic calendar
or diary for yourself. You might use this system to plan
your time, record meetings and appointments, mark
down people's birthdays, and so on, basically the kinds
of things you might do with a paper-based calendar.
• Draw a sketch of the system outlining its functionality
and its general look and feel. Spend about five minutes
on this.
• Having produced an outline, now spend five minutes
reflecting on how you went about tackling this activity.
• What did you do first? Did you have any particular
artifacts or experience to base your design upon? What
process did you go through?
Activity
• Expectation management
– Realistic expectations
– No surprises, no disappointments
– Timely training
– Communication, but no hype
• Ownership
– Make the users active stakeholders
– More likely to forgive or accept problems
– Can make a big difference to acceptance
and success of product
Degrees of user involvement
• Member of the design team
– Full time: constant input, but lose touch with users
– Part time: inconsistent input, and very stressful
– Short term: inconsistent across project life
– Long term: consistent, but lose touch with users
– 4. Evaluating designs
Identifying needs and
establishing requirements
• In order to design something to support
people, we must know who our target users
are and what kind of support an interactive
product could usefully provide.
• These needs form the basis of the product's
requirements and strengthen subsequent
design and development
Developing alternative
designs
• This is the core activity of designing: actually
suggesting ideas for meeting the requirements.
• This activity can be broken up into two sub-activities:
conceptual design and physical design.
• design involves producing the conceptual model for the
product and conceptual model describes what the
product should do, behave and look like.
• Physical design considers the detail of the product
including the colors, sounds, and images to use, menu
design, and icon design. Alternatives are considered at
every point.
Building interactive versions
of the designs
• Interaction design involves designing interactive products.
The most sensible way for users to evaluate such designs,
then, is to interact with them.
• This requires an interactive version of the designs to be
built, but that does not mean that a software version is
required. There are different techniques for achieving
"interaction," not all of which require a working piece of
software.
• For example, paper-based prototypes are very quick and
cheap to build and are very effective for identifying
problems in the early stages of design, and through role-
playing users can get a real sense of what it will be like to
interact with the product.
Evaluating designs
• Evaluation is the process of determining the usability and
acceptability of the product or design that is measured in
terms of a variety of criteria including the number of
errors users make using it, how appealing it is, how well
it matches the requirements, and so on. Interaction
design requires a high level of user involvement
throughout development, and this enhances the chances
of an acceptable product being delivered.
• In most design situations you will find a number of
activities concerned with quality assurance and testing to
make sure that the final product is "fit-for-purpose."
• Evaluation does not replace these activities, but
complements and enhances them.
Three key characteristics of the
interaction design process
• Suppliers
• Local shop
owners
Customers
Managers and owners
What are the users’ capabilities?
Humans vary in many dimensions:
— size of hands may affect the size and positioning of input
buttons
— motor abilities may affect the suitability of certain input
and output devices
— height if designing a physical booth
— strength - a child’s toy requires little strength to operate,
but greater strength to change batteries
— disabilities(e.g. sight, hearing, deftness)
What are ‘needs’?
• Users rarely know what is possible
• Users can’t tell you what they ‘need’ to help them
achieve their goals
• Instead, look at existing tasks:
– their context
– what information do they require?
– who collaborates to achieve the task?
– why is the task achieved the way it is?
• Envisioned tasks:
– can be rooted in existing behaviour
– can be described as future scenarios
Where do alternatives
come from?
• Humans stick to what they know works
• But considering alternatives is important to
‘break out of the box’
• Designers are trained to consider alternatives,
software people generally are not
• How do you generate alternatives?
—‘Flair and creativity’: research and synthesis
—Seek inspiration: look at similar products or
look at very different products
IDEO TechBox
• The Tech Box, which is a combination parts and materials
library, database and website, and organizational memory.
It allows IDEO to archive its wide array of experience
gained from work across many industries and share it
across all studios in our worldwide network.
• All major IDEO offices maintain a duplicate Tech Box, each
with its own supervisor who oversees the addition of new
materials, and most IDEO employees are constantly on the
lookout for likely candidates for addition.
• Additionally, IDEO offers the Tech Box as part of its
innovation services, as its clients become increasingly
aware of the value of knowledge management
IDEO TechBox
• Each Tech Box has several drawers holding hundreds of objects,
from smart fabrics to elegant mechanisms to clever toys, each
of which are tagged and numbered.
• Designers and engineers can search through the compartments,
play with the items, and apply materials used by other designers
and engineers within the company to their current project.
• The entire contents of the Tech Box are available on IDEO’s
intranet through a searchable website, with each item listing its
specifications, including manufacturer and price, and an
additional IDEO anecdote with designer and project info if
applicable. The Tech Box is a valuable resource that designers
and engineers use to gain inspiration, break out of a holding
pattern, or merely avoid reinventing the wheel .
IDEO TechBox
• Library, database, website - all-in-one
• Contains physical gizmos for inspiration
From: www.ideo.com/
The TechBox
How do you choose among
alternatives?
• Evaluation with users or with peers, e.g.
prototypes
• Technical feasibility: some not possible
• Quality thresholds: Usability goals lead to
usability criteria set early on and check
regularly
—safety: how safe?
—utility: which functions are superfluous?
—effectiveness: appropriate support? task
coverage, information available
—efficiency: performance measurements
Testing prototypes to choose
among alternatives
Lifecycle models
• Show how activities are related to each other
• Lifecycle models are:
— management tools
— simplified versions of reality
• Many lifecycle models exist, for example:
— from software engineering: waterfall, spiral,
JAD/RAD, Microsoft, agile
— from HCI: Star, usability engineering
A simple interaction design
model
Development)
Dynamic System Development Method (DSDM)
lifecycle model
The Star lifecycle
model
• Suggested by Hartson and Hix (1989)
• Important features:
—Evaluation at the center of activities
—No particular ordering of activities; development may
start in any one
—Derived from empirical studies of interface designers
The Star Model (Hartson and Hix, 1989)
The Star Model (Hartson and Hix, 1989)