Lecture 2 - Interaction Design
Lecture 2 - Interaction Design
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What is human-computer interaction (HCI)?
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Goals of interaction design
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HCI and interaction design
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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?
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Good design
• http://viewpure.com/RgVbXV1krgU?start=0&end=0
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What to design
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Understanding users’ needs
• Need to take into account what people are good and bad at
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Working in multidisciplinary teams
• Benefits
• more ideas and designs generated
• Disadvantages
• difficult to communicate and progress forward the designs being
create
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What do professionals do in the ID
business?
• interaction designers - people involved in the design of all the interactive
aspects of a product
• 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
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The User Experience
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Why was the iPod user experience was such a
success?
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What is involved in the process of interaction
design
• Establishing requirements
• Developing alternatives
• Prototyping
• Evaluating
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Core characteristics of interaction design
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Why go to this length?
• Help designers:
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Accessibility
• Focus on disability:
• Have a mental or physical impairment
• This has an adverse affect on their everyday lives
• It is long term
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Usability goals
• Safety
• Safe to use
• Learnability
• Easy to learn
• Memorability
• Easy to remember how to use
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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
Undesirable aspects
boring unpleasant
frustrating patronizing
making one feel guilty making one feel stupid
annoying cutesy
childish gimmicky
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Usability and user experience goals
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Design principles
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Visibility
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Visibility
…you need to insert your room card in the slot by the
buttons to get the elevator to work!
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Feedback
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Constraints
• e.g. only one way you can insert a key into a lock
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Logical or ambiguous design?
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How to design them more logically
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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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Internal and external consistency
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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
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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 it does not make sense to talk about interfaces in terms
of ‘real’ affordances
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Activity
• Virtual affordances
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Key points
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