Chapter 1 ID2e Slides
Chapter 1 ID2e Slides
Chapter 1 ID2e Slides
Moores Law
Transistors Speed Size Cost
Computer Abilities
1950
1990
( These slides are variations of those presented by Bill Buxton )
2030
Psychology
Computers
Human Abilities
0 A.D.
1950
1990
2030
evaluation
implementation
Goals:
Graphical screen design Interface guidelines Style guides Usability testing Heuristic evaluation Field testing
Methods:
Products:
Testable prototypes
Disadvantages
difficult to communicate and progress forward the designs being created
identify any incorrect assumptions they may have about particular user groups
e.g., not all old people want or need big fonts
Why is it that certain products, like the iPod, are universally accepted by people from all parts of the world whereas websites are reacted to differently by people from different cultures?
Usability goals
Effective to use Efficient to use Safe to use Have good utility Easy to learn Easy to remember how to use
Activity on usability
How long should it take and how long does it actually take to:
Using a DVD to play a movie? Use a DVD to pre-record two programs? Using a web browser tool to create a website?
boring frustrating
annoying cutesy
Design principles
Generalizable abstractions for thinking about different aspects of design The dos and donts 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
This is a control panel for an elevator How does it work? Push a button for the floor you want?
Visibility
Nothing happens. Push any other button? Still nothing. What do you need to do?
From: www.baddesigns.com It
Visibility
you need to insert your room card in the slot by the buttons to get the elevator to work!
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
Feedback
Sending information back to the user about what has been done Includes sound, highlighting, animation and combinations of these
e.g. when screen button clicked on provides sound or red highlight feedback:
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Constraints
Restricting the possible actions that can be performed Helps prevent user from selecting incorrect options Physical objects can be designed to constrain things
e.g. only one way you can insert a key into a lock
From: www.baddesigns.com
From: www.baddesigns.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
Have to find other initials or combinations of keys, thereby breaking the consistency rule
e.g. ctrl+S, ctrl+Sp, ctrl+shift+L
External consistency refers to designing operations, interfaces, etc., to be the same across applications and devices
Very rarely the case, based on different designers preference
Norman (1988) used the term to discuss the design of everyday objects
Since then it has been much popularised in interaction design to discuss how to design interface objects
e.g. scrollbars to afford moving up and down, icons to afford clicking on
Activity
Physical affordances:
How do the following physical objects afford? Are they obvious?
Activity
Virtual affordances
How do the following screen objects afford? What if you were a novice user? Would you know what to do with them?
Usability principles
Similar to design principles, except more prescriptive Used mainly as the basis for evaluating systems Provide a framework for heuristic evaluation
Key points
Interaction design is concerned with designing interactive products to support the way people communicate and interact in their everyday and working lives It is concerned with how to create quality user experiences It requires taking into account a number of interdependent factors, including context of use, type of activities, cultural differences, and user groups It is multidisciplinary, involving many inputs from wide-reaching disciplines and fields