What Is Interaction Design?

Total Page:16

File Type:pdf, Size:1020Kb

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 Chapter 1: mistake instead of a control button What is interaction design? – People do not make same mistake for the labels and buttons on the top row. Why not? From: www.baddesigns.com Why is this vending machine Good design so bad? • Need to push • Marble answering machine (Bishop, button first to 1995) activate reader • Based on how • Normally insert everyday objects bill first before behave • Easy, intuitive and a making selection pleasure to use • Contravenes well • Only requires one- known convention step actions to perform core tasks From: www.baddesigns.com Good and bad design What to design • What is wrong with • Need to take into account: the Apex remote? – Who the users are • Why is the TiVo – What activities are being carried out – Where the interaction is taking place remote so much better designed? – Peanut shaped to fit • Need to optimize the interactions users have in hand with a product – So that they match the users’ activities and needs – Logical layout and color-coded, distinctive buttons – Easy to locate buttons 1 Understanding users’ needs Activity – Need to take into account what people are good and bad at • How does making a call differ – Consider what might help people in the way when using a: they currently do things – Cell phone – Think through what might provide quality user experiences – Public phone box? • Consider the kinds of user, type of – Listen to what people want and get them activity and context of use involved – Use tried and tested user-centered methods What is interaction design? Goals of interaction design • Designing interactive products to support the • Develop usable products way people communicate and interact in their everyday and working lives – Usability means easy to learn, – Sharp, Rogers and Preece (2007) effective to use and provide an enjoyable experience • The design of spaces for human communication and interaction • Involve users in the design process – Winograd (1997) Which kind of design? HCI and interaction design • Number of other terms used emphasizing what is being designed, e.g., – 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 2 Relationship between ID, HCI Relationship between ID, HCI and other fields and other fields • Academic disciplines contributing • Design practices contributing to to ID: ID: – Psychology – Graphic design – Social Sciences – Product design – Computing Sciences – Artist-design – Engineering – Industrial design – Ergonomics – Film industry – Informatics Relationship between ID, HCI Working in multidisciplinary and other fields teams • Many people from different • Interdisciplinary fields that ‘do’ backgrounds involved interaction design: • Different perspectives – HCI and ways of seeing – Human Factors and talking about things – Cognitive Engineering • Benefits – Cognitive Ergonomics – more ideas and designs generated – Computer Supported Co-operative Work • Disadvantages – Information Systems – difficult to communicate and progress forward the designs being create What do professionals do in the Interaction design in business ID business? • Increasing number of ID consultancies, examples of well known ones include: • interaction designers - people involved in the design of all the interactive aspects of a product – Nielsen Norman Group : “help companies enter the age of the consumer, designing human-centered products and services” • usability engineers - people who focus on evaluating – Cooper: ”From research and product to goal-related design” products, using usability methods and principles – Swim: “provides a wide range of design services, in each case targeted to address the product development needs at hand” • web designers - people who develop and create the visual – IDEO: “ creates products, services and environments for design of websites, such as layouts companies pioneering new ways to provide value to their customers” • information architects - people who come up with ideas of how to plan and structure interactive products QuickTime™ and a TIFF (Uncompressed) decompressor • user experience designers (UX) - people who do all the are needed to see this picture. above but who may also carry out field studies to inform the design of products 3 Why was the iPod user The User Experience experience such a success? • 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, 2003) • Cannot design a user experience, only design for a user experience What is involved in the process Core characteristics of of interaction design interaction design • Users should be involved through the • Identifying needs and establishing requirements development of the project for the user experience • Specific usability and user experience goals • Developing alternative designs to meet these need to be identified, clearly documented and • Building interactive prototypes that can be agreed at the beginning of the project communicated and assessed • Iteration is needed through the core activities • Evaluating what is being built throughout the process and the user experience it offers Are cultural differences Why go to this length? important? • Help designers: • 5/21/1960 versus 21/5/1960? – understand how to design interactive – Which should be used for international products that fit with what people want, services and online forms? need and may desire – appreciate that one size does not fit all e.g., teenagers are very different to grown-ups • Why is it that certain products, like the – identify any incorrect assumptions they may iPod, are universally accepted by people have about particular user groups from all parts of the world whereas e.g., not all old people want or need big fonts websites are reacted to differently by – be aware of both people’s sensitivities and their capabilities people from different cultures? 4 Anna, IKEA online sales agent Usability goals • Designed to be different for UK and US • Effective to use customers • Efficient to use • What are the differences and which is which? • Safe to use • What should Anna’s • Have good utility appearance be like for other countries, • Easy to learn like India, South Africa, • Easy to remember how to use or China? Activity on usability User experience goals • satisfying • aesthetically pleasing • How long should it take and how • enjoyable • supportive of creativity long does it actually take to: • engaging • supportive of creativity • pleasurable • rewarding – Using a DVD to play a movie? • exciting • fun • entertaining • provocative – Use a DVD to pre-record two • helpful • surprising programs? • motivating • enhancing sociability • emotionally fulfilling • challenging – Using a web browser tool to create a website? QuickTime™ and a • boring • annoying TIFF (Uncompressed) decompressor are needed to see this picture. • frustrating • cutsey Usability and user experience Design principles goals • Generalizable abstractions for thinking about • Selecting terms to convey a person’s feelings, different aspects of design emotions, etc., can help designers understand the multifaceted nature of the user experience • The do’s and don’ts of interaction design • What to provide and what not to provide at • How do usability goals differ from user the interface experience goals? • Derived from a mix of theory-based • Are there trade-offs between the two kinds of knowledge, experience and common-sense goals? – e.g. can a product be both fun and safe? • How easy is it to measure usability versus user experience goals? 5 Visibility Visibility • This is a control panel for an elevator …you need to insert your room card in the slot by the buttons to get the elevator to work! • How does it work? How would you make this action more visible? • Push a button for the floor you want? • make the card reader more obvious • provide an auditory message, that says what to do (which • Nothing happens. Push any other language?) button? Still nothing. What do you • provide a big label next to the card reader that flashes need to do? when someone enters From: • make relevant parts visible www.baddesigns.com It is not visible as to what to do! • make what has to be done obvious What do I do if I am wearing Feedback black? • Sending information back to the user about • Invisible automatic what has been done controls can make it • Includes sound, highlighting, animation and more difficult combinations of these to use – e.g. when screen button clicked on provides sound or red highlight feedback: “ccclichhk” Constraints Logical or ambiguous design? • Restricting the possible actions that can be • Where do you plug the mouse? performed • Helps prevent user from selecting incorrect • Where do you plug the options keyboard? • Physical objects can be designed to constrain things • top or bottom connector? – e.g. only one way you can insert a key into a lock • Do the color coded icons help? From: www.baddesigns.com 6 How to design them more Consistency logically (i) A provides
Recommended publications
  • Interaction Design Studio - 711 Instructor: Patrick Thornton Email: [email protected] Thursday 6-8:45 Pm Location: Pac 1815 - Clarice Smith Performing Arts Center
    Interaction Design Studio - 711 Instructor: Patrick Thornton Email: [email protected] Thursday 6-8:45 pm Location: Pac 1815 - Clarice Smith Performing Arts Center Course Description Interaction design is the process of defining products and the broad services built around them. When interacting with systems, people build expectations and mental models of how things work. They learn what they can and cannot achieve. This course is about how to design for interactions that will resonate with your audiences: How the features and functions of a product get translated into something people find usable, useful, and desirable. Through a series of lectures, discussions, in-class design practice, and projects, students will explore the role of interaction designers. Students will learn how to prototype interactive products, systems, and services, and how to defend their work through the cycle of brainstorming and shared critique. This is a studio class, focusing on production processes that are required to develop public-facing work. The studio is important both as a working space and a space for collaborative reflection. Studio practice also describes a working method. As such, the INST711 classroom will focus on two activities: ● Externalization: You will put your ideas and conceptualizations into tangible materials. ● Critique: You will both give and receive constructive feedback on your own work and the work of other students in class. Student Learning Outcomes On the successful completion of this course, students will be able to: ● Explain basic concepts, techniques, and knowledge of interaction design. ● Critically discuss common methods in the interaction design process ● Use visual thinking and communication techniques to develop design concepts ● Build prototypes at varying levels of fidelity and can evaluate them using appropriate methods ● Develop critiquing skills to analyze interaction design artifacts and concept design.
    [Show full text]
  • User Interaction Design for Secure Systems
    User Interaction Design for Secure Systems Ka-Ping Yee Report No. UCB/CSD-02-1184 May 2002 Computer Science Division (EECS) University of California Berkeley, California 94720 Supported by NSF award #EIA-0122599 ITR/SI: Societal Scale Information Systems: Technologies, Design and Applications User Interaction Design for Secure Systems Ka-Ping Yee [email protected] Computer Science Department University of California, Berkeley Abstract Perhaps the most spectacular class of recent security problems is the e-mail virus, which is a good real-life The security of any computer system that is configured example of a security violation in the absence of software and operated by human beings critically depends on the errors. At no point in the propagation of the virus does information conveyed by the user interface, the decisions any application or system software do anything other of the computer users, and the interpretation of their than exactly what its programmers would expect: the e- actions. We establish some starting points for reasoning mail client correctly displays the message and correctly about security from a user-centred point of view, by decodes the attached virus program; the system correctly modelling a system in terms of actors and actions and executes the virus program. Rather, the problem has introducing the concept of the subjective actor-ability occurred because the expectations of the programmer state. We identify ten key principles for user interaction became inconsistent with what the user would want. design in secure systems and give case studies to Our purpose here is to present a way of thinking about illustrate and justify each principle, describing real-world this type of issue.
    [Show full text]
  • Lmc 6313 Principles of Interaction Design
    Principles of Interaction Design – LMC 6313 Syllabus Course Number: LMC 6313 Location: Skiles 346 Times: T/Th – 3:00p-3:50p F (lab) – 11:15a-2:00p Instructor: Dr. Anne Sullivan Instructor Email: [email protected] Office Hours: By Appointment (Mondays are the best bet) Office Location: TSRB 317C TA: Takeria Blunt TA Email: [email protected] Course Website: http://canvas.gatech.edu Course Description: What is interaction, what is design, where did these notions come from, and where are they going? Through the activities in this course, you will return to questions of what kind of designer you are and wish to be, what you believe in, and how that will extend to your research and practice. You will also develop your own critical take on the material in the class and sharpen your voice and arguments about your perspectives. Interaction design wasn’t invented from scratch as a singular, monolithic practice. It was born out of the intersection of a number of disciplines from within design and human-computer interaction, and also from art, media, architecture, politics, and philosophy, and beyond. There are many different definitions of what it is and where we fit into it, and no two people we meet in this class will likely have the same definition. And that’s the way it should be. Through my suggestions and yours, we will also turn to design questions in digital culture, film, tv, fiction, gaming, music, art and beyond as we together frame our understandings. As you read, The syllabus, dates, times, assignments, and details are subject to change by instructor notification through Canvas or email.
    [Show full text]
  • How Interaction Designers Use Tools to Manage Ideas Preprint
    How Interaction Designers Use Tools to Manage Ideas NANNA INIE, Aarhus University PETER DALSGAARD, Aarhus University This paper presents a grounded theory-analysis based on a qualitative study of professional interaction designers (n=20) with a focus on how they use tools to manage design ideas. Idea management can be understood as a subcategory of the field Personal Information Management, which includes the activities around the capture, organization, retrieval, and use of information. Idea management pertains then to the management and use of ideas as part of creative activities. The paper identifies tool-supported idea management strategies and needs of professional interaction designers, and discusses the context and consequences of these strategies. Based on our analysis, we identify a conceptual framework of ten strategies which are supported by tools: saving, externalizing, advancing, exploring, archiving, clustering, extracting, browsing, verifying, and collaborating. Finally, we discuss how this framework can be used to characterize and analyze existing and novel idea management tools. CCS Concepts: • Human-centered computing~User studies KEYWORDS Idea management; design ideas; design process; design tools; ideation ACM Reference format: 1 INTRODUCTION The fields of HCI and interaction design are well-known for studying impacts of novel interfaces and tools, and perhaps less known for studying the impact of tools that are already used in professional practice (Smith et al. 2009; Pedersen at al. 2018; Dalsgaard 2017). In the words of Stolterman, this ofen leads to research outcomes that are difficult to apply in practice, because the research is based on an inadequate understanding of how design happens in professional setings (Stolterman 2008).
    [Show full text]
  • Toward Unified Models in User-Centered and Object-Oriented
    CHAPTER 9 Toward Unified Models in User-Centered and Object-Oriented Design William Hudson Abstract Many members of the HCI community view user-centered design, with its focus on users and their tasks, as essential to the construction of usable user inter- faces. However, UCD and object-oriented design continue to develop along separate paths, with very little common ground and substantially different activ- ities and notations. The Unified Modeling Language (UML) has become the de facto language of object-oriented development, and an informal method has evolved around it. While parts of the UML notation have been embraced in user-centered methods, such as those in this volume, there has been no con- certed effort to adapt user-centered design techniques to UML and vice versa. This chapter explores many of the issues involved in bringing user-centered design and UML closer together. It presents a survey of user-centered tech- niques employed by usability professionals, provides an overview of a number of commercially based user-centered methods, and discusses the application of UML notation to user-centered design. Also, since the informal UML method is use case driven and many user-centered design methods rely on scenarios, a unifying approach to use cases and scenarios is included. 9.1 Introduction 9.1.1 Why Bring User-Centered Design to UML? A recent survey of software methods and techniques [Wieringa 1998] found that at least 19 object-oriented methods had been published in book form since 1988, and many more had been published in conference and journal papers. This situation led to a great 313 314 | CHAPTER 9 Toward Unified Models in User-Centered and Object-Oriented Design deal of division in the object-oriented community and caused numerous problems for anyone considering a move toward object technology.
    [Show full text]
  • Interaction Design
    Interaction Design Do you want to design products that are easy to use? Through this course you’ll develop an understanding of the patterns and principles that govern interaction design. You’ll become familiar with a framework for assessing the success of interaction design, you’ll learn to structure the design of products around the goals of users, and you’ll learn to sketch and wireframe your design ideas. OVER FOUR WEEKS, WE WILL COVER Introduction Interaction design is a major component of the user experience. It incorporates information architecture and usability to define how a product will behave. Projects: Business Goals, Competitive Analysis, Context of use Scenarios Usability To create products that are easy to use, designers obey a set of usability guidelines. These rules of thumb are good points of reference for making decisions, and for communicating and justifying design decisions to others. Project: Usability Competitive Analysis Intro to Sketching Sketching is a fast and easy way for designers to get their ideas out and discuss them collaboratively with team mates. Project: Sketching Exercise Information Architecture Information Architecture is the structural design of an interface that allows a user to access the right content at the optimal time so that she can navigate the product most effectively. Projects: Card Sorting, Sitemap User Flows User flows are the paths that a user takes through a product in order to complete her tasks. Project: User Flows Wireframes Once a designer hashes out the overall structure and navigation patterns of a product, she draws up the product’s blueprints, or wireframes.
    [Show full text]
  • Design, Prototyping and Construction
    Overview • Prototyping and construction Design, prototyping and • Conceptual design construction • Physical design • Generating prototypes • Tool support Prototyping and construction What is a prototype? • What is a prototype? In other design fields a prototype is a small- • Why prototype? scale model: • Different kinds of prototyping • a miniature car low fidelity • a miniature building or town high fidelity • Compromises in prototyping vertical horizontal • Construction What is a prototype? Why prototype? In interaction design it can be (among other things): • Evaluation and feedback are central to interaction • a series of screen sketches design • a storyboard, i.e. a cartoon-like series of scenes • Stakeholders can see, hold, interact with a prototype • a Powerpoint slide show more easily than a document or a drawing • Team members can communicate effectively • a video simulating the use of a system • a lump of wood (e.g. PalmPilot) • You can test out ideas for yourself • a cardboard mock-up • It encourages reflection: very important aspect of design • a piece of software with limited functionality written in • Prototypes answer questions, and support designers in the target language or in another language choosing between alternatives What to prototype? Low-fidelity Prototyping • Technical issues • Uses a medium which is unlike the final medium, e.g. paper, cardboard • Work flow, task design • Is quick, cheap and easily changed • Screen layouts and information display • Examples: sketches of screens, task sequences, etc • Difficult, controversial, critical areas ”Post-it‘ notes storyboards ”Wizard-of-Oz‘ Storyboards Sketching • Often used with scenarios, bringing more • Sketching is important to low-fidelity detail, and a chance to role play prototyping • Don‘t be inhibited about drawing ability.
    [Show full text]
  • Visibility Aspects Importance of User Interface Reception in Cloud Computing Applications with Increased Automation
    School of Computing Blekinge Institute of Technology Visibility Aspects Importance of User Interface Reception in Cloud Computing Applications with Increased Automation Denis Haxhixhemajli Thesis submitted for completion of Master of Science (120 credits) Main field of study: Computer Science Specialization: Informatics School of Computing Blekinge Institute of Technology SE-371 79 Karlskrona Sweden This thesis is submitted to the School of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science (120 credits) in Computer Science with specialization in Informatics. The thesis is equivalent to 20 weeks of full time studies (30 credits). Contact Information: Author: Denis Haxhixhemajli Address: Rruga “UÇK” BII Nr:12, Pristina 10000, Republic of Kosovo E-mail: [email protected] University advisor: Hans Kyhlbäck School of Computing Blekinge Institute of Technology School of Computing Internet : www.bth.se/com Blekinge Institute of Technology Phone : + 46 455 38 50 00 SE-371 41 Karlskrona Fax : + 46 455 38 50 57 Sweden ii ACKNOWLEDGEMENTS I would like to thank my parents for their continuous support. Special thanks to my Supervisor: Hans Kyhlbäck, as I could not have done this without his detailed, precise and motivating feedback, especially for his ideas to make things better. I would also like to thank the people who participated in the scenario of this thesis. Finally, a big thanks goes to the whole academic staff of this Master’s program for their extra effort to make it awesome: Sara Eriksén, Per Flensburg, Stig Holmberg, Lars-Olof Johansson, Christian Östlund, Lars Svensson, Sten Carlsson, Viveca Asproth, Christina Amcoff Nyström, Anita Håkansson, Ulrica Skagert and Sofia Swartz.
    [Show full text]
  • Designing a First-Class User Experience for Affordable Care Act Enrollment
    Designing a First-Class User Experience for Affordable Care Act Enrollment Project Overview February 2012 OVERVIEW Project Objectives 1. Develop first-class user experience (UX) design for health insurance exchanges operated by state and federal governments under the Affordable Care Act. 2. Design the UX based on an understanding of consumer needs and refined through user testing. OVERVIEW Public / Private Partnership OVERVIEW 11 Participating States AL, AR, CA, CO, IL, MA (RI, VT), MN, MO, NY, OR, TN OVERVIEW UX 2014 Design Partner . World-class design and innovation firm. Palo Alto-based with 10 offices on three continents. Market leader in simplifying design of complex systems; understanding and then translating needs and desires of end users. OVERVIEW Project Scope . Individual and family self-service enrollment. End-to-end eligibility, enrollment, plan comparison and selection, premium payment and retention experience. All health insurance affordability programs (Medicaid, CHIP, Exchange, Basic Health Plan); linkage to other human services programs. Multiple pathways; support for assisters. Design for diversity and ADA compliance. Vendor neutral, system agnostic and customizable. OVERVIEW Project Timeline OVERVIEW Project Engagement and Communication . Series of workshops with CMS and states. Webinars with states and national organizations and associations. Subject matter expert sessions. Panel and conference presentations. Public website with project updates to active mailing list. UNDERSTAND Human-Centered Design Research Understand needs and desires of prospective users, and public and community-based agencies who interact with users as they flow in and out of the enrollment process. Received in-depth briefings on the Affordable Care Act. Conducted field interviews with consumers in three states.
    [Show full text]
  • A Review of User Interface Design for Interactive Machine Learning
    1 A Review of User Interface Design for Interactive Machine Learning JOHN J. DUDLEY, University of Cambridge, United Kingdom PER OLA KRISTENSSON, University of Cambridge, United Kingdom Interactive Machine Learning (IML) seeks to complement human perception and intelligence by tightly integrating these strengths with the computational power and speed of computers. The interactive process is designed to involve input from the user but does not require the background knowledge or experience that might be necessary to work with more traditional machine learning techniques. Under the IML process, non-experts can apply their domain knowledge and insight over otherwise unwieldy datasets to find patterns of interest or develop complex data driven applications. This process is co-adaptive in nature and relies on careful management of the interaction between human and machine. User interface design is fundamental to the success of this approach, yet there is a lack of consolidated principles on how such an interface should be implemented. This article presents a detailed review and characterisation of Interactive Machine Learning from an interactive systems perspective. We propose and describe a structural and behavioural model of a generalised IML system and identify solution principles for building effective interfaces for IML. Where possible, these emergent solution principles are contextualised by reference to the broader human-computer interaction literature. Finally, we identify strands of user interface research key to unlocking more efficient and productive non-expert interactive machine learning applications. CCS Concepts: • Human-centered computing → HCI theory, concepts and models; Additional Key Words and Phrases: Interactive machine learning, interface design ACM Reference Format: John J.
    [Show full text]
  • Multimedia User Interface Design Alistair US Tcliffe
    17 Multimedia User Interface Design Alistlir sS tAliife CONTENTS 17.1 Introduction ..................................................................................................................................................................... 387 17.2 Definitions and Terminology ........................................................................................................................................... 388 17.3 Cognitive Background ..................................................................................................................................................... 389 17.3.1 Perception and Comprehension ........................................................................................................................... 389 17.3.2 Selective Attention ............................................................................................................................................... 389 17.3.3 Emotion and Arousal ........................................................................................................................................... 389 17.3.4 Learning and Memorization ................................................................................................................................ 390 17.4 Design Process ................................................................................................................................................................. 391 17.4.1 Users, Requirements, and Domains ...................................................................................................................
    [Show full text]
  • User Interface Design
    User interface design ©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 1 Objectives ● To suggest some general design principles for user interface design ● To explain different interaction styles and their use ● To explain when to use graphical and textual information presentation ● To explain the principal activities in the user interface design process ● To introduce usability attributes and approaches to system evaluation ©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 2 Topics covered ● Design issues ● The user interface design process ● User analysis ● User interface prototyping ● Interface evaluation ©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 3 The user interface ● User interfaces should be designed to match the skills, experience and expectations of its anticipated users. ● System users often judge a system by its interface rather than its functionality. ● A poorly designed interface can cause a user to make catastrophic errors. ● Poor user interface design is the reason why so many software systems are never used. ©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 4 Human factors in interface design ● Limited short-term memory • People can instantaneously remember about 7 items of information. If you present more than this, they are more liable to make mistakes. ● People make mistakes • When people make mistakes and systems go wrong, inappropriate alarms and messages can increase stress and hence the likelihood of more mistakes. ● People are different • People have a wide range of physical capabilities. Designers should not just design for their own capabilities. ● People have different interaction preferences • Some like pictures, some like text. ©Ian Sommerville 2004 Software Engineering, 7th edition.
    [Show full text]