HCI Extra Note
HCI Extra Note
Interaction
Introduction to HCI
(EXTRA NOTE)
PART 1
What is Interaction
Design?
Aims
Explain the difference between good and poor interaction design.
Describe what interaction design is and how it relates to human-computer
interaction and other fields.
Explain the relationship between the user experience and usability.
Describe what and who is involved in the process of interaction design.
Outline the different forms of guidance used in interaction design.
Enable you to evaluate an interactive product and explain what is good
and bad about it in terms of the goals and core principles of interaction
design.
Bad Design
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
From: www.baddesigns.com
Why is this vending
machine so bad?
Need to push button
first to activate reader
Normally insert bill first
before making selection
Contravenes well
known convention
From: www.baddesigns.com
Good Design
Marble answering machine
(Bishop, 1995)
Based on how everyday
objects behave
Easy, intuitive and a
pleasure to use
Only requires one-step
actions to perform core
tasks
Good & Bad Design
What is wrong with the
remote on the right?
Why is the TiVo remote so
much better designed?
Peanut shaped to fit in hand
Logical layout and color-
coded, distinctive buttons
Easy to locate buttons
What to design?
Need to take into account:
Who the users are
What activities are being carried out
Where the interaction is taking place
Different perspectives
and ways of seeing
and talking about things
Benefits
more ideas and designs
generated
Disadvantages
difficult to communicate and
progress forward the designs being create
Interaction Design in Business
Increasing number of ID consultancies, examples of well
known ones include:
Nielsen Norman Group: help companies enter the age of the consumer, designing
human-centered products and services
Cooper: From research and product to goal-related design
Swim: provides a wide range of design services, in each case targeted to address
the product development needs at hand
IDEO: creates products, services and environments for companies pioneering new
ways to provide value to their customers
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
User Experience
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)
Undesirable aspects
boring unpleasant
frustrating patronizing
making one feel guilty making one feel stupid
annoying cutesy
childish gimmicky
Usability & User Experience
Goals
Selecting terms to convey a persons feelings, emotions, etc.,
can help designers understand the multifaceted nature of the
user experience
From: www.baddesigns.com
Visibility (2)
you need to insert your room card in the slot by the
buttons to get the elevator to work!
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
e.g. only one way you can insert a key into a lock
Logical or Ambiguous
Design?
Where do you plug the
mouse?
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
Main benefit is 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?
e.g. save, spelling, select, style
Have to find other initials or combinations of keys,
thereby breaking the consistency rule
e.g. ctrl+S, ctrl+Sp, ctrl+shift+L
Increases learning burden on user, making them
more prone to errors
Internal & External
Consistency
Internal consistency refers to designing operations
to behave the same within an application
Difficult to achieve with complex interfaces
1 2 3 7 8 9
4 5 6 4 5 6
7 8 9 1 2 3
0 0
Affordances: to give a clue
Refers to an attribute of an object that allows people
to know how to use it
e.g. a mouse button invites pushing, a door handle affords
pulling
Norman (1988) used the term to discuss the design
of everyday objects
Since 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
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
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
Physical affordances:
How do the following physical objects afford? Are
they obvious?
Activity
Virtual affordances
An affordance is a quality of an object
How do the following screen objects afford?
What if you were a novice (beginner) user?
Would you know what to do with them?
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, & user groups
It is multidisciplinary, involving many inputs from
wide-reaching disciplines and fields
Reference
Rogers, Y., Sharp, H.,
and Preece, J., (2011)
Interaction Design:
Beyond Human-
Computer Interaction,
3rd Edition, New York:
J. Wiley & Sons.