Mod 2
Mod 2
topic under them, with proper examples. detailed for university-level final semester exams, with a
report format suitable for studying, no references needed just explanations, include a few case
studies for examples: Interactive Design: Basics –
process – scenarios –
navigation – screen design
– Iteration and prototyping.
HCI in software process:
Software life cycle –
usability engineering –
Prototyping in practice –
design rationale. Design
rules: principles, standards,
guidelines, rules.
Evaluation Techniques –
Universal Design
Of course! To tailor the material best for your final exams, could you please confirm a few details?
1. Should the structure be organized with clearly labeled sections and sub-sections (like a report with
headings and subheadings)?
2. Do you want a simple formal tone, or a slightly more detailed academic tone with transitional
paragraphs linking topics together?
3. Should case studies be real-world examples (e.g., real companies) or more illustrative hypothetical
examples?
Let me know so I can create the perfect detailed, study-ready material for you!
yes clear sections in an essay report format easy to read and understand, keep the tone normal,
and use case studies as examples, don't make them too long
Got it! I will create a well-structured, easy-to-read report covering all the topics you mentioned:
Interactive Design (basics, process, scenarios, navigation, screen design, iteration and prototyping), HCI
in Software Process (software life cycle, usability engineering, prototyping in practice, design rationale),
Design Rules (principles, standards, guidelines, rules), Evaluation Techniques, and Universal Design. I’ll
also include short, real-world case studies to illustrate key points. I'll get started and let you know once
it’s ready!
Comprehensive Study Report on Interactive Design, HCI in Software Process, Design Rules,
Evaluation Techniques, and Universal Design
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Interactive Design and HCI: A Comprehensive Study
Interactive design and human-computer interaction (HCI) are about creating user interfaces that
meet people’s needs. This report covers the fundamentals of interactive design (how to create
effective interfaces), how HCI fits into the software development process, key design rules and
guidelines, evaluation techniques to test usability, and the principles of universal design for
inclusivity. Each section uses clear explanations, bullet lists, and real examples to aid understanding.
Interactive Design
Basics
Interactive design focuses on how people engage with digital products or systems. It aims to create
interfaces that are intuitive, efficient, and enjoyable for users. The design process considers user
goals, tasks, and context of use. Key aspects include usability, clear feedback, consistency, and
meeting user needs.
User-centered: Revolves around understanding the target users and their needs.
Feedback: Provides immediate, clear responses to user actions (for example, highlighting a
clicked button or showing a loading indicator).
Consistency: Similar elements behave in similar ways across the interface, so users can
transfer knowledge from one part to another.
Affordances: Design elements suggest how they should be used (e.g., a button looks
pressable).
Accessibility: Ensures interfaces can be used by people with different abilities (for example,
providing text labels for icons or color-blind friendly palettes).
Process
The interactive design process is iterative and user-centered. It involves repeated cycles of
designing, prototyping, and testing with users. Each step builds on the previous one to ensure the
final product is usable.
1. User research: Identify target users, their goals, and the context in which they will use the
system (surveys, interviews, observations).
2. Requirement analysis: Define what the interface must accomplish for users (functional
requirements) and how it should behave (usability goals).
3. Sketching and prototyping: Create initial designs, starting with low-fidelity sketches or
wireframes, then developing interactive mock-ups of the interface.
4. User testing: Evaluate prototypes with real users performing typical tasks. Gather feedback on
ease of use, errors, and satisfaction.
5. Refinement: Revise the design based on user feedback. Address any issues or confusion
uncovered in testing.
6. Implementation: Build the final interface in software or code, following the tested design.
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7. Iterative evaluation: Continue testing the implemented interface and refine as needed until
usability goals are met.
This cycle repeats until the design meets user needs and usability targets.
Scenarios
Scenarios are narrative descriptions of how users will interact with a system in real situations. They
help designers focus on actual tasks and user goals, guiding the feature list and user flows.
Example: A scenario might be, “Maria wants to buy a train ticket on her phone while standing on
a platform.”
Purpose: Scenarios capture user context and tasks. They ensure the design covers real-world
use (e.g., fast purchase with poor network signal).
Detail levels: Can be high-level (a summary of what a user needs) or detailed (step-by-step
actions and conditions).
Benefits: They communicate design ideas to the team and stakeholders in a story format.
Scenarios keep the design user-focused, avoiding features that don’t match user tasks.
Using scenarios early on ensures that every feature and screen supports a clear user story or goal.
Navigation
Navigation design makes sure users can move easily through the interface to find information or
complete tasks. It involves menus, buttons, links, and any structure that guides user movement.
Clear structure: Organize navigation logically (e.g., main categories in a top or side menu,
with sub-items grouped under them).
Consistent placement: Keep navigation elements (like menu bars, back buttons, or home
icons) in the same location on every screen. Consistency helps users build a mental map of the
interface.
Visual cues: Use highlights, breadcrumbs, or progress indicators to show where the user is
(for example, highlighting the current menu item or showing a “You are here” trail).
Minimize steps: Reduce the number of clicks or screens needed to reach common tasks. For
example, place the most-used functions one tap away from the home screen.
Search and shortcuts: Provide search boxes or keyboard shortcuts for expert users. This
allows users who know what they want to find it quickly without navigating through menus.
Good navigation design balances simplicity (not overwhelming with too many options) with
flexibility (allowing users to quickly switch tasks). It keeps users oriented and in control.
Screen Design
Screen design focuses on the layout and visual organization of each interface screen. It arranges
text, images, and controls so that users can easily see and interact with them.
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Visual hierarchy: Emphasize important elements (using size, color, or position) so they catch
the user’s eye first. For example, make the main action button large and brightly colored.
Grouping: Place related items close together. For instance, group all form fields and labels in
one area. Use boxes or background shading to separate different sections (like search vs.
navigation).
Typography and contrast: Use fonts that are easy to read at normal sizes. Ensure sufficient
contrast between text and background (e.g., dark text on a light background) for legibility.
Whitespace: Include empty space around elements to avoid clutter. Whitespace helps users
focus on one thing at a time.
Standard elements: Use familiar UI widgets (buttons, menus, sliders) and icons consistently. If
an element is standard (like a magnifying glass for search), users will immediately know its
function.
Affordance: Make interactive elements look clickable (e.g., buttons should have shading or
borders that suggest they are pressable).
By applying these principles, each screen guides the user’s eyes and actions in a natural way,
minimizing confusion and making tasks straightforward.
Design is an iterative process of creating and refining prototypes. A prototype is an early model of
the interface used for testing and feedback. Iteration means repeating design cycles to improve the
product.
Low-fidelity prototypes: Start with simple sketches or paper mock-ups. These are quick and
cheap, letting designers explore ideas without heavy cost. Even pencil drawings of screens can
be tested for basic flow.
High-fidelity prototypes: As the design matures, create interactive digital prototypes. These
can be clicked or tapped like the real product, showing real content and feedback. Tools like
Figma, Adobe XD, or even HTML mock-ups are used.
User testing with prototypes: Show prototypes to real users. Observe how they navigate and
use features. Early feedback can reveal major issues (for example, users not noticing a button).
Refine and repeat: Based on feedback, revise the design. Update the prototype and test
again. Each iteration should fix problems or add clarity. Over time, the design converges
toward a user-friendly solution.
Time and cost savings: Finding and fixing usability issues in a prototype stage is much
cheaper than after development. It prevents wasting development effort on designs that don’t
work.
Iterative prototyping makes design flexible. By testing and improving multiple times, the final
interface is polished and aligned with what users actually want.
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A team designing a mobile banking app started by interviewing users to learn common tasks (like
checking balances and transferring money). They created personas and scenarios, such as “John
wants to quickly pay a bill on his phone,” to keep design focused. The designers sketched screens
and built a clickable prototype. During testing, users found the “Transfer” option hard to locate. In
response, the team reorganized the menu layout and changed some labels. After another round of
testing, users found the updated interface clear and easy to use. This example shows how iterative
prototyping and user feedback improved the app’s design.
Human factors and usability should be integrated into every stage of the software development life
cycle (SDLC). Whether following a traditional or agile model, this ensures the final product is user-
friendly.
Planning & Requirements: Include user research alongside technical requirements. Gather
data on who the users are, their tasks, and environmental context. Use interviews or
observations to build user requirements, not just system features.
Design: Create interface designs and prototypes based on the collected requirements and
user scenarios. This is where wireframes and mock-ups translate needs into visual plans.
Implementation: Develop the software according to the design specifications. Developers
should follow the design closely and incorporate usability considerations (for example, writing
code that makes buttons respond quickly and meet accessibility standards).
Testing: Conduct usability tests and fix interface issues in addition to functional testing.
Involve real users or usability experts to validate that the interface works as intended.
Deployment & Maintenance: After release, monitor user feedback and usage metrics. Update
the design to fix any usability problems that appear in the real world. For example, if users
report confusion about a feature, the team revises the interface in future updates.
Iterative models (Agile/Spiral): In these models, user feedback is gathered early and
continuously. Each iteration or sprint includes design, implementation, and testing, which
prevents usability issues from being discovered too late.
By integrating HCI activities (like user interviews, prototype testing, and usability evaluations) into
the life cycle, teams build software that meets user needs and quality goals.
Usability Engineering
Define usability goals: Before design, set clear targets (for example, “New users should
complete account setup within 3 minutes” or “Less than 5% task error rate”). These goals guide
the design process.
User-centered methods: Conduct task analysis and user testing systematically. Instead of
guessing, designers observe real users doing real tasks and collect data on their performance.
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Metrics and measurement: Use quantitative metrics (task completion time, error rates) and
qualitative feedback (user satisfaction) to evaluate usability. This makes the process objective.
Iterative testing: Regularly test prototypes with target users. Each test cycle provides data to
refine the design. Continue iterating until the usability goals are met.
Documentation: Keep records of usability tests and design changes. This documentation (like
test reports and changes made) makes the process repeatable and accountable, similar to
engineering disciplines.
For example, a team might test a login prototype, record that 80% of users log in within 10 seconds,
and then iterate until 95% of users succeed quickly. Usability engineering ensures design decisions
are backed by data and focused on user performance.
Prototyping in Practice
In real projects, prototyping is used for testing ideas, aligning teams, and convincing stakeholders.
It’s a key practice in making sure designs work before full-scale development.
Rapid prototyping: Teams often create quick mock-ups using tools like Figma or Sketch, or
even basic HTML/CSS. These low-cost prototypes let designers and developers experiment with
ideas without writing full application code.
Iterative design sprints: In agile environments, short sprints may include prototyping phases.
Designers build a prototype of a feature, test it with users during the sprint, and then hand off
improvements to developers for the next sprint.
Horizontal vs. vertical prototypes: A horizontal prototype includes many interface elements
at low detail (giving a broad overview), while a vertical prototype goes deep on a few features
(showing full functionality of one part). Teams choose the type based on what they need to
test.
Technical feasibility: Prototypes can also test new technologies. For example, a team might
prototype a voice-activated feature to see if current tools can handle it, before committing to
that approach.
Documentation caution: Sometimes teams use ‘throwaway’ prototypes (just for learning) or
‘evolutionary’ prototypes (which become the foundation for the final product). It’s important to
keep track of what is a prototype and ensure final development meets quality standards.
In practice, prototyping encourages quick learning. Teams learn what works and what doesn’t by
doing, which leads to better end products with fewer surprises late in development.
Design Rationale
Design rationale is the documented reasoning behind design decisions. It answers “why” a design is
the way it is, not just “what” the design is. Capturing design rationale has several benefits.
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Issue-based rationale: Record the design issues faced (for example, “Where should the login
button go?”), the options considered, and the reasons for choosing one option over others.
This creates a clear trace of decisions.
Team communication: Rationale helps team members and stakeholders understand why
designers made certain choices. New team members can quickly learn the thinking behind the
interface instead of guessing.
Change management: When requirements change or new features are added later, the
rationale helps decide if and how to adjust the design. It avoids re-debating resolved
questions.
Justification: Rationale is useful when justifying the design to others (clients, managers,
developers). It shows that choices were not arbitrary but based on research or testing.
Learning: If a design fails, the rationale can be revisited to see what assumptions led to the
problem. Future projects can learn from past decisions.
By keeping a record of why each major feature is designed a certain way, teams build shared
understanding and make more consistent decisions.
A startup building a travel booking app embedded HCI activities into their agile process. In every
two-week sprint, the team designed a feature prototype and tested it with a small group of potential
users. For example, after the second sprint’s design of a flight search screen, testing revealed that
users were confused by too many filter options. The team documented this issue in the design
rationale and decided to simplify the filters in the next sprint. This cycle of prototyping, testing, and
iterating continued sprint after sprint. As a result, the final app not only met its functional goals
(booking flights and hotels) but also had high usability, because user feedback was incorporated at
each stage of development.
Design Rules
Principles
Design principles are broad, fundamental ideas that guide interface creation. They serve as goals to
keep the design user-friendly.
Consistency: Similar elements look and work alike. This helps users predict how things
behave. For example, if one button is blue and rounded, other buttons in the app should use
the same style.
Feedback: The system should always respond to user actions. For example, when a user taps a
button, it should change color or show a loading icon to confirm the action was received.
Visibility: Essential information and controls should be visible without the user searching.
Don’t hide critical options in deep menus. Users should see at a glance what actions they can
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take.
Affordance: Design elements should suggest how to use them. A button should look like
something you press; a slider should look draggable. This helps users understand interface
elements intuitively.
Simplicity: Keep designs as simple as possible. Avoid unnecessary elements or steps. This
reduces confusion and cognitive load. For example, show only relevant information for each
task.
Error prevention and recovery: Design to prevent problems (e.g., disable invalid options) and
help users recover easily (e.g., offer an “Undo” for deleting an item). Good error messages that
explain what went wrong and how to fix it are part of this principle.
User control: Give users the feeling they are in charge. Allow them to navigate freely (with a
clear “Back” or “Cancel”) and confirm important actions.
Flexibility: Support both novice and expert users. For instance, provide keyboard shortcuts or
advanced menus for power users while keeping basics obvious for beginners.
These guiding principles, often summarized in sets like Shneiderman’s “Golden Rules” or Nielsen’s
heuristics, help designers make choices that benefit users.
Standards
Standards are formal specifications that products should meet. They often come from international
bodies or industry groups, ensuring consistency and safety.
WCAG (Web Content Accessibility Guidelines): A set of standards from the W3C for web
accessibility. It specifies how to make web content usable for people with disabilities (for
example, providing text alternatives for images, ensuring keyboard navigation, and using
sufficient color contrast).
ANSI and W3C Guidelines: Standards for user interface elements like graphics, fonts, and
markup. For example, HTML and CSS standards from W3C ensure that web interfaces render
consistently across browsers.
Platform standards: Companies often publish guidelines for their ecosystems. Apple’s Human
Interface Guidelines and Google’s Material Design Guide define how apps should look and
behave on iOS and Android, respectively. These standards ensure a consistent look and feel
across apps.
Regulatory compliance: Some standards are legal requirements. For instance, the Americans
with Disabilities Act (ADA) requires accessible digital services for government and public
entities. Products must meet these standards to be lawful.
Following standards ensures the interface meets widely accepted benchmarks for usability and
accessibility, and that it works correctly on target platforms.
Guidelines
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Guidelines are best-practice recommendations and design patterns that are not as strict as
standards. They help designers make good choices based on experience and research.
Heuristic guidelines: For example, Nielsen’s 10 usability heuristics (like “match between
system and real world” and “offer shortcuts for experienced users”). These heuristics are
general rules of thumb to check interfaces against common usability issues.
Style guides: Many organizations or brands have style guides for visual design (colors,
typography, spacing) and interaction. For example, a company may specify exactly which blue
to use for buttons and how far apart menu items should be. This ensures a consistent brand
experience.
Interaction guidelines: Advice on common interface situations. For example: “Use clear, simple
language for buttons.” or “Group related settings under a common heading.” Such guidelines are
often found in UX books and online references.
Accessibility guidelines: In addition to WCAG, there are checklists and rules (like “provide alt
text for images,” “allow text resizing”). Even if not legally required, these guidelines make
products usable by more people.
Design pattern guidelines: Patterns are reusable solutions. For example, the login form
pattern is well-known: prompt for username and password, a “Forgot password” link, and a
clearly labeled “Login” button. Using these patterns means users instantly understand what to
do.
Following guidelines helps avoid common mistakes and speeds up the design process by reusing
proven solutions. Guidelines are continuously updated as designers learn more about what works.
Rules
Rules (or heuristics) are specific, actionable design principles often derived from research or
psychology. They give concrete advice on interface details.
Fitts’ Law: The time to click (or tap) a target depends on its size and distance. Rule: Make
important buttons large enough and place them where the pointer or thumb can easily reach
them (for example, bottom corners of mobile screens for common actions).
Hick’s Law: The time to make a decision increases with the number of choices. Rule: Simplify
options on screen; for example, limit menu items or use progressive disclosure so users are
not overwhelmed.
Miller’s Law: The human short-term memory can hold about 5–9 items. Rule: Don’t require
users to remember too much at once. Break information into chunks or steps.
Jakob’s Law: Users spend most of their time on other sites/applications, so they expect your
site to work similarly. Rule: Follow common conventions (like shopping cart icons for e-
commerce) to meet user expectations.
Three-Click Rule: (Contested) It suggests users should find what they need within three clicks.
Even if not strict, the rule emphasizes keeping navigation shallow or providing search so users
don’t get lost.
Pareto Principle (80/20 rule): 20% of features get 80% of use. Rule: Focus on making the
most-used features the best, and minimize clutter from rarely used functions.
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Proximity (Gestalt Law): Objects close to each other are perceived as related. Rule: Group
related controls together (e.g., label above a text field it describes) to make scanning easier.
Applying these rules helps make interfaces faster and more intuitive. For instance, enlarging a
button because it’s a primary action (Fitts’ Law) or reducing menu items (Hick’s Law) directly
improves usability.
An online retailer analyzed its website using design principles and rules. They found the “Add to
Cart” button was small and sometimes missed by users. By applying Fitts’ Law, they made the
button larger and placed it centrally on the product page. They also noticed their main menu had 15
categories, causing delay in decision-making. Using Hick’s Law, they cut down and reorganized the
menu into 7 main categories. Additionally, they ensured button styles and color schemes were
consistent across the site (principle of Consistency). After these changes, user testing showed
customers could find and buy products faster and with fewer mistakes. This case illustrates how
following design rules and principles leads to measurable improvements.
Evaluation Techniques
Evaluation techniques are methods for assessing how well a design works for its users. They can be
used during development (to improve the design) or after release (to measure success).
Usability Testing: Real users perform typical tasks with the interface while observers record
issues. For example, ask users to complete a checkout process and note where they get
confused. This direct observation reveals practical problems like unclear instructions or
complicated flows.
Heuristic Evaluation: Usability experts (or the design team) review the interface against
established heuristics (such as Nielsen’s) to find obvious issues. For example, an evaluator
might check if every screen provides clear feedback. It doesn’t involve users but is quicker and
cheaper than user tests.
A/B Testing: In live environments (like a website), deploy two versions (A and B) to different
user groups to see which performs better on metrics (clicks, conversions, time on task). For
example, test whether a green or blue “Sign Up” button leads to more registrations.
Analytics and Logging: Use built-in data to analyze user behavior at scale. For instance, track
how many users drop off at each step of a process. If analytics show a high drop-off on a
specific page, it signals a usability problem there.
Automated Tools: Run software checks for certain issues (such as accessibility checkers that
flag low color contrast or missing alt-text). These tools catch technical compliance problems
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efficiently.
Field Studies: Observe users in their real environment (e.g., at home or at work). This can
uncover issues not seen in labs, like interruptions or context-specific difficulties (poor lighting,
noisy background).
Choosing the right technique depends on the stage of design and resources. Early on, heuristic
evaluation and low-fi testing are common; later, you might use A/B testing or analytics on the live
product to refine it.
A social media company wanted to test a new photo-sharing feature before full launch. First,
usability experts performed a heuristic evaluation on the prototype and fixed obvious issues (like
missing feedback after uploading a photo). Then they conducted user testing: recruited target
users, asked them to share a photo using the new feature, and observed their actions. They noticed
many users hesitated at the filter selection screen. The team gave users a short questionnaire about
their experience; responses indicated the filter names were unclear. Using this feedback, designers
simplified the filter menu and added preview images for clarity. Finally, the app was released with
A/B testing in place: one group saw the old design, another the new one. The new design group
shared 20% more photos, confirming the improvements. This mix of evaluation methods helped the
company refine the feature effectively.
Universal Design
Universal design is an approach to creating products and environments that are usable by as many
people as possible, without adaptation. It aims for inclusivity from the start, so everyone –
regardless of age, ability, or situation – can use the product.
Equitable Use: The design is useful to people with diverse abilities. Example: Automatic doors
at a building entrance work for wheelchair users, parents with strollers, and everyone else.
Flexibility in Use: The design accommodates a wide range of preferences and abilities.
Example: A media player that supports both touch controls and keyboard shortcuts.
Simple and Intuitive Use: The design is easy to understand, regardless of the user’s
experience or language skills. Example: A website with clear icons and straightforward
instructions benefits everyone (children, non-native speakers, elderly).
Size and Space for Approach and Use: Appropriate size and space are provided for approach,
reach, and use. Example: Large touch targets on a mobile app make it easier for users with
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limited dexterity to tap buttons.
Digital Accessibility: In software, this includes features like adjustable text size, high-contrast
themes, and compatibility with screen readers. For example, a website that allows text
enlargement and provides captions for videos.
Design for All: Think about users with situational limitations as well (bright sunlight, noisy
environments, temporarily injured). A design that works well under various conditions benefits
everyone.
By applying these principles, designers create products that benefit a wider audience. For instance,
curb cuts (ramps on sidewalks) were originally for wheelchair users but also help parents with
strollers and delivery workers with carts. In software, adding captions to videos helps not only the
deaf or hard of hearing but also users in loud public places. Universal design often leads to more
flexible and usable products for everyone.
A city implemented an information kiosk in the park to help visitors find maps and event
information. Designers used universal design principles: the touch screen had large icons and text
(low physical effort, size and space), and the interface supported both touch input and physical
buttons (flexibility in use). Instructions were clear and displayed in multiple languages with optional
audio guidance (simplicity and perceptible information). An audio jack allowed users to plug in
headphones for narrated instructions (perceptible information). Because of these choices, visitors of
all ages and abilities – children, seniors, tourists, and people with disabilities – could easily use the
kiosk without special assistance. This example shows how universal design makes technology
accessible and helpful to everyone.
Sources
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