Chapter01 ST
Chapter01 ST
Chapter 1
WHAT IS INTERACTION DESIGN?
MIS373: HCI course outline
1.Foundation 3. DT Framework
Ch 1 Week 4+
• Introduction to HCI
• Interaction Design Ch. 2
• Usability & User Experience
• Accessibility & Inclusiveness
• User centered design 6. Implement 1. Empathy
2. Frameworks 2. Define
5. Test
Ch 2, 5, 8
Ch. 11
Ch. 14, 15
The Process of Interaction Design:
Frameworks:
User Centered Design (UCD)
Design Thinking (DT) 4. Prototype 3. Ideate
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Introduction
•How many interactive products are there in
everyday use?
•Think for a minute about what you use in a
typical day?
•Think for a minute about how usable they are?
•How many are actually easy, effortless, and
enjoyable to use?
•Are there bad and good design? Example?
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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.
www.baddesigns.com
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Bad designs
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Bad designs
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Bad designs
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Why is this vending machine so bad?
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Good design
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Dilemma
Which is the best way to interact with a smart TV? Why?
• Pecking using a grid keyboard via a remote control
• Swiping across two alphanumeric rows using a
touchpad on a remote control
• Voice control using remote or smart speaker
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What to design
Need to take into account:
•Who the users are
•What activities are being carried out
•Where interaction is taking place (context)
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What to design
•What you can do using digital technology?
•send messages, gather information, write……..
•Types of interfaces and interactive devices?
•multi-touch displays, speech-based systems, handheld
devices, wearables, and large interactive……..
•How about the displays?
•via the use of menus, commands, forms, icons, gestures
•Furthermore, ever more innovative using novel
materials, such as e-textiles and wearables
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What to design
•The Internet of Things (IoT): Interfaces for
everyday microwave, ovens, toasters, washing
machines …
•Self-checkouts at stores, airports, malls, libraries...
•More cost-effective and efficient,
•Impersonal and puts the onus on the person to
interact with the system.
•Therefore, pressing the wrong button can result in
a frustrating, and sometimes mortifying,
experience.
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What to design
•How do you optimize the users’ interactions to make users’
activities effective, useful, usable and pleasurable ways?”
•Designer should be more principled in deciding which
choices to make by basing them on an understanding of
the users. This involves the following:
•Considering what people are good and bad at
•Considering what help people with the way they
currently do things
•Thinking through what provide quality user experiences
•Listening to what people want and getting them
involved in the design
•Using user-centered techniques
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What is interaction design?
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What is interaction design?
•“Terms what is being designed, including:
•user interface design (UI), software
design, user-centered design, product
design, web design, user experience
design, and interactive system design.
•Interaction design describe the field,
including its methods, theories, and
approaches.
•UX refer to the profession.
•the terms can be used interchangeably.
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Goals of interaction design
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Which kind of design?
Number of other terms used emphasizing
what is being designed, for example:
•User interface design, software design,
user-centered design, product design, web
design, experience design (UX)
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Interaction design
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Relationship between ID, HCI, and
other fields−academic disciplines
Academic disciplines contributing to ID:
• Psychology
• Social Sciences
• Computing Sciences
• Engineering
• Ergonomics
• Informatics
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Relationship between ID, HCI and other
fields−design practices
Design practices contributing to ID:
• Graphic design
• Product design
• Artist-design
• Industrial design
• Film industry
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Relationship between ID, HCI and other
fields−interdisciplinary fields
Interdisciplinary fields that ‘do’ interaction design:
•HCI
•Ubiquitous Computing
•Human Factors
•Cognitive Engineering
•Cognitive Ergonomics
•Computer Supported Co-operative Work
•Information Systems
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Working in multidisciplinary teams
•Many people from different backgrounds involved
•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
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Interaction design in business
Large 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”
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The user experience (UX)
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, 2010)
• “All aspects of the end-user's interaction with the company, its
services, and its products. (Nielsen and Norman, 2014)
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The user experience (UX)
•Designers sometimes refer to UX as UXD. The
addition of the D to UX is meant to encourage
design thinking that focuses on the quality of the
user experience rather than on the set of design
methods to use has stressed for many years.
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Defining user experience
How users perceive a product, such as whether a
smartwatch is seen as sleek or chunky, and their emotional
reaction to it, such as whether people have a positive
experience when using it. (Hornbæk and Hertzum, 2017)
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Why was the iPod user experience
such a success?
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Core characteristics of interaction design
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Why?
Help designers:
•Understand how to design interactive products
that fit with what people want, need, and may
desire
•Appreciate that one size does not fit all (for
example, teenagers are very different to grown-ups)
•Identify any incorrect assumptions they may
have about particular user groups. (for example, not
all old people want or need big fonts)
•Be aware of both people’s sensitivities and their
capabilities
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Accessibility and inclusiveness
Accessibility: the extent to which an interactive
product is accessible by as many people as
possible
•Focus is on people with disabilities; for instance,
those using android OS or apple voiceover
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Disabilities
• Whether someone is disabled changes over time with
age, or recovery from an accident
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Understanding disability
Disabilities can be classified as:
• Sensory impairment (such as loss of vision or hearing)
• Physical impairment (having loss of functions to one or more
parts of the body after a stroke or spinal cord injury)
• Cognitive (including learning impairment or loss of
memory/cognitive function due to old age)
Each type can be further defined in terms of capability:
• For example, someone might have only peripheral vision, be
color blind, or have no light perception
Impairment can be categorized:
• Permanent (for instance, long-term wheelchair user)
• Temporary (that is, after an accident or illness)
• Situational (for example, a noisy environment means that a
person can’t hear)
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Being cool about disability
•Prosthetics can be
designed to move beyond
being functional (and
often ugly) to being
desirable and fashionable
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Usability goals
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Usability and user experience goals
•Selecting terms to convey a person’s feelings,
emotions, and so forth can help designers
understand the multifaceted nature of the user
experience
•How do usability goals differ from user experience
goals?
•Are there trade-offs between the two kinds of goals?
(for example, can a product be both fun and safe?)
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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 Experiencing flow
Undesirable aspects
Boring Unpleasant
Frustrating Patronizing
Making one feel guilty Making one feel stupid
Annoying Cutesy
Childish Gimmicky
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Design principles
•Generalizable abstractions for thinking about different
aspects of design
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Visibility - poor interface
• This is a control panel for an elevator
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Visibility - Improving on a poor interface
…with this elevator, you need to insert
your room card in the slot by the buttons
to get the elevator to work!
How would you make this action more visible?
• Make the card reader more obvious
• 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
• Make relevant parts visible
• Make what has to be done obvious
www.baddesigns.com
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What do I do if I am wearing black?
Invisible automatic
controls can make it
more difficult to use
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Feedback
•Sending information back to the user about
what has been done
•Includes sound, highlighting, animation, and
combinations of these
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Constraints
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Logical or ambiguous design?
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How to design them more logically
(A) provides direct
adjacent mapping
between icon and
connector
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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
•Refers to an attribute of an object that allows people to
know how to use it. (For example, a mouse button invites
pushing, a door handle affords pulling)
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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 that 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
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Activity
Virtual affordances
• How do these screen objects afford?
• What if you were a novice user?
• Would you know what to do with them?
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Key points
• Interaction design is concerned with designing interactive products to
support how people communicate and interact in their everyday and
working lives
• It is concerned with how to create quality user experiences for services,
devices, and interactive products
• It is multidisciplinary, involving many inputs from wide-reaching
disciplines and fields
• Optimizing the interaction between users and interactive products
requires consideration of a number of interdependent factors, including
context of use, types of activity, UX goals, accessibility, cultural
differences, and user groups.
• Design principles, such as feedback and simplicity, are useful heuristics
for informing, analyzing, and evaluating aspects of an interactive
product.
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