Chapter 2 - Part 1
Chapter 2 - Part 1
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
Class Activity
• Choose a system from the slides or of your own
choice and analyze all the PACT elements along all
the dimensions discussed in the class.
• Make sure to give a thorough and very focused
analysis
• Keep in mind to select a specific a activity in the
system that you choose and analyze the relevant
attributes that has impact on the user experience.
• Jamboard Link:
https://jamboard.google.com/d/1lHJrXU3NW2fk6gqif
m4kPmoRFerShMs2D4uKdfmROI4/edit?usp=sharing
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
Lecture Learning Outcomes
• Understand the main building blocks of any interactive
system.
• Putting things together into the PACT framework.
• Understand each component of PACT:
– People
– Activities
– Context
– Technology
• Appreciate the diversity in these components and the need
for well-define design processes and tasks that would allow
for successful design and implementation of interactive
systems.
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
Overview
An essential part of our approach to designing interactive systems is that
it should put people first; it should be human-centred.
Designers need to understand the people who will use their systems and
products.
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
PACT
• People use technologies to undertake activities in
contexts.
• Examples…
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
Kids playing video games
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
A manger typing an email
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
A woman making a payment using her mobile phone
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
PACT – more examples
• People use technologies to undertake activities in
contexts.
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
Technology Changes Over Time
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
Technology and Activities
• Technology has
limitations.
• Also, technology
evolves!
• If the technology
changes then the
nature of the activities
will also change.
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
The Cycle continues
• Activities (and the contexts within which
they take place) establish requirements
for technologies that in turn offer
opportunities that change the nature of
activities.
– Physical differences
– Psychological differences
– Social Differences
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
Physical differences
• People differ in physical characteristics such as height and weight.
• Variability in the five senses – sight, hearing, touch, smell, and taste – has
a huge effect on how accessible, how usable and how enjoyable using a
technology will be for people in different contexts.
• In Europe there are 2.8 million wheelchair users so designers must consider where
technologies are placed, and many people have dexterity impairments involving
the use of their fingers.
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
Example
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
Ergonomics –history
• The term ‘ergonomics’ was coined in 1948 to describe the study of the relationships between people and
their environment.
• At that time technically advanced weapons systems were being rapidly developed which required that their
design matched human and environmental factors if they were to be used effectively and, paradoxically,
safely.
• The environment includes the ambient environment (temperature, humidity, atmospheric pressure, light
levels, noise and so on) and the working environment too (the design of machines, health and safety issues
– e.g. hygiene, toxicology, exposure to ionizing radiation, microwaves, etc.).
• Ergonomics is multi-disciplinary, drawing on anatomy and physiology, various aspects of psychology (e.g.
physiological and experimental), physics, engineering and work studies among others.
• In everyday life we come across the application of ergonomic design principles in every well-designed
interactive system.
• In the Mercedes-Benz sales literature for its new coupé we find the following ergonomic description:
• ‘Once inside the C-Class Sports Coupé you’ll find a wealth of ergonomic detail, designed to live up to the promise of its looks.
As if cast from a single mould, the dashboard curves are smooth to the touch ’
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
Ergonomic design
• While ergonomics has a longer history than HCI, it would be a mistake to perceive
it as being old and out of touch – quite the reverse.
• Ergonomics has much to tell us about the design of interactive devices such as a
mobile games console and a PDA (personal digital assistant).
• For example, we all have relatively fat fingers compared with how small buttons
can be made.
• In the world of mobile computing, small is good but too small is bad.
• Ergonomics can put numbers on what constitutes small and usable and what is
too small and unusable.
– where k ~ 100 ms, D is the distance between the current (cursor) position and
the target, and S is the size of the target.
• The smaller the target and the greater the distance, the longer it will take to
hit the target.
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
Psychological differences
• Psychologically, people differ in a variety of ways.
• Some people can find their way around environments better than
others, or mentally rotate objects more quickly and accurately.
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
Example -2- Learning Styles
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
Psychological tests
• Many tests have been designed to measure these differences.
We call them psychometric analysis tests.
• If people do not have a good mental model of something, they can only perform
actions by routine.
• If something goes wrong, they will not know why and will not be able to recover.
• This is often the case with people using software systems, but it is also the case
with ‘simpler’ domestic systems such as central heating systems, thermostats and
so on.
• A key design principle is to design things so that people will form correct and
useful mental models of how they work and what they do.
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
Developing a mental model
• People develop mental models through
• interacting with systems,
• observing the relationship between their actions and the
behaviors of the system
• reading any manuals or other forms of explanation that
come with a system.
• People make use of systems, products and services for very different reasons.
• Some people will be very interested in a particular system, others will just
want to get a simple task completed. These motivations change at different
times.
• Language differences are of course crucial to understanding
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
Example -1- Culture
In the US a tick is used for acceptance and a cross for rejection, but
in Britain a tick or a cross can be used to show acceptance (e.g. a
cross on a voting paper).
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
Activities
• Next lecture.
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011
Textbook Reading
• Read Chapter-2- from your
textbook, accessible on the
blackboard.
Benyon, Designing Interactive Systems: A comprehensive guide to HCI and interaction design, 2nd Edition, © Pearson Education Limited 2011