Cards (34)

  • Need to take into account:
    • Who the users are
    • What activities are being carried out
    • Where the interaction is taking place
  • So that they match the users’ activities and needs
    Need to optimize the interactions users have with a product
    • Need to take into account what people are good and bad at
    • Consider what might help people in the way they currently do things
    • Think through what might provide quality user experiences
    • Listen to what people want and get them involved Use tried and tested user-centered methods
    Understanding Users Needs
    • Designing interactive products to support the way people communicate and interact in their everyday and working lives (Sharp, Rogers and Preece (2007))
    • The design of spaces for human communication and interaction (Winograd (1997)) 

    Interaction Design
    • Develop usable products
    • Usability means easy to learn, effective to use and provide an enjoyable experience
    • Involve users in the design process

    Goals of interaction Design
    • Number of other terms used emphasizing what is being designed, e.g.,
    • Interaction design is the umbrella term covering all of these aspects

    Which kind of design
  • Academic disciplines contributing to ID:
    • Psychology
    • Social Sciences
    • Computing Sciences
    • Engineering
    • Ergonomics
    • Informatics
  • Design practices contributing to ID:
    • Graphic design
    • Product design
    • Artist-design
    • Industrial design
    • Film industry
  • Interdisciplinary fields that ‘do’ interaction design:
    • HCI
    • Human Factors
    • Cognitive Engineering
    • Cognitive Ergonomics
    • Computer Supported Co-operative Work
    • Information Systems
    • Many people from different backgrounds involved
    • Different perspectives and ways of seeing and talking about things
    Working in Multidisciplinary teams
  • 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”
  • People involved in the design of all the interactive aspects of a product
    Interaction Designers
  • people who focus on evaluating products, using usability methods and principles
    Usability Engineers
  • people who develop and create the visual design of websites, such as layouts
    Web Designers
  • people who come up with ideas of how to plan and structure interactive products
    Information Architects
  • people who do all the above but who may also carry out field studies to inform the design of products
    User Experience Designers (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, 2003)
    The User Experience
  • What is involved in the process of interaction design
    • Identifying needs and establishing requirements for the user experience
    • Developing alternative designs to meet these
    • Building interactive prototypes that can be communicated and assessed
    • Evaluating what is being built throughout the process and the user experience it offers
  • Core characteristics of interaction design
    • Users should be involved through the development of the project
    • Specific usability and user experience goals need to be identified, clearly documented and agreed at the beginning of the project
    • Iteration is needed through the core activities
  • Usability goals
    • Effective to use
    • Efficient to use
    • Safe to use
    • Have good utility
    • Easy to learn
    • Easy to remember how to use
  • Design Principles
    • Generalizable abstractions for thinking about different aspects of design
    • The do’s and don’ts of interaction design
    • What to provide and what not to provide at the interface
    • Derived from a mix of theory-based knowledge, experience and common-sense
    • Sending information back to the user about what has been done
    • Includes sound, highlighting, animation and combinations of these
    Feedback
    • Restricting the possible actions that can be performed
    • Helps prevent user from selecting incorrect options
    • Physical objects can be designed to constrain things
    Constraints
    • Design interfaces to have similar operations and use similar elements for similar tasks
    • Main benefit is consistent interfaces are easier to learn and use
    Consistency
  • Increases learning burden on user, making them more prone to errors
    When Consistency Breaks Down
  • Internal consistency refers to designing operations to behave the same within an application
  • External consistency refers to designing operations, interfaces, etc., to be the same across applications and devices
  • A case of external inconsistency
    Keypad Numbers
    • Refers to an attribute of an object that allows people to know how to use it
    • 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
    Affordances: To give a clue
  • 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
  • Usability Principles
    • Similar to design principles, except more prescriptive
    • Used mainly as the basis for evaluating systems
    • Provide a framework for heuristic evaluation
  • Usability principles (Nielsen 2001)
    • Visibility of system status
    • Match between system and the real world
    • User control and freedom
    • Consistency and standards
    • Help users recognize, diagnose and recover from errors
    • Error prevention
    • Recognition rather than recall
    • Flexibility and efficiency of use
    • Aesthetic and minimalist design
    • Help and documentation
    • 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, and user groups
    • It is multidisciplinary, involving many inputs from wide-reaching disciplines and fields
    Key Points