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
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