HCI121 I What is Interaction Design?

Cards (38)

  • Interaction Design
    • Designing interactive products to support people in their everyday and working lives
    • The design of spaces for human communication and interaction
  • Goals of Interaction Design
    • Develop usable products
    • Involve users in the design process
  • Need to take into account in Designing
    • Who the users are
    • What activities are being carried out
    • Where the interaction is taking place
    • Need to optimize the interactions users have with a product – Such that they match the users activities and needs
  • 50s - Interface at the hardware level for engineers - switch panels
  • Human-computer interaction (HCI) is:
    “concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” (ACM SIGCHI, 1992, p.6)
  • Interaction design (ID) is:
    “the design of spaces for human communication and interaction” -Winograd (1997)
    • Increasingly, more application areas, more technologies, and more issues to consider when designing ‘interfaces’
  • 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
  • interaction designers - people involved in the design of all the interactive aspects of a product
  • usability engineers - people who focus on evaluating products, using usability methods and principles
  • web designers - people who develop and create the visual design of websites, such as layouts
  • information architects - people who come up with ideas of how to plan and structure interactive products
  • user experience designers - people who do all the above but who may also carry out field studies to inform the design of products
  • 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
  • User experience goals
    Satisfying
    - rewarding
    Fun
    - support creativity
    – Enjoyable
    - emotionally fulfilling
    – Entertaining …and more
    – Helpful
    – Motivating
    – Aesthetically pleasing
    – Motivating
  • 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
  • Feedback
    • Sending information back to the user about what has been done
    • Includes sound, highlighting, animation and combinations of these – e.g. when screen button clicked on provides sound or red highlight feedback:
  • Constraints
    • Restricting the possible actions that can be performed
    • Helps prevent user from selecting incorrect options
    • Three main types (Norman, 1999)
    physical
    cultural
    logical
  • Physical constraints
    • Refer to the way physical objects restrict the movement of things
    – E.g. only one way you can insert a key into a lock
    • How many ways can you insert a CD or DVD disk into a computer?
    • How physically constraining is this action?
    • How does it differ from the insertion of a floppy disk into a computer?
  • Logical constraints
    • Exploits people’s everyday common sense reasoning about the way the world works
  • Cultural constraints
    • Learned arbitrary conventions like red triangles for warning
    • Can be universal or culturally specific
  • Mapping
    • Relationship between controls and their movements and the results in the world
  • 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
    • Main benefit is consistent interfaces are easier to learn and use
  • When consistency breaks down
    • What happens if there is more than one command starting with the same letter? – e.g. save, spelling, select, style
    • Have to find other initials or combinations of keys, thereby breaking the consistency rule – E.g. ctrl+S, ctrl+Sp, ctrl+shift+L
    • Increases learning burden on user, making them more prone to errors
  • Internal consistency refers to designing operations to behave the same within an application
    – Difficult to achieve with complex interfaces
  • External consistency refers to designing operations, interfaces, etc., to be the same across applications and devices
    – Very rarely the case, based on different designer’s preference
  • Affordances: to give a clue
    • Refers to an attribute of an object that allows people to know how to use it
    – e.g. a mouse button invites pushing, a door handle affords pulling
    – 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
    – e.g. scrollbars to afford moving up and down, icons to afford clicking on
  • What does ‘affordance’ have to offer interaction design?
    • 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
    • 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
  • 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
  • Usability means easy to learn, effective to use, and provide an enjoyable experience
  • 60-70s - interface at the programming level - COBOL, FORTRAN
  • 70-90s - Interface at the terminal level - command languages
  • 80s - Interface at the interaction dialogue level - GUIs, multimedia
  • 90s - Interface at the work setting - networked systems, groupware
  • 00s - Interface becomes pervasive – RF tags, Bluetooth technology, mobile devices, consumer electronics, interactive screens, embedded technology