Standards and guidelines providing direction for designers in order to enhance the interactive properties of the system
W7: INTERACTION
Emotional interaction
EMOTIONAL INTERACTION
Emotional interaction
Implementation Support
A planned approach to integrate new or upgraded software or systems into the existing workflow of an organizational structure to help ensure the success of a business' overall system
Implementation Support
Programming Tools
Windowing Systems
Interaction Toolkits
User Interface Management Systems
Programming Tools
Provide a means of effectively translating abstract designs and usability principles into an executable form
Provide different levels of services for the programmer
Compiler
A special program that processes statements written in a particular programming language and turns them into machine language or "code" that a computer's processor uses
Debugger
A program that allows you to step through another program one line at a time to identify incorrect code and analyze how a program "flows"
GUI designer
A software development tool that simplifies the creation of GUIs by allowing the designer to arrange graphical control elements using a drag-and-drop WYSIWYG editor
Windowing Systems
A central environment for both the programmer and user of an interactive system, allowing a single workstation to support separate user-system threads of action simultaneously
A system for sharing a computer's graphical display presentation resources among multiple applications at the same time
Device independence
The process of making a software application able to function on a wide variety of devices regardlessoftheoperatingsystemandlocalhardware
The emotional interaction mechanism
1. Describes the way emotions affect each other
2. Situatedintrapersonal, interpersonal, or human-computer interactions
3. Necessary for efficient, effective and affective learning
Sharedresource
A computerresourcemadeavailablefromonehosttootherhosts on a computer network
Client-server
A computernetwork in which one centralized, powerful computer (the server) is a hub to which many less powerful personal computers or workstations (the clients) are connected
Toolkits
A setofbasiccomponentsandaccessories that help software developers create programs in a more efficient manner
A program used for softwaredevelopment or systemmaintenance
A single utilityprogram, a set of software routines or a complete integrated set of software utilities that are used to develop and maintain applications and databases
Toolkits
AWT (Java Foundation Classes)
Google Web Toolkit
User Interface Management Systems
Aims to improve portability, reusability, multiple interfaces, and customizability of user interfaces
Seeheim Model
Presentation - defines the behavior of the system as perceived and manipulated by the user
DialogueControl - maintains communication between presentation and application layer
ApplicationInterface - manages communication with the application and provides the view of the interface
LittleBox/Switch - improves performance between them by providing direct link
Designing for maximum usability
Principles of usability
General understanding
Standards and guidelines
Direction for design
Design patterns
Capture and reuse design knowledge
Emotions and the user experience
What makes us happy, sad, annoyed, anxious, frustrated, motivated, delirious and so on
Translating this into different aspects of the user experience
Why people become emotionally attached to certain products (e.g. virtual pets)
Can social robots help reduce loneliness and improve wellbeing?
How to change human behaviour through the use of emotive feedback
Emotions and the user experience
HCI has traditionally been about designing efficient and effective systems
Now more about how to design interactive systems that make people respond in certain ways
Emotional interaction is concerned with how we feel and react when interacting with technologies
Types of design rules
Principles
Standards
Guidelines
Emotional model
Our emotional state changes how we think
When frightened or angry we focus narrowly and body responds by tensing muscles and sweating
More likely to be less tolerant
When happy we are less focused and the body relaxes
More likely to overlook minor problems and be more creative
Principles
A fundamental truth or proposition that serves as the foundation for a system of belief or behavior or for a chain of reasoning
Expressive interfaces
Provide reassuring feedback that can be both informative and fun
Can also be intrusive, causing people to get annoyed and even angry
Color, icons, sounds, graphical elements and animations are used to make the 'look and feel' of an interface appealing
Conveys an emotional state
Can affect the usability of an interface
People are prepared to put up with certain aspects of an interface (e.g. slow download rate) if the end result is appealing and aesthetic
Principles
Abstract design rules
Low authority
High generality
Causes of annoying interfaces
When an application doesn't work properly or crashes
When a system doesn't do what the user wants it to do
When a user's expectations are not met
When a system does not provide sufficient information to enable the user to know what to do
When error messages pop up that are vague, obtuse or condemning
When the appearance of an interface is garish, noisy, gimmicky or patronizing
When a system requires users to carry out too many steps to perform a task, only to discover a mistake was made earlier and they need to start all over again
Standards
An idea or thing used as a measure, norm, or model in comparative evaluations
Standards
Specific design rules
High authority
Limited application
Guidelines
A statement by which to determine a course of action
Guidelines
Lower authority
More general application
Principles to support usability
Learnability
Flexibility
Robustness
Learnability
Concerned with interactive system features, which aid novice users to learn quickly and also allows steady progression to expertise
Principles of learnability
Predictability
Synthesizability
Familiarity
Generalizability
Consistency
Predictability
This interactive design principle requires a user's knowledge of interaction to be sufficient to determine the outcome of present or future interaction with the system
Synthesizability
The ability of the user to assess the effect of past operations on the current state
Familiarity
How prior knowledge applies to new system, or make use of the new users past experience with other applications; affordance
Generalizability
This interactive design principle provides support for users to extend knowledge of specific interaction within, and across applications, to new, but similar situations