50s - Interface at the hardware level for engineers - switch panels
60 to 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
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)
Graphic design – Product design – Artist-design – Industrial design – Film industry
Interdisciplinary fields
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
• Efficient to use • Safe to use • Have good utility • Easy to learn • Easy to remember how to use
Usability goals
Effective to use
User experience goals
Satisfying - rewarding – Fun - support creativity – Enjoyable - emotionally fulfilling – Entertaining
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
Constraints Restricting the possible actions that can be performed • Helps prevent user from selecting incorrect options
Three main types of Constraints
physical – cultural – logical
Physical Constraints
Refer to the way physical objects restrict the movement of things
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 • Why is this a poor mapping of control buttons?
Consistency • Design interfaces to have similar operations and use similar elements for similar tasks
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
Affordances
• Refers to an attribute of an object that allows people to know how to use it
Norman (1988) used the term affordances to discuss the design of everyday objects
Conceptual model
Need to first think about how the system will appear to users (i.e. how they will understand it)
Conceptual models based on activities
Giving instructions
Conversing
Manipulating and navigating
Exploring and browsing
Giving instructions – issuing commands using keyboard and function keys and selecting options via menus
Conversing – interacting with the system as if having a conversation
Underlying model of having a conversation with another human
Manipulating and navigating – acting on objects and interacting with virtual objects
Involves dragging, selecting, opening, closing and zooming actions on virtual objects
• Exploring and browsing – finding out and learning things
Similar to how people browse information with existing media (e.g. newspapers, magazines, libraries, pamphlets)
Interaction mode: – what the user is doing when interacting with a system, e.g. instructing, talking, browsing or other
Interaction style: – the kind of interface used to support the mode, e.g. speech, menu-based, gesture