E3 Chap 05
E3 Chap 05
Interaction Design
Basics
1
Interaction Design Basics
• Design
– What It Is, Interventions, Goals, Constraints
• The Design Process
– What Happens When
• Users
– Who They Are, What They Are Like …
• Scenarios
– Rich Stories Of Design
• Navigation
– Finding Your Way Around A System
• Iteration And Prototypes
– Never Get It Right First Time!
2
Interactions and Interventions
3
Design
4
What Is Design?
achieving goals within constraints
• Goals – What is the purpose of the design we are intending
to produce? Who is it for? Why do they want it?
For example, if we are designing a wireless personal movie
player, we may think about young affluent users wanting
to watch the latest movies whilst on the move and
download free copies, and perhaps wanting to share the
experience with a few friends.
6
Golden Rule Of Design
understand your materials
• Understand computers
– limitations, capacities, tools, platforms
• Understand people
– psychological, social aspects
– human error
• And their interaction …
8
To err is human
• accident reports ..
– aircrash, industrial accident, hospital mistake
– enquiry … blames … ‘human error’
• but …
– concrete lintel breaks because too much weight
– blame ‘lintel error’ ?
… no – design error
we know how concrete behaves under stress
• human ‘error’ is normal
– we know how users behave under stress
– so design for it!
• treat the user at least as well as physical materials!
9
Central message …
The user
• Often it is said that the success of the various methods
used in HCI lies not in how good they are, but in that
they simply focus the mind of the designer on the user.
• This is the core of interaction design: put the user first,
keep the user in the center and remember the user at
the end.
10
The Design Process
11
The process of design
scenarios
what is task analysis
wanted guidelines
principles
interviews analysis precise
ethnography specification
design
what is there
dialogue implement
vs.
notations and deploy
what is wanted
evaluation
prototype
heuristics architectures
documentation
N.B.: Heuristics are mental shortcuts that allow people to
help
solve problems and make judgements quickly and
efficiently. 12
The process of design (cont.)
• Requirements
What is there and what is wanted. There are a
number of techniques used for this in HCI:
interviewing people, videotaping them, looking at the
documents and objects that they work with,
observing them directly.
• Analysis
– Ordering and understanding: The results of
observation and interview need to be ordered in
some way to bring out key issues and communicate
with later stages of design.
13
The process of design (cont.)
• Design
14
The process of design (cont.)
• Implementation and deployment
15
… but how can I do it all ! !
• limited time ⇒ design trade-off
• usability?
– finding problems and fixing them?
– deciding what to fix?
– which usability problems is it worth fixing?
• a perfect system is badly designed
– too good ⇒ too much effort in design
– Rather to find radically different solutions that have
a major effect but are cheap to implement.
16
The Users
17
User Focus
• Know your user
• Personae
• Cultural probes
18
Know Your User
19
Persona : Example
Betty is 37 years old. She has been Warehouse Manager for five
years and worked for Simpkins Brothers Engineering for twelve
years. She didn’t go to university, but has studied in her
evenings for a business diploma. She has two children aged 15
and 7 and does not like to work late. She did part of an
introductory in-house computer course some years ago, but it
was interrupted when she was promoted and could no longer
afford to take the time. Her vision is perfect, but her right-hand
movement is slightly restricted following an industrial accident 3
years ago. She is enthusiastic about her work and is happy to
delegate responsibility and take suggestions from her staff.
However, she does feel threatened by the introduction of yet
another new computer system (the third in her time at SBE).
20
Persona (cont.)
• Details matter
– Makes her ‘real’
21
Cultural Probes
Used as one way to gather rich views of an
area without intrusion
•Direct observation
– Sometimes hard
• In the home
• Psychiatric patients, …
•Probe packs
– Items to prompt responses
• E.g. Glass to listen at wall, camera, postcard
– Given to people to open in their own environment
they record what is meaningful to them
•Used to …
– Inform interviews, prompt ideas, enculture designers 22
Scenarios
• Stories for design
• Use and reuse
23
Scenarios
• Stories for design
❑ Communicate with others – other designers, clients
or users. It is easy to misunderstand each other whilst
discussing abstract ideas. Concrete examples of use are
far easier to share.
25
Scenarios (cont.)
• Step-by-step walkthrough
– What can they see (sketches, screen shots) ?
– What do they do (keyboard, mouse etc.) ?
– What are they thinking?
26
Scenario – Movie Player
Brian would like to see the new film “Moments of Significance” and wants
to invite Alison, but he knows she doesn’t like “arty” films. He decides to
take a look at it to see if she would like it and so connects to one of the
movie sharing networks. He uses his work machine as it has a higher
bandwidth connection, but feels a bit guilty. He knows he will be getting
an illegal copy of the film, but decides it is OK as he is intending to go to
the cinema to watch it. After it downloads to his machine he takes out his
new personal movie player. He presses the ‘menu’ button and on the
small LCD screen he scrolls using the arrow keys to ‘bluetooth connect’
and presses the select button. On his computer the movie download
program now has an icon showing that it has recognised a compatible
device and he drags the icon of the film over the icon for the player. On
the player the LCD screen says “downloading now”, a percent done
27
indicator and small whirling icon. … … …
Scenario - Explore the depths
• Explore interaction
– What happens when
• Explore cognition
– What are the users thinking
• Explore architecture
– What is happening inside
28
Navigation
29
the
systems
remove
Navigation Design
add user
user
add
user
30
Levels
• Widget choice
– Menus, buttons etc.
• Screen design
• Environment
– Other apps, O/S
31
Levels of Interaction
32
Think About Structure
• Just in case you haven’t already got the idea, the
place to start when considering the structure of an
application is to think about actual use:
33
Think About Structure (cont.)
• Within a screen
– Later ...
• Local
– Looking from one screen or page out
• Global
– Structure of site, movement between screens
• Wider still
– Relationship with other applications 34
Local
- Looking from one screen or page out
- Much of interaction involves goal-seeking behavior.
- Users have some idea of what they are after and a partial
model of the system.
- In an ideal world if users had perfect knowledge of what they
wanted and how the system worked they could simply take the
shortest path to what they want, pressing all the right buttons
and links.
- However, in a world of partial knowledge users meander
through the system.
- The important thing is not so much that they take the most
efficient route, but that at each point in the interaction they
can make some assessment of whether they are getting closer
to their (often partially formed) goal.
35
Goal Seeking
goal
start
36
Goal Seeking (cont.)
goal
start
37
Goal Seeking (cont.)
goal
start
38
Goal Seeking (cont.)
goal
start
39
Four Golden Rules
40
Where You Are – Breadcrumbs
live links
to higher
levels
41
What you can do – Links
• What can be pressed or clicked to go somewhere or do
something.
• Some web pages are particularly bad in that it is unclear
which images are pure decoration and which are links to take
you somewhere.
• On the web the standard underlined links make it clear which
text is clickable and which is not.
• However, in order to improve the appearance of the page
many sites change the color of links and may remove the
underline too.
• This is especially confusing if underline is then used as
simple emphasis on words that are not links!
• The trade-off between appearance and ease of use may mean
that this is the right thing to do, but you should take care
before confusing the user needlessly.
42
Where You Are Going -
Beware The Big Button Trap
the thing
more things from
outer space
44
Where You Are Going – Modes (cont.)
• Lock to prevent accidental use …
• This is the way the various screens, pages or device states link
to one another.
• One way to organize a system is in some form of hierarchy.
• This is typically organized along functional boundaries (that is,
different kinds of things), but may be organized by roles, user
type, or some more esoteric breakdown such as modules in an
educational system.
The system
• Deep is difficult!
• Misuse of miller’s 7 ± 2
– Short term memory, not menu size
• Optimal?
– Many items on each screen
– But structured within screen
48
see /e3/online/menu-breadth/
Network Diagrams
main remove
confirm
screen user
add user
main remove
confirm
screen user
add user
Wider Still
• Between applications
• And beyond ...
51
Wider Still (cont.)
• Style issues
– Platform standards, consistency
• Functional issues
– Cut and paste
• Navigation issues
– Embedded applications
53
Dix , Alan
✔
Finlay, Janet
Abowd, Gregory
Beale, Russell
ABCDEFGHIJKLM
NOPQRSTUVWXYZ 54
Basic Principles
• Ask
55
Available Tools
• Grouping of items
• Order of items
• Decoration - fonts, boxes etc.
• Alignment of items
• White space between items
56
Grouping And Structure
Order details:
item quantity cost/item cost
size 10 screws (boxes) 7 3.71 25.97
…… … … …
57
Order Of Groups And Items
• Instructions
– Beware the cake recipie syndrome!
… Mix milk and flour, add the fruit after beating them
58
Decoration
ABCDEFGHIJKLM
NOPQRSTUVWXYZ
59
Alignment - Text
✔
Alan Dix
Janet Finlay Dix , Alan
Gregory Abowd Finlay, Janet
✔
Russell Beale Abowd, Gregory
Beale, Russell
Alan Dix
Janet Finlay
Gregory Abowd
Russell Beale
61
Alignment - Numbers
532.56
think purpose!
179.3
256.317
which is biggest? 15
73.948
1035
3.142
497.6256
62
Alignment – Numbers (cont.)
visually:
627.865
long number = big number 1.005763
382.583
align decimal points 2502.56
or right align integers 432.935
2.0175
652.87
56.34
63
Multiple Columns
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
64
Multiple Columns - 2
• use leaders
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
65
Multiple Columns - 3
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
66
Multiple Columns - 4
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
67
White Space - The Counter
• In typography the space between the letters is called the
counter.
• In painting this is also important and artists may focus as
much on the space between the foreground elements such as
figures and buildings as on the elements themselves.
• Often the shape of the counter is the most important part of
the composition of a painting and in calligraphy and
typography the balance of a word is determined by giving an
even weight to the counters.
68
White Space - The Counter
(cont.)
69
Space To Separate
70
Space To Structure
71
Space To Highlight
72
Physical Controls
• grouping of items
–defrost
defrostsettings
settings
– type of food
type of food
– time to cook
time to cook
73
Physical Controls (cont.)
• grouping of items
• order of items
1)
1) typeofofheating
type heating
2) temperature 1
2) temperature
3) time to cook
3)
4) time
startto cook
2
4) start
3
4 74
Physical Controls (cont.)
• grouping of items
• order of items
• decoration
– different colours
different colours for
for different functions
different functions
– lines around related
lines around related
buttons
buttons (temp up/down)
75
Physical Controls (cont.)
• grouping of items
• order of items
• decoration
• alignment
– centered text in buttons
centred text
? easy to in buttons
scan ?
? easy to scan ?
76
Physical Controls (cont.)
• grouping of items
• order of items
• decoration
• alignment
• white space
– gaps to aid grouping
gaps to aid grouping
77
User Action And Control
• Entering information
• Knowing what to do
• Affordances
78
Entering Information
Name: Alan Dix
Address: Lancaster
• Forms, dialogue boxes
✔
– Presentation + data input
– Similar layout issues Name: Alan Dix
– Alignment - N.B. Different label lengths Address: Lancaster
• Logical layout
– Use task analysis (ch15)
– Groupings
?
Name: Alan Dix
Address: Lancaster
79
N.B. see extra slides for widget choice
Knowing What To Do
• What is active what is passive
– Where do you click
– Where do you type
• Consistent style helps
– E.g. Web underlined links
• Labels and icons
– Standards for common actions
– Language – bold = current state or action
80
Affordances
mug handle
• Psychological term
‘affords’
• For physical objects grasping
– Shape and size suggest actions
• Pick up, twist, throw
– Also cultural – buttons ‘afford’ pushing
• For screen objects
– Button–like object ‘affords’ mouse click
– Physical-like objects suggest use
• Culture of computer use
– Icons ‘afford’ clicking
– Or even double clicking … not like real buttons!
81
Appropriate Appearance
• Presenting Information
• Aesthetics And Utility
• Colour And 3D
• Localisation & Internationalisation
82
Presenting Information
• Purpose matters
– Sort order (which column, numeric alphabetic)
– Text vs. Diagram
– Scatter graph vs. Histogram
83
Aesthetics And Utility
84
Aesthetics And Utility (cont.)
85
Colour And 3D
• Both often used very badly!
• Colour
– Older monitors limited palette
– Colour over used because ‘it is there’
– Beware colour blind!
– Use sparingly to reinforce other information
• 3D effects
– Good for physical information and some graphs
– But if over used …
e.g. Text in perspective!! 3d pie charts
86
Bad Use Of Color
87
Across Countries And Cultures
• Localisation & internationalisation
– Changing interfaces for particular cultures/languages
• Globalisation
– Try to choose symbols etc. That work everywhere
✔ 88
Iteration And Prototyping
Getting better …
… and starting well
89
Prototyping
OK?
evalu
design prototype done!
ate
re-design
90
Pitfalls of Prototyping
92