IxD#1 - Introduction To IxD - Interaction Design
IxD#1 - Introduction To IxD - Interaction Design
• HCI
• Computer graphics
• Visualisation
Slide 2
COURSE TEXT? COVERS ≈ 50% OF
COURSE
Slide 3
TOPICS COVERED THIS
LECTURE (LECTURE 1)
• Interaction design, User experience, User
experience goals, design principles
• IxD activities: Discovering requirements,
Designing alternatives, Prototyping and
Evaluating
• This part of the module is taken from the
main text book for the module, the latest
release from 2019. This lecture focuses on
chapters 1 and 2.
Slide 4
WHAT IS INTERACTION DESIGN?
• Interaction Design (IxD) defines the structure and behaviour
of interactive systems. Interaction designers strive to create
meaningful relationships between people and the products
and services that they use, from computers to mobile devices
to appliances and beyond. Our practices are evolving with the
world.
The Interaction Design Association @ ixda.com
Slide 5
THE GOOD, THE
BAD …
• How many of the interactive devices that you use are easy,
effortless and enjoyable?
https://uxdesign.cc/analyzing-elevator-controls-using-nielsen-normans-usability-heuristics-53e385fa8003
• People would not make the same mistake for the controls in
the last example. Why not?
• Another good example of bad design is drakes circus lifts –
have you ever got out at the wrong one?
WHY IS THIS VENDING MACHINE
SO BAD?
• Need to push button
first to activate reader
• Contravenes well
known convention
www.baddesigns.com (accessed 18/11/20)
GOOD
DESIGN
• This is a classic: like ‘hello world’ is to programming
• Marble answering machine (Bishop, 1992)
• Based on how everyday objects behave
• Easy, intuitive, and a pleasure to use
• Only requires one-step actions to perform core tasks
Durrell Bishop's
answerphone:
vimeo.com/19930744
GOOD DESIGN – THE TIVO
REMOTE
• Why was the TiVo remote so successful
compared to standard remote controls?
• Peanut shaped to fit in hand
• Logical layout and colour-coded, distinctive
buttons, Easy-to-locate buttons
• What did TiVo do differently?
• They took time and effort to follow a user-
centred design process. They involved
potential users throughout the design
progress getting feedback
• Avoided “buttonitis”- where teams overwhel m
users with a button for everything Click here for the
• They received design awards for the story of a peanut
design.
DILEMM
A
• Which is the best way to interact with a smart TV? Why?
• Pecking using a grid keyboard via a remote control
• Swiping across two alphanumeric rows using a
touchpad on a remote control
• Voice control using remote or smart speaker
WHAT TO
DESIGN
• Need to take into account:
• Who the users are
• What activities are being carried out
• Where interaction is taking place
• Need to optimize the interactions users have
with a product:
• So that they match the users’ activities and
needs
Goals of interaction design
• Develop usable products
• Usability means easy to learn, effective to use, and
provides an enjoyable experience
• Involve users in the design process
WHICH KIND OF
DESIGN?
• Number of other terms used
emphasizing what is being designed,
for example:
• User interface design, software
design, user-centred design,
product design, web design,
experience design (UX)
• Interaction design is the umbrella
term covering all of these aspects:
• Fundamental to all disciplines,
fields, and approaches concerned https://en.wikipedia.org/wiki/Interactive_desi
gn#/media/File:Interactive_design_in_relation
with researching and designing _to_other_fields_of_study.jpg
• Effective to use
• Efficient to use
http://www.79er.com/blog/articles/Usability-best-practice-for-UX-design.php
• Safe to use
• Have good utility (it works)
• Easy to learn
• Easy to remember how to use
USABILITY AND USER EXPERIENCE GOALS
www.baddesigns.com
YOU COULD ….
www.baddesigns.com
HOW TO DESIGN THEM MORE
LOGICALLY
FROM this .. To this …
A B (A) provides direct
adjacent mapping
between icon and
connector
Virtual affordances
• How do these screen objects afford?
• What if you were a novice user? Would you
know what to do with them?
FOLLOW THE PROCESS … WELL ONE OF THEM …
• It is a process focused on
• discovering requirements
• designing to fulfil requirements
• producing prototypes and
• evaluating them
• Focused on users and their goals
• Involves trade-offs to balance
conflicting requirements
• Generating alternatives
• choosing between them is key
• Four approaches: user-centred
design, activity-centered design,
systems design, and genius design
THE DOUBLE DIAMOND OF
DESIGN
https://productfolio.com/double-diamond/
UNDERSTANDING THE
PROBLEM SPACE
• Explore
• What is the current user experience?
http://marli.us/clear-language-goals/
• Why is a change needed?
• How will this change improve the situation?
• Expectation management
• Realistic expectations
• No surprises, no disappointments
http://phil-makingchange.blogspot.com/2014/10/7-
ways-to-manage-expectations-during.html
• Timely training
• Communication, but no hype
• Ownership
• Make the users active stakeholders (bit like having an
insurance policy)
• More likely to forgive or accept problems (that
relationship is very important)
• Can make a big difference in acceptance and success
of product
DEGREES OF USER
INVOLVEMENT
• Member of the design team
• Full time: constant input, but lose touch with COVID
users lockdown
• Part time: patchy input, and very stressful restrictions
• Short term: inconsistent across project life have finally
changed my
• Long term: consistent, but lose touch with users opinion on
• Face-to-face group or individual activities this (but
face-to-face
• Online contributions from thousands of users still best)
• Online Feedback Exchange (OFE) systems
• Crowdsourcing design ideas
• Citizen science
• User involvement after product release
WHAT IS A USER-CENTERED
APPROACH?
• User-centered approach is based on:
• Early focus on users and tasks: directly studying
cognitive, behavioral, anthropomorphic (having human
characteristics), and attitudinal characteristics
• Empirical measurement: users’ reactions and
performance to scenarios, manuals, simulations, and
prototypes are observed, recorded, and analysed
• Iterative design: when problems are found in user
testing, fix them and carry out more tests
FOUR BASIC ACTIVITIES OF
INTERACTION DESIGN MORE ON
THESE NEXT WEEK
• Discovering requirements
• Designing alternatives
• Prototyping alternative designs
• Evaluating product and its user experience throughout
Comparison
elicits a
greater depth of
feedback
KEY
POINTS
• Interaction design is concerned with designing interactive
products to support how people communicate and interact
in their everyday and working lives
• It is concerned with how to create quality user experiences
for services, devices, and interactive products
• It is multidisciplinary, involving many inputs from wide-
reaching disciplines and fields
• Optimizing the interaction between users and interactive
products requires consideration of a number of
interdependent factors, including context of use, types of
activity, UX goals, accessibility, cultural differences, and user
groups.
• Design principles, such as feedback and simplicity, are
useful heuristics for informing, analyzing, and evaluating
aspects of an interactive product.
THESE ARE THE
LIFEBLOOD OF IXD
• Four basic activities in interaction design process
• Discovering requirements
• Designing alternatives
• Prototyping
• Evaluating
• User-centered design rests on three principles
• Early focus on users and tasks
• Empirical measurement using quantifiable and
measurable usability criteria
• Iterative design
Any question?
Would you like to share your feedback?
Thank you
Scribble here (in white box)