Chapter 1 What Is Interaction Design
Chapter 1 What Is Interaction Design
Chapter 1
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Chapter-1 What is Interaction Design?
1.1 Introduction
1.2 Good and poor design
1.3 What is interaction design
1.4 The user experience
1.5 The process of interaction design
1.6 Interaction design and the user experience
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Introduction
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1.2 Good and poor design
Develop interactive
products that are usable
Easy to learn
Effective to use
Providing enjoyable experience
What is problematic
with this voice mail
system
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(ii) Remote control device
different
Clearly labeled
Designed with a dizzying array
Logically arranged
Difficult to find the right ones
Easy to locate and
Frustrating for those who need
use
to put their reading glasses
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1.2.1 What to design Interactive products requires consideration
Who is going to be using them
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Bad designs
– Elevator controls and labels on the bottom row
all look the same, so it is easy to push a label
by mistake instead of a control button
From: www.baddesigns.com
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Why is this vending machine
so bad?
• Need to push button
first to activate
reader
• Contravenes well
From: www.baddesigns.com known convention
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Good and bad design
• What is wrong with
the remote on the
right?
• Why is the TiVo
remote so much
better designed?
– Peanut shaped to fit in
hand
– Logical layout and color-
coded, distinctive
buttons
– Easy to locate buttons
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What to design
• Need to take into account:
– Who the users are
– What activities are being carried out
– Where the interaction is taking place
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Novel interface
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Activity
• How does making a call differ when
using a:
– Cell phone
– Public phone box?
• Consider the kinds of user, type of
activity and context of use
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Cell phone Public phone
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What is interaction design?
• Designing interactive products to support
the way people communicate and interact
in their everyday and working lives
– Sharp, Rogers and Preece (2011)
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1.3 What is interaction
design
User experience
that augment
the way people,
work,
communicate ,
and interact
Interactive
product
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Goals of interaction design
• Develop usable products
– Usability means easy to learn, effective to
use and provide an enjoyable experience
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Which kind of design?
• Number of other terms used emphasizing
what is being designed, e.g.
– user interface design, software design, user-centered
design, product design, web design, experience design
(UX)
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HCI and interaction design
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Relationship between ID, HCI
and other fields
• Design practices contributing to ID:
– Graphic design
– Product design
– Artist-design
– Industrial design
– Film industry
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Relationship between ID, HCI
and other fields
• Interdisciplinary fields in interaction design:
– HCI
– Ubiquitous Computing (Being or seeming to be everywhere at the
same time; omnipresent)
– Human Factors
– Cognitive Engineering
– Cognitive Ergonomics
– Computer Supported Co-operative Work
– Information Systems
Ubiquitous :Being
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24 at the same time; omnipresent
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Working in multidisciplinary
teams
• Many people from different
backgrounds involved
• Different perspectives
and ways of seeing
and talking about things
• Benefits
– more ideas and designs
generated
• Disadvantages
– difficult to communicate and
progress forward the designs being create
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Interaction design in business
• Increasing number of ID consultancies,
examples of well known ones include:
– Nielsen Norman Group: “help companies enter the age of the
consumer, designing human-centered products and services”
– Cooper: ”From research and product to goal-related design”
– Swim: “provides a wide range of design services, in each case
targeted to address the product development needs at hand”
– IDEO: “creates products, services and environments for
companies pioneering new ways to provide value to their
customers”
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What do professionals do in the
ID business?
• interaction designers - people involved in the design of all
the interactive aspects of a product
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The User Experience
• How a product behaves and is used by people
in the real world
– the way people feel about it and their pleasure and
satisfaction when using it, looking at it, holding it, and opening
or closing it
– “every product that is used by someone has a user
experience:
– newspapers, ketchup bottles, reclining armchairs, cardigan
sweaters.” (Garrett, 2003)
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The iPod Nano Touch
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Why was the iPod user
experience such a success?
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What is involved in the process
of interaction design
• Establishing requirements
• Developing alternatives
• Prototyping
• Evaluating
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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
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Why go to this length?
• Help designers:
– understand how to design interactive products
that fit with what people want, need and may
desire
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Anna, IKEA online sales agent
• Designed to be
different for UK and US
customers
• What are the differences
and which is which?
• What should Anna’s
appearance be like
for other countries,
like India, South Africa,
or China?
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Usability
Easy to learn
Effective to use
Enjoyable
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Usability goals
• Effective to use: how good a product is at doing what it is supposed to do
• Efficient to use: the way a product support users in carrying out their task.
• Safe to use: protecting the user from dangerous conditions and undesirable situation.
• Have good utility: the product provides the right kind of functionality. The
users can do what they need or want to do.
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Activity on usability
Undesirable aspects
boring unpleasant
frustrating patronizing
making one feel guilty making one feel stupid
annoying cutesy
childish gimmicky
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Usability and user experience
goals
• Selecting terms to convey a person’s feelings,
emotions, etc., can help designers understand the
multifaceted nature of the user experience
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Visibility: the more visible function are, the more likely it is that the users will be able to
know what to do next.
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Visibility
…you need to insert your room card in the slot by the buttons
to get the elevator to work!
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What do I do if I am wearing
black?
• Invisible automatic
controls can make it
more difficult
to use
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Feedback
• Sending information back to the user about what
has been done and what has been accomplished,
allowing person to continue with the activity
“ccclichhk”
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Constraints
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Logical or ambiguous design?
• top or bottom
connector?
From: www.baddesigns.com
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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
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When consistency breaks down
• What happens if there is more than one command
starting with the same letter?
– e.g. save, spelling, select, style
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Internal and external
consistency
• Internal consistency refers to designing
operations to behave the same within an
application
– Difficult to achieve with complex interfaces
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Keypad numbers layout
1 2 3 7 8 9
4 5 6 4 5 6
7 8 9 1 2 3
0 0
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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
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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
– Physical affordances:
How do the following physical objects
afford? Are they obvious?
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Activity
– Virtual affordances
How do the following screen objects afford?
What if you were a novice user?
Would you know what to do with them?
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Key points
• Interaction design is concerned with designing
interactive products to support the way people
communicate and interact in their everyday and
working lives
• It is concerned with how to create quality user
experiences
• It requires taking into account a number of
interdependent factors, including context of use,
type of activities, cultural differences, and user
groups
• It is multidisciplinary, involving many inputs from
wide-reaching disciplines and fields
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Understanding users’ needs
• Need to take into account what people are
good and bad at
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ACTIVITY 1.1
How does making a phone call differ when using:
1)A public phone box
2)A cell phone
3)Comment
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ACTIVITY 1.1
Apple s classic generation of iPods (e.g Touch, Nano, Suffle) have been
a phenomenal success. How do you think this happened
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ACTIVITY 1.1
How long do you think it should take to learn how to use the following interactive
products and how long does it actually take most people to learn them? How
memorable are they
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