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Chapter 1 What Is Interaction Design

The document provides an overview of interaction design, emphasizing the importance of usability and user experience in creating effective interactive products. It discusses the characteristics of good and poor design through examples, outlines the design process, and highlights the need for user involvement. Additionally, it covers the interdisciplinary nature of interaction design and its relevance in various fields, including business and technology.

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0% found this document useful (0 votes)
18 views63 pages

Chapter 1 What Is Interaction Design

The document provides an overview of interaction design, emphasizing the importance of usability and user experience in creating effective interactive products. It discusses the characteristics of good and poor design through examples, outlines the design process, and highlights the need for user involvement. Additionally, it covers the interdisciplinary nature of interaction design and its relevance in various fields, including business and technology.

Uploaded by

Prem Patil
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Topic 1

Chapter 1

What is interaction design?

www.id-book.com 1 ©2011
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

©2011
Introduction

©2011
1.2 Good and poor design

Develop interactive
products that are usable

Easy to learn
Effective to use
Providing enjoyable experience

Two examples of poorly designed products


 voice mail system (in hotels)
Ubiquitous remote control
©2011
(i) Voice mail system Bad design
To find out if you have message

You read and follow the first step:

1. Touch 41: Pls enter room number


2. Touch *, your room number, and #
3. Password? To leave message, type pwd

It takes 6 steps to access a message and 5


steps to leave message

What is problematic
with this voice mail
system

Infuriating (make you furious)


Confusing
Inefficient
Difficult to use
You have to pick up handset to find out
and then go through a series of step
©2011
Good design
• Marble answering
machine (Bishop,
1995)
• Based on how
everyday objects
behave
• Easy, intuitive and a
pleasure to use
• Only requires one-step
actions to perform
core tasks

www.id-book.com 6 ©2011
(ii) Remote control device

different

TiVo remote Standard remote

Buttons are large

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

©2011
1.2.1 What to design Interactive products requires consideration
Who is going to be using them

How they are going to be used

Where they are going to be used


Understand the kind of activities people
are doing when interacting with product
Key
question for How do you optimize the users interaction
interaction with the system, nvironment or product?
design
Extend the users activities in effective,
useful, and usable ways

Taking into account what people are good and bad


Considering what might help people with the way they currently do things
Thinking through what might provide quality user experience
Listening to what people want and getting them involved in the design
Using tried and tested user –based techniques during the design process
©2011
http://www.baddesigns.com

http://www.baddesigns.com/books.html

www.id-book.com 9 ©2011
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

– People do not make same mistake for the


labels and buttons on the top row. Why not?

From: www.baddesigns.com
www.id-book.com 10 ©2011
Why is this vending machine
so bad?
• Need to push button
first to activate
reader

• Normally insert bill


first before making
selection

• Contravenes well
From: www.baddesigns.com known convention
www.id-book.com 11 ©2011
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

www.id-book.com 12 ©2011
What to design
• Need to take into account:
– Who the users are
– What activities are being carried out
– Where the interaction is taking place

• Need to optimize the interactions users


have with a product
– So that they match the users’ activities and
needs

www.id-book.com 13 ©2011
Novel interface

www.id-book.com 14 ©2011
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

www.id-book.com 15 ©2011
Cell phone Public phone

www.id-book.com 16 ©2011
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)

• The design of spaces for human


communication and interaction
– Winograd (1997)

www.id-book.com 17 ©2011
1.3 What is interaction
design
User experience
that augment
the way people,
work,
communicate ,
and interact

Interactive
product

©2011
Goals of interaction design
• Develop usable products
– Usability means easy to learn, effective to
use and provide an enjoyable experience

• Involve users in the design process

www.id-book.com 19 ©2011
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)

• Interaction design is the umbrella term


covering all of these aspects
– fundamental to all disciplines, fields, and approaches
concerned with researching and designing computer-
based systems for people

www.id-book.com 20 ©2011
HCI and interaction design

HCI: Human Computer Interaction


www.id-book.com 21 ©2011
Relationship between ID, HCI
and other fields
• Academic disciplines contributing to
ID: Interaction Design
– Psychology
– Social Sciences
– Computing Sciences
– Engineering
– Ergonomics (The applied science of equipment design)
– Informatics

www.id-book.com 22 ©2011
Relationship between ID, HCI
and other fields
• Design practices contributing to ID:
– Graphic design
– Product design
– Artist-design
– Industrial design
– Film industry

www.id-book.com 23 ©2011
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
www.id-book.com or seeming to be everywhere
24 at the same time; omnipresent
©2011
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

www.id-book.com 25 ©2011
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”

www.id-book.com 26 ©2011
What do professionals do in the
ID business?
• 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 (UX) - people who do all the


above but who may also carry out field studies to inform the
design of products

www.id-book.com 27 ©2011
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)

• Cannot design a user experience, only design


for a user experience
www.id-book.com 28 ©2011
1.4 The user experience

How people feel


about a product
It meant how product and their
behaves and is used pleasure and
by people in the real satisfaction when
world using it

Every product that is used


by someone has user
experience:
Newspapers
Ketchup bottles
Reclining armchairs
Cardigan sweaters

©2011
The iPod Nano Touch

elegant pleasurable cool

www.id-book.com 30 ©2011
Why was the iPod user
experience such a success?

• Quality user experience from the


start

• Simple, elegant, distinct brand,


pleasurable, must have fashion item,
catchy names, cool, etc.,

www.id-book.com 31 ©2011
What is involved in the process
of interaction design

• Establishing requirements

• Developing alternatives

• Prototyping

• Evaluating

www.id-book.com 32 ©2011
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

www.id-book.com 33 ©2011
Why go to this length?
• Help designers:
– understand how to design interactive products
that fit with what people want, need and may
desire

– appreciate that one size does not fit all


e.g., teenagers are very different to grown-ups

– identify any incorrect assumptions they may


have about particular user groups
e.g., not all old people want or need big fonts

– be aware of both people’s sensitivities and


their capabilities
www.id-book.com 34 ©2011
Are cultural differences
important?
• 5/21/2012 versus 21/5/2012?
– Which should be used for international services
and online forms?

• Why is it that certain products, like the


iPod, are universally accepted by people
from all parts of the world whereas
websites are reacted to differently by
people from different cultures?

www.id-book.com 35 ©2011
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?

www.id-book.com 36 ©2011
Usability

Refers to ensuring that interactive products are:

Easy to learn

Effective to use

Enjoyable

www.id-book.com 37 ©2011
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.

• Easy to learn: how easy a system is to learn to use.

• Easy to remember how to use: how easy a product is


to remember how to use, once learned.

www.id-book.com 38 ©2011
Activity on usability

• How long should it take and how long


does it actually take to:

– Using a DVD to play a movie?

– Use a DVD to pre-record two programs?

– Using a web browser tool to create a


website?
www.id-book.com 39 ©2011
User experience goals
Desirable aspects
satisfying helpful fun
enjoyable motivating provocative
engaging challenging surprising
pleasurable enhancing sociability rewarding
exciting supporting creativity emotionally fulfilling
entertaining cognitively stimulating

Undesirable aspects
boring unpleasant
frustrating patronizing
making one feel guilty making one feel stupid
annoying cutesy
childish gimmicky

www.id-book.com 40 ©2011
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

• How do usability goals differ from user experience


goals?

• Are there trade-offs between the two kinds of


goals? e.g. can a product be both fun and safe?

• How easy is it to measure usability versus user


experience goals?
www.id-book.com 41 ©2011
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

www.id-book.com 42 ©2011
Visibility: the more visible function are, the more likely it is that the users will be able to
know what to do next.

• This is a control panel for an elevator

• How does it work?

• Push a button for the floor you want?

• Nothing happens. Push any other


button? Still nothing. What do you
need to do?

It is not visible as to what to do!


From:
www.baddesigns.com

www.id-book.com 43 ©2011
Visibility
…you need to insert your room card in the slot by the buttons
to get the elevator to work!

How would you make this action more visible?

• make the card reader more obvious


• provide an auditory message, that says what to do (which
language?)
• provide a big label next to the card reader that flashes when
someone enters

• make relevant parts visible


• make what has to be done obvious

www.id-book.com 44 ©2011
What do I do if I am wearing
black?
• Invisible automatic
controls can make it
more difficult
to use

www.id-book.com 45 ©2011
Feedback
• Sending information back to the user about what
has been done and what has been accomplished,
allowing person to continue with the activity

• Includes sound, highlighting, animation and


combinations of these

– e.g. when screen button clicked on provides sound or red


highlight feedback:

“ccclichhk”

www.id-book.com 46 ©2011
Constraints

• Restricting the possible actions that can be


performed

• Helps prevent user from selecting


incorrect options

• Physical objects can be designed to


constrain things
– e.g. only one way you can insert a key into a lock

www.id-book.com 47 ©2011
Logical or ambiguous design?

• Where do you plug


the mouse?

• Where do you plug


the keyboard?

• top or bottom
connector?

• Do the color coded


icons help?
From: www.baddesigns.com
www.id-book.com 48 ©2011
How to design them more
logically
(i) A provides direct
adjacent mapping
between icon and
connector

(ii) B provides color


coding to associate
the connectors with
the labels

From: www.baddesigns.com
www.id-book.com 49 ©2011
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
www.id-book.com 50 ©2011
When consistency breaks down
• What happens if there is more than one command
starting with the same letter?
– e.g. save, spelling, select, style

• Have to find other initials or combinations of keys,


thereby breaking the consistency rule
– e.g. ctrl+S, ctrl+Sp, ctrl+shift+L

• Increases learning burden on user, making them


more prone to errors

www.id-book.com 51 ©2011
Internal and external
consistency
• Internal consistency refers to designing
operations to behave the same within an
application
– Difficult to achieve with complex interfaces

• External consistency refers to designing


operations, interfaces, etc., to be the
same across applications and devices
– Very rarely the case, based on different
designer’s preference

www.id-book.com 52 ©2011
Keypad numbers layout

• A case of external inconsistency

(a) phones, remote controls (b) calculators, computer keypads

1 2 3 7 8 9
4 5 6 4 5 6
7 8 9 1 2 3
0 0

www.id-book.com 53 ©2011
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

• Norman (1988) used the term to discuss the


design of everyday objects
• Since has been much popularised in interaction
design to discuss how to design interface objects
– e.g. scrollbars to afford moving up and down, icons to
afford clicking on

www.id-book.com 54 ©2011
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

• Instead interfaces are better conceptualized


as ‘perceived’ affordances
– Learned conventions of arbitrary mappings between
action and effect at the interface
– Some mappings are better than others
www.id-book.com 55 ©2011
Activity

– Physical affordances:
How do the following physical objects
afford? Are they obvious?

www.id-book.com 56 ©2011
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?

www.id-book.com 57 ©2011
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
www.id-book.com 58 ©2011
Understanding users’ needs
• Need to take into account what people are
good and bad at

• Consider what might help people in the way


they currently do things

• Think through what might provide quality user


experiences

• Listen to what people want and get them


involved

• Use tried and tested user-centered methods


www.id-book.com 59 ©2011
Activity 1.1
How does making a phone call differ when
using:
A public phone box
A cell phone

©2011
ACTIVITY 1.1
How does making a phone call differ when using:
1)A public phone box
2)A cell phone

3)Comment

www.id-book.com 61 ©2011
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

www.id-book.com 62 ©2011
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

www.id-book.com 63 ©2011

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