Chapter One - ID
Chapter One - ID
5
1.1.1 Bad designs
1.1.1 Bad designs
Norman Door
A Norman Door is a door whose design tells the person to do the
opposite of what they're actually supposed to do.
8
Norman Door
10
a) What is wrong with the Apex remote?
b) Why is the TiVo remote much better designed than standard
remote controls?
12
13
• Designing interactive products to support the
way people communicate and interact in their
everyday and working lives
– Sharp, Rogers and Preece (2007)
15
• Develop usable products
– Usability means easy to learn,
effective to use and provide an
enjoyable experience
• Involve users in the design process
16
• 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
17
18
• Academic disciplines contributing
to ID:
– Psychology
– Social Sciences
– Computing Sciences
– Engineering
– Ergonomics
– Informatics
19
• Design practices contributing to
ID:
– Graphic design
– Product design
– Artist-design
– Industrial design
– Film industry
20
• Interdisciplinary fields that ‘do’
interaction design:
– HCI
– Human Factors
– Cognitive Engineering
– Cognitive Ergonomics
– Computer Supported Co-operative Work
– Information Systems
21
• 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
22
23
• 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
can design for a user experience
24
25
•
•
• 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
27
• 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
28
- Whether someone is disabled changes over time
with age, or recovery from an accident.
33
• 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?
34
35
1) Effective to use
2) Efficient to use
3) Safe to use
5) Easy to learn
38
• 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
39
40
• 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!
41
…with this elevator, you need to insert your room card in the slot
by the buttons to get the elevator to work!
42
• Invisible automatic controls can make it
more difficult to use.
43
• Sending information back to the user about
what has been done
• Includes sound, highlighting, animation and
combinations of these
“ccclichhk”
44
• Restricting the possible actions that can be
performed
• Helps prevent user from selecting incorrect options
45
Logical or ambiguous design?
• Where do you plug the mouse?
49
How to design them more logically
50
• 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
51
When consistency breaks down
• What happens if there is more than one
command starting with the same letter?
– e.g. save, spelling, select, style
52
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
53
Keypad numbers layout
54
• 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
55
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
56
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?
57
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
58