lecture 4 Interaction Design
lecture 4 Interaction Design
Human-Computer Interaction
lecture 4: Interaction Design
R O S E - M A RY O W U S U A A M E N S A H G Y E N I N G
Overview
In this chapter we will think about interaction design.
Note that we are not just thinking about the design of interactive systems, but
about the interaction itself.
Scenario
An office has just got a new electric stapler. It is connected to the mains electricity
and is hard to move around, so when you want to staple papers together you go to the
stapler. In the past when someone wanted to staple things they would take the stapler
to their desk and keep it until someone else wanted it. You might write a letter, print
it, staple it, write the next letter, staple it, and so on. Now you have to take the letters
to be stapled across the office, so instead you write–print, write–print until you have
a pile of things to staple and then take them across. The stapler influences the whole
pattern of interaction
SLIDES BASED ON DIX, ALAN, ET AL. "HUMAN-COMPUTER INTERACTION." (2000). 2
Interaction Design
So, interaction design is not just about the artifact that is produced, whether a physical
device or a computer program, but about understanding and choosing how that is going
to affect the way people work.
understand people
– psychological, social aspects, human error.
Specification (Stage 1)
Generally, each iteration of the interaction design approach involves four distinct
phases.
First, designers working in teams try to understand the context in which users may
use a system.
Then, they identify and specify the users’ requirements
In most cases, the user requirements cannot all be fixed at the beginning of the
project.
You have to be prepared to identify new requirements and to refine or reject
the existing ones throughout the design process.
Do you understand
the scenario on this
slide?
Think: What information is required? What comparisons may the user need
to make? In what order are things likely to be needed?
Design: Form follows function: let the required interactions drive the layout.
This can then drive the second task – thinking about structure.
Here we will consider two main kinds of issue:
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.
Breadcrumbs example
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.
Be consistent
This is especially confusing if underline is then used as simple emphasis on words that
are not links!
SLIDES BASED ON DIX, ALAN, ET AL. "HUMAN-COMPUTER INTERACTION." (2000). 33
: Global structure – hierarchical
Navigation Design
organization
The overall structure of an application represents the way various screens, pages
or device states link to one another.
organization
the system
For example, when collecting information from customers during a purchase order,
we can use multiple levels of structure as shown below.
Order Details:
Administrative information
◦ Billing details
◦ Delivery details
Order information
◦ Order line 1
◦ Order line 2
SLIDES BASED ON DIX, ALAN, ET AL. "HUMAN-COMPUTER INTERACTION." (2000). 36
Order of groups and items
If we look at multiple levels structure on the previous slide again, we can see that
the screen seems to naturally suggest reading or filling in the billing details first,
followed by the delivery details, followed by the individual order items. Is this
the right order?
In general we need to think: what is the natural order for the user?
(ii) ‘leaders’ – lines of dots linking the (iii) using soft tone colors behind
columns; and rows or columns.
This often starts early on with paper designs and storyboards being
demonstrated to colleagues and potential users.
Later in the design process, one might use mockups of physical devices or
tools to create prototype versions of software.
SLIDES BASED ON DIX, ALAN, ET AL. "HUMAN-COMPUTER INTERACTION." (2000). 46
Prototypes
Description: Prototypes range from low-fidelity interactive models to
high-fidelity simulations of the final product. These tools allow designers
to create interactive versions of their ideas, testing functionality and user
flow.
• Tools: Figma, Axure RP, Adobe XD,
• Benefits: Provides a realistic representation of how the final UI will
work, enabling early testing of usability and interaction design.
Color Guidelines
https://web.cs.wpi.edu/~dcb/courses/CS3041/Color-guidelines.html
And use it to answer these questions. Submit on the v-class. Check online for the submission deadline
1. Throwaway
2. Incremental
3. evolutionary