HFE Lecture-7 N 8
HFE Lecture-7 N 8
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What is interaction design?
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Basic activities in Interaction Design
There are four basic activities in Interaction Design:
4. Evaluating designs
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Key characteristics
• Three key characteristics permeate these four activities:
2. Identify, document and agree specific usability and user experience goals
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Example of bad and good design
• 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?
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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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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
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Who are the users / Stakeholders?
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What are the users’ capabilities?
• Humans vary in many dimensions:
• Size of hands may affect the size and positioning of input buttons
• Motor abilities may affect the suitability of certain input and output devices
• Height if designing a physical kiosk
• Strength - a child’s toy requires little strength to operate, but greater strength to
change batteries
• Disabilities(e.g. sight, hearing, dexterity)
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From HCI to Interaction Design
• Human-computer interaction(HCI) is:
• “Concerned with the design, evaluation and implementation of interactive
computing systems for human use and with the study of major phenomena
surrounding them”
• Increasingly, more application areas, more technologies and more issues to consider
when designing ‘interfaces’
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What are ‘needs’?
• Users rarely know what is possible
• Users can’t tell you what they ‘need’ to help them achieve their goals
• Instead, look at existing tasks:
• Their context
• What information do they require?
• Who collaborates to achieve the task?
• Why is the task achieved the way it is?
• Envisioned (Imagination) tasks:
• Can be rooted in existing behaviour
• Can be described as future scenarios
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Where do alternatives come from?
• Designers are trained to consider alternatives, software people generally are not
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Core characteristics of interaction design
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How do you choose among alternatives?
• Evaluation with users or with peers, e.g. prototypes
• Technical feasibility: some not possible
• Quality thresholds: Usability goals lead to usability criteria set early on and check
regularly
• Safety: how safe?
• Utility: which functions are superfluous?
• Effectiveness: appropriate support? task coverage, information available
• Efficiency: performance measurements
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Testing prototypes to choose among alternatives
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Usability goals
• Effective to use
• Efficient to use
• Safe to use
• Have good utility
• Easy to learn
• Easy to remember how to use
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Design principles
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Visibility
• This is a control panel for an elevator.
to do?
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Visibility
• You need to insert your room card in the slot by the buttons to get the
elevator to work!
• Provide a big label next to the card reader that flashes when someone
enters
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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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Mapping
• Relationship between controls and their movements and the results in the world
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Mapping
• Why is this a better mapping?
• The control buttons are mapped better onto the sequence of actions of fast rewind,
rewind, play and fast forward
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Activity on mappings
• Which controls go with which rings (burners)?
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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
• 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
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Usability principles
• Similar to design principles, except more prescriptive
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Usability principles
• Visibility of system status
• Match between system and the real world
• User control and freedom
• Consistency and standards
• Help users recognize, diagnose and recover from errors
• Error prevention
• Recognition rather than recall
• Flexibility and efficiency of use
• Aesthetic and minimalist design
• Help and documentation
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Questions
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