LESSON 1 - TOPIC 3 - Interaction Design
LESSON 1 - TOPIC 3 - Interaction Design
INTERA CT IVE D ES I G N
INTERACTION DESIGN
•Designing interactive products to support the way
people communicate and interact in their everyday and
working lives.
•It is about creating user experiences that enhance and
augment the way people work, communicate, and
interact.
•Designing spaces for human communication and
interaction.
INTERACTION DESIGN
•By interaction design, we mean designing interactive
products to support people in their everyday and
working lives.
•In particular, it is about creating user experiences that
enhance and extend the way people work,
communicate and interact. It was described as the
design of spaces for human communication and
interaction (Winograd, 1997). In this sense, it is about
finding ways of supporting people.
IS INTERACTION DESIGN BEYOND HCI?
•Interaction Design is concerned with the theory,
research, and practice of designing user experiences for
all manner of technologies, systems, and products.
While Human Computer Interaction is concerned with
the design, evaluation, and implementation of
interactive computing systems for human use and with
the study of major phenomena surrounding them.
WHO IS INVOLVED IN INTERACTION
DESIGN?
•Designers
They should know many different things about users,
technologies, and interactions between them
They need to understand how people act and react to
events.
How they communicate and interact with each other
Create engaging user experiences
Understand how emotions work, what is meant by
aesthetics, desirability, and the role of narrative in human
experience.
WHO IS INVOLVED IN INTERACTION
DESIGN?
•Developers
Understand the business side, the technical side, the
manufacturing side, and the marketing side.
osatisfying omotivating
oenjoyable oaesthetically pleasing
ofun osupportive of creativity
oentertaining orewarding
ohelpful oemotionally fulfilling
DESIGN PRINCIPLES
• Visibility
The more visible functions are, the more likely users will be
able to know what to do next. In contrast, when functions are
"out of sight," it makes them more difficult to find and know
how to use.
• Feedback
The related to the concept of visibility is feedback. Feedback
is about sending back information about what action has been
done and what has been accomplished, allowing the person to
continue with the activity. Using feedback in the right way can
also provide the necessary visibility for user interaction.
DESIGN PRINCIPLES
• Constraints
The design concept of constraining refers to determining ways of
restricting the kind of user interaction that can take place at a given
moment. One of the advantages of this form of constraining is it
prevents the user from selecting incorrect options and thereby
reduces the chance of making a mistake. It is classified into 3
categories:
Physical constraints refer to the way physical objects restrict the
movement of things.
Logical constraints rely on people's understanding of the way the
world works.
Cultural constraints rely on learned conventions, like the use of red
for warning, the use of certain kinds of audio signals for danger, and
the use of the smiley face to represent happy emotions.
DESIGN PRINCIPLES
• Mapping
This refers to the relationship between controls and their
effects in the world.
• Consistency
This refers to designing interfaces to have similar operations
and use similar elements for achieving similar tasks. In
particular, a consistent interface is one that follows rules, such
as using the same operation to select all objects.
Good example of external consistency is the user interface of
adobe products. Once you know photoshop it is much easier to
reuse the same knowledge to start using illustrator and so on.
DESIGN PRINCIPLES
•Affordance
Affordance is a term used to refer to an attribute of an
object that allows people to know how to use it. At a very
simple level, to afford means "to give a clue". When the
affordances of a physical object are perceptually obvious
it is easy to know how to interact with it.
HEURISTICS AND USABILITY PRINCIPLES
When design principles are used in practice they are commonly
referred to as heuristics. This term emphasizes that something has
to be done with them when they are applied to a given problem. In
particular, they need to be interpreted in the design context,
drawing on past experience of, for example, how to design
feedback and what it means for something to be consistent.
Another form of guidance is usability principles. These are
quite similar to design principles, except that they tend to be more
prescriptive. In addition, whereas design principles tend to be used
mainly for informing a design, usability principles are used mostly
as the basis for evaluating prototypes and existing systems. In
particular, they provide the framework for heuristic evaluation.
HEURISTICS AND USABILITY PRINCIPLES
Ten main usability principles
1. Visibility of system status-always keep users informed about
what is going on, through providing appropriate feedback within
reasonable time.
2. Match between system and the real world-speak the users'
language, using words, phrases and concepts familiar to the
user, rather than system oriented terms.
3. User control and freedom-provide ways of allowing users to
easily escape from places they unexpectedly find themselves,
by using clearly marked 'emergency exits'.
4. Consistency and standards-avoid making users wonder whether
different words, situations, or actions mean the same thing.
HEURISTICS AND USABILITY PRINCIPLES
5. Help users recognize, diagnose, and recover from errors-use plain
language to describe the nature of the problem and suggest a way of
solving it.
6. Error prevention-where possible prevent errors occurring in the first
place.
7. Recognition rather than recall-make objects, actions, and options visible.
8. Flexibility and efficiency of use-provide accelerators that are invisible to
novice users, but allow more experienced users to carry out tasks more
quickly.
9. Aesthetic and minimalist design-avoid using information that is irrelevant
or rarely needed.
10.Help and documentation-provide information that can be easily searched
and provides help in a set of concrete steps that can easily be followed.
END OF PRESENTATION