CHAPTER 1
WHAT IS INTERACTION DESIGN?
WHATTO 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
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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
 Think through what might provide quality user experiences
 Listen to what people want and get them involved
 Use tried and tested user-centered methods
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WHAT IS INTERACTION DESIGN?
 “Designing interactive products to support the way people
communicate and interact in their everyday and working
lives.”
 Preece, Sharp and Rogers (2015)
 “The design of spaces for human communication and
interaction.”
 Winograd (1997)
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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
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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
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HCI AND INTERACTION DESIGN
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RELATIONSHIP BETWEEN ID, HCI AND
OTHER FIELDS
Academic disciplines contributing to ID:
 Psychology
 Social Sciences
 Computing Sciences
 Engineering
 Ergonomics
 Informatics
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RELATIONSHIP BETWEEN ID, HCI AND
OTHER FIELDS
Design practices contributing to ID:
 Graphic design
 Product design
 Artist-design
 Industrial design
 Film industry
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RELATIONSHIP BETWEEN ID, HCI AND
OTHER FIELDS
Interdisciplinary fields that ‘do’ interaction design:
 HCI
 Ubiquitous Computing
 Human Factors
 Cognitive Engineering
 Cognitive Ergonomics
 Computer Supported Co-operative Work
 Information Systems
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BAD INTERFACES
 Encumbering
 Confusing
 Slow
 Trust (ex. windows
crashing)
 What makes it hard?
 Varies by culture
 Multiple platforms
 Variety of users
SO HOW DOYOU AVOID BAD
DESIGN?
 Activity
 Design the ultimate fast food drive thru
From: http://pigjockey.com/wp-content/uploads/2009/10/mcdonalds-6.jpg
DIDYOUR DESIGN SUPPORT?
 A customer who can’t read English?
 A customer who is hearing impaired?
 A customer who has never eaten a hamburger
before?
 A customer who is health conscious?
 A customer who has an IQ of less than 80?
 A customer who is over 7’ tall
 Did you design an interface for you?
 Is not that what someone already did?
GOOD DESIGN
 You can’t create one just by sitting around and
dreaming one up
 Rely on
 Known design solutions
 User evaluations
 Must provide
 Usability
 Universality
 Usefulness
REQUIREMENTS ANALYSIS
• In designing a building I want inhabitants to move between floors
1. Ascertain users’ needs
2. Ensure proper reliability
3. Promote appropriate standardization, integration, consistency, and
portability
4. Complete projects on schedule and within budget
ASCERTAIN USER’S NEEDS
 Define tasks
 Tasks
 Subtasks
 Frequency
 Frequent
 Occasional
 Exceptional
 Repair
 Ex: Difference between a
bike, a car and an airplane
Images from: http://www.dexigner.com/news/25736
http://carseatblog.com/wp-content/uploads/2010/07/airplane.jpg
http://prafulla.net/wp-content/sharenreadfiles/2013/01/374828/Finnjet_car_Germany.jpg
ENSURE RELIABILITY
⚫Actions function as specified
⚫Data displayed must be correct
⚫Updates done correctly
⚫Leads to trust! (software, hardware, information) –
case: 1994 Pentium FDIV bug
⚪Cost to Intel: $475 million
⚫Privacy, security, access, data destruction, tampering
STANDARDIZATION, INTEGRATION, CONSISTENCY,
PORTABILITY
⚫Standardization – common user-interface features
across multiple applications
⚪Apple
⚪Web
⚪Windows
⚪Smart phones
⚫Integration – product should run across application
packages
⚪file formats
⚫Consistency – common action sequences, terms, units,
layouts, color, typography within an application
⚫Portability – allow user to convert data and interfaces
across multiple hardware and software environments
⚪Word/HTML/PDF/ASCII/Flash
USABILITY MEASURES
 How can we measure the
‘goodness’ of an interface?
 What are good metrics?
 ISO 9241
 Effectiveness
 Efficiency
 Satisfaction
 Shneiderman
 Time to learn
 Speed of performance
 Rate of errors
 Retention over time
 Subjective satisfaction
Images from: http://www.eoncc.com/telephones.htm
http://www.seriouswheels.com/2008/2008-Pontiac-G8-GT-Show-Car-Dashboard-1280x960.htm
USABILITY MOTIVATIONS
 Life-Critical systems
 Applications: air traffic, nuclear reactors, military, emergency
dispatch
 Requirements: reliability and effectiveness (even under stress)
 Not as important: cost, long training, satisfaction, retention
 Industrial and Commercial Use
 Applications: banking, insurance, inventory, reservations
 Requirements: ease of use/learning to reduce training costs,
multiple languages, multiplatform, speed of performance
 Office, Home, and Entertainment
 Applications: email, games, search engines, cell phones
 Requirements: Ease of learning/use/retention, error rates,
satisfaction (competition is fierce)
•Time to learn
•Speed of performance
•Rate of errors
•Retention over time
•Subjective satisfaction
USABILITY MOTIVATIONS
 Exploratory, Creative, Collaborative
 Applications: search engines, simulations, scientific
visualization, CAD, computer graphics, music
composition/artist, photo arranger (email photos)
 Requirements: the ‘computer’ should be transparent so that
the user can be absorbed in their task domain
 Difficulties: user tech savvy-ness
 Socio-technical systems
 Applications: health care, voting, police
 Requirements:Trust, security, accuracy, error handling, user
tech-savvy-ness (need tools to detect unusual patterns of
usage)
•Time to learn
•Speed of performance
•Rate of errors
•Retention over time
•Subjective satisfaction
UNIVERSAL USABILITY
 Interface should handle diversity
of users
 Backgrounds
 Abilities
 Motivation
 Personalities
 Cultures
 Technical capacity
 Question, how would you design
an interface to a database
differently for:
A. right-handed female, software engineer,
technology savvy
B. left-handed male, artist
UNIVERSAL USABILITY
 Does not mean ‘dumbing
down’
 Ex. Crosswalks (parents w/
strollers, elderly, diff cultures)
 Goal:Address the needs of
more users - unlike yourself!
 Everyone is often not at full
faculties at all times
PHYSICALVARIATION
 Field of anthropometry
 Basic data about human
dimensions
 Is no ‘average’ user
 Measures of what is 5-95% for
weight, height, gender, culture,
etc.
 Large variance reminds us
there is great ‘variety’
 Name some devices that this
would affect…
PHYSICALVARIATION
 Work-surface and display-
support height
 Clearance under work surface
for legs
 Work-surface width and depth
 Adjustability of heights and
angles for chairs and work
surfaces
 Posture - seating depth and
angle; back-rest height and
lumbar support
 Availability of armrests,
footrests, and palmrests
COGNITIVE AND PERCEPTUAL
ABILITIES
 The journal Ergonomics Abstracts offers this classification
of human cognitive processes:
 Long-term and semantic memory
 Short-term and working memory
 Problem solving and reasoning
 Decision making and risk assessment
 Language communication and comprehension
 Search, imagery, and sensory memory
 Learning, skill development, knowledge acquisition, and concept
attainment
COGNITIVE AND PERCEPTUAL
ABILITIES
 However, perceptual and motor performance can
be affected by these factors:
 Fatigue and sleep deprivation
 Cognitive load
 Monotony and boredom
 Nutrition and diet
 Fear, anxiety, mood, and emotion
 Drugs and alcohol
PERSONALITY
 No set taxonomy for identifying personality types
 Myers-Briggs Type Indicator
 extroversion vs introversion
 sensing vs intuition
 perceptive vs judging
 feeling vs thinking
 Big FiveTest
 Openness to experience (open/closed)
 Conscientiousness (disorganized/organized)
 Extraversion (extraverted/introverted)
 Agreeableness (disagreeable/agreeable)
 Neuroticism (calm/nervous)
CULTURAL AND INTERNATIONAL
DIVERSITY
 Language
 Date / Time conventions
 Weights and Measures
 Reading: left-to-right, up-and-down
 Telephone #s and addresses
 Names, titles, salutations
 SSN, ID, passport
 Icons, buttons, colors
 Etiquette, tone, formality
USERS WITH DISABILITIES
 1998 Amendment to Rehabilitation Act
 Federal law to ensure access to IT, including
computers and web sites
 Vision (text-to-speech)
 Blind (bill-reader)
 Low-vision
 Color-blind
 Hearing (conversion of tones to visual
signals)
 Deaf
 Limited hearing
 Mobility (eye-gaze control, head-mounted
optical mice)
 Learning
 Dyslexia
 Attention deficient, hemisphere specific, etc.
 Keyboard, mouse, color alternatives
ELDERLY
 Reduced
 Motor skills
 Perception
 Vision, hearing, touch, mobility
 Speed
 Memory
 Other needs
 Technology experience is varied (How many
grandmothers use email? mothers?)
 Uninformed on how technology could help
 Practice skills (hand-eye, problem solving)
 Touch screens, larger fonts,
louder sounds
Images from:
http://www.comforcareblog.com/wp-content/uploads/2013/10/elderly-woman-at-computer.jpg
http://elderlycomputer.com/images/elderlyComputerExample.jpg
CHILDREN
 Technology familiarity
 Age changes:
 Physical dexterity
 (double-clicking, click and drag, and
small targets)
 Attention span
 Varied backgrounds (socio-
economic)
 Goals
 Educational acceleration
 Socialization with peers
 Psychological – improve self-image,
self-confidence
 Creativity – art, music, etc.
exploration
CHILDREN
 Teenagers are a special group
 Next generation
 Beta test new interfaces, trends
 Cell phones, text messages, simulations, fantasy games, virtual
worlds
 Requires Safety
 They
 Like exploring (easy to reset state)
 Don’t mind making mistakes
 Like familiar characters and repetition
 Don’t like patronizing comments, inappropriate humor
 Design: Focus groups
GOALS FOR ACADEMIC HCI
 Provide tools, techniques and knowledge for
commercial developers
 Competitive advantage (think iPad)
 Raising the computer consciousness of the
general public
 Reduce computer anxiety (error messages)
 Common fears:
 I’ll break it
 I’ll make a mistake
 The computer is smarter than me
 HCI contributes to this!
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
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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”
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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
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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, 2010)
 “all aspects of the end-user's interaction with the company, its services,
and its products. (Nielsen and Norman, 2014)
 Cannot design a user experience, only design for a
user experience
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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.
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WHAT IS INVOLVED IN THE PROCESS
OF INTERACTION DESIGN
 Establishing requirements
 Developing alternatives
 Prototyping
 Evaluating
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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
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WHY GO TOTHIS 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
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ARE CULTURAL DIFFERENCES
IMPORTANT?
 5/21/2015 versus 21/5/2015?
 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?
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ACCESSIBILITY
 Degree to which a product is usable and accessible by as
many people as possible
 Focus on disability:
 Have a mental or physical impairment
 This has an adverse affect on their everyday lives
 It is long term
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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?
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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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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 guiltymaking one feel stupid
annoying cutesy
childish gimmicky
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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?
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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
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VISIBILITY
•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!
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www.baddesigns.com
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
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www.baddesigns.com
WHAT DO I DO IF I AM WEARING
BLACK?
Invisible automatic
controls can make it
more difficult
to use
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FEEDBACK
 Sending information back to the user about what has been
done
 Includes sound, highlighting, animation and combinations of
these
 e.g. when screen button clicked on provides sound or red highlight
feedback:
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“ccclichhk”
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
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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?
WWW.ID-BOOK.COM
www.baddesigns.com
55
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
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www.baddesigns.com www.baddesigns.com
56
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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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
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KEYPAD NUMBERS LAYOUT
 A case of external inconsistency
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1 2 3
4 5 6
7 8 9
7 8 9
1 2 3
4 5 6
0 0
(a) phones, remote controls (b) calculators, computer keypads
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
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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
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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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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
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Chapter1. Introduction to Human Computer Interaction

  • 1.
    CHAPTER 1 WHAT ISINTERACTION DESIGN?
  • 2.
    WHATTO DESIGN  Needto 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 2
  • 3.
    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 3
  • 4.
    WHAT IS INTERACTIONDESIGN?  “Designing interactive products to support the way people communicate and interact in their everyday and working lives.”  Preece, Sharp and Rogers (2015)  “The design of spaces for human communication and interaction.”  Winograd (1997) WWW.ID-BOOK.COM 4
  • 5.
    GOALS OF INTERACTIONDESIGN  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 5
  • 6.
    WHICH KIND OFDESIGN?  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 6
  • 7.
    HCI AND INTERACTIONDESIGN WWW.ID-BOOK.COM 7
  • 8.
    RELATIONSHIP BETWEEN ID,HCI AND OTHER FIELDS Academic disciplines contributing to ID:  Psychology  Social Sciences  Computing Sciences  Engineering  Ergonomics  Informatics WWW.ID-BOOK.COM 8
  • 9.
    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 9
  • 10.
    RELATIONSHIP BETWEEN ID,HCI AND OTHER FIELDS Interdisciplinary fields that ‘do’ interaction design:  HCI  Ubiquitous Computing  Human Factors  Cognitive Engineering  Cognitive Ergonomics  Computer Supported Co-operative Work  Information Systems WWW.ID-BOOK.COM 10
  • 11.
    BAD INTERFACES  Encumbering Confusing  Slow  Trust (ex. windows crashing)  What makes it hard?  Varies by culture  Multiple platforms  Variety of users
  • 12.
    SO HOW DOYOUAVOID BAD DESIGN?  Activity  Design the ultimate fast food drive thru From: http://pigjockey.com/wp-content/uploads/2009/10/mcdonalds-6.jpg
  • 13.
    DIDYOUR DESIGN SUPPORT? A customer who can’t read English?  A customer who is hearing impaired?  A customer who has never eaten a hamburger before?  A customer who is health conscious?  A customer who has an IQ of less than 80?  A customer who is over 7’ tall  Did you design an interface for you?  Is not that what someone already did?
  • 14.
    GOOD DESIGN  Youcan’t create one just by sitting around and dreaming one up  Rely on  Known design solutions  User evaluations  Must provide  Usability  Universality  Usefulness
  • 15.
    REQUIREMENTS ANALYSIS • Indesigning a building I want inhabitants to move between floors 1. Ascertain users’ needs 2. Ensure proper reliability 3. Promote appropriate standardization, integration, consistency, and portability 4. Complete projects on schedule and within budget
  • 16.
    ASCERTAIN USER’S NEEDS Define tasks  Tasks  Subtasks  Frequency  Frequent  Occasional  Exceptional  Repair  Ex: Difference between a bike, a car and an airplane Images from: http://www.dexigner.com/news/25736 http://carseatblog.com/wp-content/uploads/2010/07/airplane.jpg http://prafulla.net/wp-content/sharenreadfiles/2013/01/374828/Finnjet_car_Germany.jpg
  • 17.
    ENSURE RELIABILITY ⚫Actions functionas specified ⚫Data displayed must be correct ⚫Updates done correctly ⚫Leads to trust! (software, hardware, information) – case: 1994 Pentium FDIV bug ⚪Cost to Intel: $475 million ⚫Privacy, security, access, data destruction, tampering
  • 18.
    STANDARDIZATION, INTEGRATION, CONSISTENCY, PORTABILITY ⚫Standardization– common user-interface features across multiple applications ⚪Apple ⚪Web ⚪Windows ⚪Smart phones ⚫Integration – product should run across application packages ⚪file formats ⚫Consistency – common action sequences, terms, units, layouts, color, typography within an application ⚫Portability – allow user to convert data and interfaces across multiple hardware and software environments ⚪Word/HTML/PDF/ASCII/Flash
  • 19.
    USABILITY MEASURES  Howcan we measure the ‘goodness’ of an interface?  What are good metrics?  ISO 9241  Effectiveness  Efficiency  Satisfaction  Shneiderman  Time to learn  Speed of performance  Rate of errors  Retention over time  Subjective satisfaction Images from: http://www.eoncc.com/telephones.htm http://www.seriouswheels.com/2008/2008-Pontiac-G8-GT-Show-Car-Dashboard-1280x960.htm
  • 20.
    USABILITY MOTIVATIONS  Life-Criticalsystems  Applications: air traffic, nuclear reactors, military, emergency dispatch  Requirements: reliability and effectiveness (even under stress)  Not as important: cost, long training, satisfaction, retention  Industrial and Commercial Use  Applications: banking, insurance, inventory, reservations  Requirements: ease of use/learning to reduce training costs, multiple languages, multiplatform, speed of performance  Office, Home, and Entertainment  Applications: email, games, search engines, cell phones  Requirements: Ease of learning/use/retention, error rates, satisfaction (competition is fierce) •Time to learn •Speed of performance •Rate of errors •Retention over time •Subjective satisfaction
  • 21.
    USABILITY MOTIVATIONS  Exploratory,Creative, Collaborative  Applications: search engines, simulations, scientific visualization, CAD, computer graphics, music composition/artist, photo arranger (email photos)  Requirements: the ‘computer’ should be transparent so that the user can be absorbed in their task domain  Difficulties: user tech savvy-ness  Socio-technical systems  Applications: health care, voting, police  Requirements:Trust, security, accuracy, error handling, user tech-savvy-ness (need tools to detect unusual patterns of usage) •Time to learn •Speed of performance •Rate of errors •Retention over time •Subjective satisfaction
  • 22.
    UNIVERSAL USABILITY  Interfaceshould handle diversity of users  Backgrounds  Abilities  Motivation  Personalities  Cultures  Technical capacity  Question, how would you design an interface to a database differently for: A. right-handed female, software engineer, technology savvy B. left-handed male, artist
  • 23.
    UNIVERSAL USABILITY  Doesnot mean ‘dumbing down’  Ex. Crosswalks (parents w/ strollers, elderly, diff cultures)  Goal:Address the needs of more users - unlike yourself!  Everyone is often not at full faculties at all times
  • 24.
    PHYSICALVARIATION  Field ofanthropometry  Basic data about human dimensions  Is no ‘average’ user  Measures of what is 5-95% for weight, height, gender, culture, etc.  Large variance reminds us there is great ‘variety’  Name some devices that this would affect…
  • 25.
    PHYSICALVARIATION  Work-surface anddisplay- support height  Clearance under work surface for legs  Work-surface width and depth  Adjustability of heights and angles for chairs and work surfaces  Posture - seating depth and angle; back-rest height and lumbar support  Availability of armrests, footrests, and palmrests
  • 26.
    COGNITIVE AND PERCEPTUAL ABILITIES The journal Ergonomics Abstracts offers this classification of human cognitive processes:  Long-term and semantic memory  Short-term and working memory  Problem solving and reasoning  Decision making and risk assessment  Language communication and comprehension  Search, imagery, and sensory memory  Learning, skill development, knowledge acquisition, and concept attainment
  • 27.
    COGNITIVE AND PERCEPTUAL ABILITIES However, perceptual and motor performance can be affected by these factors:  Fatigue and sleep deprivation  Cognitive load  Monotony and boredom  Nutrition and diet  Fear, anxiety, mood, and emotion  Drugs and alcohol
  • 28.
    PERSONALITY  No settaxonomy for identifying personality types  Myers-Briggs Type Indicator  extroversion vs introversion  sensing vs intuition  perceptive vs judging  feeling vs thinking  Big FiveTest  Openness to experience (open/closed)  Conscientiousness (disorganized/organized)  Extraversion (extraverted/introverted)  Agreeableness (disagreeable/agreeable)  Neuroticism (calm/nervous)
  • 29.
    CULTURAL AND INTERNATIONAL DIVERSITY Language  Date / Time conventions  Weights and Measures  Reading: left-to-right, up-and-down  Telephone #s and addresses  Names, titles, salutations  SSN, ID, passport  Icons, buttons, colors  Etiquette, tone, formality
  • 30.
    USERS WITH DISABILITIES 1998 Amendment to Rehabilitation Act  Federal law to ensure access to IT, including computers and web sites  Vision (text-to-speech)  Blind (bill-reader)  Low-vision  Color-blind  Hearing (conversion of tones to visual signals)  Deaf  Limited hearing  Mobility (eye-gaze control, head-mounted optical mice)  Learning  Dyslexia  Attention deficient, hemisphere specific, etc.  Keyboard, mouse, color alternatives
  • 31.
    ELDERLY  Reduced  Motorskills  Perception  Vision, hearing, touch, mobility  Speed  Memory  Other needs  Technology experience is varied (How many grandmothers use email? mothers?)  Uninformed on how technology could help  Practice skills (hand-eye, problem solving)  Touch screens, larger fonts, louder sounds Images from: http://www.comforcareblog.com/wp-content/uploads/2013/10/elderly-woman-at-computer.jpg http://elderlycomputer.com/images/elderlyComputerExample.jpg
  • 32.
    CHILDREN  Technology familiarity Age changes:  Physical dexterity  (double-clicking, click and drag, and small targets)  Attention span  Varied backgrounds (socio- economic)  Goals  Educational acceleration  Socialization with peers  Psychological – improve self-image, self-confidence  Creativity – art, music, etc. exploration
  • 33.
    CHILDREN  Teenagers area special group  Next generation  Beta test new interfaces, trends  Cell phones, text messages, simulations, fantasy games, virtual worlds  Requires Safety  They  Like exploring (easy to reset state)  Don’t mind making mistakes  Like familiar characters and repetition  Don’t like patronizing comments, inappropriate humor  Design: Focus groups
  • 34.
    GOALS FOR ACADEMICHCI  Provide tools, techniques and knowledge for commercial developers  Competitive advantage (think iPad)  Raising the computer consciousness of the general public  Reduce computer anxiety (error messages)  Common fears:  I’ll break it  I’ll make a mistake  The computer is smarter than me  HCI contributes to this!
  • 35.
    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 35
  • 36.
    INTERACTION DESIGN INBUSINESS  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 36
  • 37.
    WHAT DO PROFESSIONALSDO 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 37
  • 38.
    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, 2010)  “all aspects of the end-user's interaction with the company, its services, and its products. (Nielsen and Norman, 2014)  Cannot design a user experience, only design for a user experience WWW.ID-BOOK.COM 38
  • 39.
    WHY WAS THEIPOD 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 39
  • 40.
    WHAT IS INVOLVEDIN THE PROCESS OF INTERACTION DESIGN  Establishing requirements  Developing alternatives  Prototyping  Evaluating WWW.ID-BOOK.COM 40
  • 41.
    CORE CHARACTERISTICS OF INTERACTIONDESIGN  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 41
  • 42.
    WHY GO TOTHISLENGTH?  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 42
  • 43.
    ARE CULTURAL DIFFERENCES IMPORTANT? 5/21/2015 versus 21/5/2015?  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 43
  • 44.
    ACCESSIBILITY  Degree towhich a product is usable and accessible by as many people as possible  Focus on disability:  Have a mental or physical impairment  This has an adverse affect on their everyday lives  It is long term WWW.ID-BOOK.COM 44
  • 45.
    ANNA, IKEA ONLINESALES 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 45
  • 46.
    USABILITY GOALS  Effectiveto use  Efficient to use  Safe to use  Have good utility  Easy to learn  Easy to remember how to use WWW.ID-BOOK.COM 46
  • 47.
    USER EXPERIENCE GOALS Desirableaspects 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 guiltymaking one feel stupid annoying cutesy childish gimmicky WWW.ID-BOOK.COM 47
  • 48.
    USABILITY AND USEREXPERIENCE 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 48
  • 49.
    DESIGN PRINCIPLES  Generalizableabstractions 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 49
  • 50.
    VISIBILITY •This is acontrol 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! WWW.ID-BOOK.COM 50 www.baddesigns.com
  • 51.
    VISIBILITY …you need toinsert 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 51 www.baddesigns.com
  • 52.
    WHAT DO IDO IF I AM WEARING BLACK? Invisible automatic controls can make it more difficult to use WWW.ID-BOOK.COM 52
  • 53.
    FEEDBACK  Sending informationback to the user about what has been done  Includes sound, highlighting, animation and combinations of these  e.g. when screen button clicked on provides sound or red highlight feedback: WWW.ID-BOOK.COM 53 “ccclichhk”
  • 54.
    CONSTRAINTS  Restricting thepossible 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 54
  • 55.
    LOGICAL OR AMBIGUOUSDESIGN?  Where do you plug the mouse?  Where do you plug the keyboard?  top or bottom connector?  Do the color coded icons help? WWW.ID-BOOK.COM www.baddesigns.com 55
  • 56.
    HOW TO DESIGNTHEM MORE LOGICALLY (i) A provides direct adjacent mapping between icon and connector (ii) B provides color coding to associate the connectors with the labels WWW.ID-BOOK.COM www.baddesigns.com www.baddesigns.com 56
  • 57.
    CONSISTENCY  Design interfacesto 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 57
  • 58.
    WHEN CONSISTENCY BREAKSDOWN  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 58
  • 59.
    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 59
  • 60.
    KEYPAD NUMBERS LAYOUT A case of external inconsistency WWW.ID-BOOK.COM 60 1 2 3 4 5 6 7 8 9 7 8 9 1 2 3 4 5 6 0 0 (a) phones, remote controls (b) calculators, computer keypads
  • 61.
    AFFORDANCES:TO GIVE ACLUE  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 61
  • 62.
    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 62
  • 63.
    ACTIVITY  Virtual affordances Howdo the following screen objects afford? What if you were a novice user? Would you know what to do with them? WWW.ID-BOOK.COM 63
  • 64.
    KEY POINTS  Interactiondesign 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 64