Interaction Design - Chapter I Notes

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Interaction Design - Chapter I Notes

Introduction
Good and Poor Design
What is Interaction Design?
The User Experience
The Process of Interaction Design
Interaction Design and the User Experience

Introduction
how usable is a product?
easy, effortless, enjoyable
frustrating

design primarily with the user in


mind;
as opposed to

engineered primarily as systems to perform set


functions;
One of the main aims of interaction design is to
reduce the negative aspects
(frustrationannoyance) of the user experience
while enhancing the positive ones (
enjoyement,engagement)

developing interactive products that are easy,


effective and pleasurable to use from
the users perspective

Good and Poor Design


easy to learn, effective to use and
providing an enjoyable user experience

The example of the answering machine:


Poor design is:
infuriating
confusing
inefficient, requiring you to carry out a
number of steps for basic tasks
difficult to use
not intuitiveGood design is:
incorporating familiarity
aesthetically pleasing
enjoyable to use
one step actions
simple but elegant design
less functionally (trade off)

The good solution involved the user in the


design process, getting feedback oneverything
from the feel of the device to other details

What to designDesigning interactive products


requires considering who is going to be using
them, how aregoing to be used and where they are
going to be used.

how, where, who usability

Types of interfaces:
multi-touch displays
speech-based systems
handheld devices
large interactive displaysWays of designing
how users can interact:
use of menus
commands
forms
icons
gestures

User interfaces are nowadays predominantly


digital.What used to be physical the realm of
product design is now digital.

friendly face helping you interface barking


orders at you

While more cost effective, this approach puts


the onus (responsibility) on the user to
interactwith the system

All this amounts to a multitude of choices and


decisions interaction designers have to make:
key question
how do you optimize the users interaction
with a system, environment, or product, sothat
they support and extend the users activites in
effective, useful, and usable
ways? (foarte pompos tbh)

This means figuring out


taking into account what people are good and
bad at
considering what might help people with the
way they currently do things
thinking through what might provide quality
user experiences
listening to what people want and getting them
involved in the design
using tried and tested user-based techniques
during the design process
What is interaction design
designing interactive products to support the
way people communicate and interact
in their everyday and working lives

creating user experiences


that enhance and augment the way people work,
communicate, and interact.

Winograd 1997 designing spaces for human


communication and
interaction

Thackara 2001 the why as well as the how of


our daily
interactions using computers

Saffer 2010 the art of facilitating


interactions between humans
through products and services
other areas:
fun
health
social capital cultural
identity
disability
family status
occupation
education

McCarthy and Wright model:


sensual thread - concerned with our sensory
engagement
level of absorption : thrill fear pain
and comfort
emotional thread
sorrow anger
joy happiness
emotions are intertwined with the
situation in which they arise
Emotions also involve making judgments
of value. For example, whenpurchasing a new cell
phone, people may be drawn to the ones that are
mostcool-looking but be in an emotional turmoil
because they are the mostexpensive.
compositional thread
narrative part of the experience, as it
unfolds, and the way a person makessense of it
the internal thinking we do during our
experiences
the spatio-temporal thread
space and time in which our experience
take place and their effect uponthose
experiences
this is meant as an idea to help designers
think and talk more clearly and concretelyabout
the relationship between technology and
experience

The process of the interaction design


Designing alternatives
prototyping
evaluating
measuring the usability of what has been built
in terms of whether it is easy to use
providesfeedback that certain changes must be
made or that certain requirements have not yet
been met.

Evaluating what has been built the heart of


interaction design usually addressed through a
user-centered approach to design
observing users
talking to them
interviewing them
modelling their performance
understanding what people do
how people act and interaction
context in which they live, work andlearn
understanding differences between people
being aware of cultural differences

Accessibility focus on disabled people

Interaction Design and the User Experience

Usability goals
effective to use (effectiveness)
efficient to use (efficiency)
safe to use (safety)
having good utility (utility)
easy to learn (learnability)
easy to remember how to use
(memorability).

Effectiveness is a very general goal and refers


to how good a product is at doing what it
issupposed to do.

Efficiency refers to the way a product supports


users in carrying out their tasks.

Safety involves protecting the user from


dangerous conditions and undesirable situations.
Inrelation to the fi rst ergonomic aspect, it
refers to the external conditions where people
work.

Utility refers to the extent to which the


product provides the right kind of functionality
so thatusers can do what they need or want to
do.

Learnability refers to how easy a system is to


learn to use.

Memorability refers to how easy a product is to


remember how to use, once learned.
Beyond usability: designing to persuade
focusing more on the user experience and less
on usability
designing for persuasion, emotion, and trust
which may or may not becompatible with
usability goals
this deceptive approach to UX has been
described by Harry Brignull as
darkpatterns making the user opt out of what
he initially did not opt in for
the key is to nudge people in subtle and
pleasant ways that they can trust and
feel comfortable with.

Design Principles
generalizable abstractions intended to orient
designers towards thinking about
different aspects of their designs
well known example: feedback
findability: the degree to which a particular
object is easy to discover or locate

Design principles are derived from a mix of


theory-based knowledge, experience, andcommon
sense.

Most common design principles


visibility
feedback
constraints
consistency
affordance
Visibility:
how easy it is to discover functionality
Feedback:
involves sending back information about what
action has been done and what has been
accomplished, allowing the person to continue
with the activity
various types: audio, tactile, verbal, visual,
a combination of these
using feedback

Constraints:
The design concept of constraining refers to
determining ways of restricting the kinds
of user interaction that can take place at a
given moment
constrain by design (eg menu shows restricted
availability)

Consistency:
This refers to designing interfaces to have
similar operations and use similar
elements for achieving similar tasks
a consistent interface is one that follows
rules, such as using the same operation toselect
all objects
One of the benefits of consistent interfaces,
therefore, is that they are easier to learnand
use

Affordance:
a term used to refer to an attribute of an
object that allows people to know how to useIt
At a simple level, to afford means to give a
clue
a door handle affords pulling, a cup handle
affords grasping, and a mouse buttonaffords
pushing.

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