01 Introduction
01 Introduction
01 Introduction
Introduction
Interactive Products
How many interactive products are there in everyday use?
➢ Usability vs Functionality
Goal: “Design products that are easy, effective, and pleasurable to use”
Poor & Good Designs
VS.
Poor & Good Designs
VS.
1 2 3 4 5 6 7
Poor & Good
Designs
Poor & Good Designs
Developers Designers
Interactional
Design
4. Evaluating.
3. Prototyping
Human-Computer Interaction (HCI)
1. Usability
2. Functionality
3. Aesthetics / Look and feel
4. Content
5. Emotional appeal (Norman’s model: visceral, behavioral, reflective)
Norman’s model
Visceral
Users’ gut reactions to or their first impressions of your design; e.g., an uncluttered user interface
suggests ease of use.
Behavioral
Users subconsciously evaluate how your design helps them achieve goals, and how easily. They should
feel satisfied that they’re in control, with minimum effort required.
Reflective
After they encounter your design, users will consciously judge its performance and benefits, including
value for money. If they’re happy, they’ll keep using it, form emotional bonds with it and tell their friends.
Usability
“Ensuring that interactive products are easy to learn, effective to use, and
enjoyable from the user’s perspective”
Usability Goals:
● Effectiveness
● Efficiency
● Safety
● Utility
● Learnability
● Memorability
Usability - Effectiveness
How good a product is at doing what it is supposed to do?
Question: Is the product capable of allowing people to carry out their work, access
the information they need, or buy the goods they want?
Usability - Efficiency
Refers to the way a product supports users in carrying out their tasks
Question: Once users have learned how to use a product to carry out their tasks,
can they sustain a high level of productivity?
Examples:
Effective
inefficient (costs are high) efficient (high-ROI, cost-
Inefficient Efficient
Use of Resources /
Doing Things Right
Usability - Safety
Protecting the user from dangerous conditions and undesirable situations
Question: What is the range of errors that are possible using the product and what
measures are there to permit users to recover easily from them?
Examples:
Question: Does the product provide an appropriate set of functions that will enable
users to carry out all their tasks in the way they want to do them?
Examples:
Question: Is it possible for the user to work out how to use the product by
exploring the interface and trying out certain actions? How hard will it be to learn
the whole set of functions in this way? How long does it take?
Examples:
- GPS
- Autocad / Photoshop
Usability - Memorability
How easy a product is to remember how to use, once learned.
Question: What kinds of interface support have been provided to help users
remember how to carry out tasks, especially for products and operations they use
infrequently? What is the number of errors made when carrying out a given task
over time?
Examples:
- Visibility
- Feedback
- Constraints
- Mapping
- Consistency
- Affordance
Design Principles
Generalizable abstractions intended
to orient designers towards thinking
about different aspects of their
designs.
- Visibility
- Feedback
- Constraints
- Mapping
- Consistency
- Affordance
Design Principles
Generalizable abstractions intended
to orient designers towards thinking
about different aspects of their
designs.
- Visibility
- Feedback
- Constraints
- Mapping
- Consistency
- Affordance
Design Principles
Generalizable abstractions intended
to orient designers towards thinking
about different aspects of their
designs.
- Visibility
- Feedback
- Constraints
- Mapping
- Consistency
- Affordance
Design Principles
Generalizable abstractions intended
to orient designers towards thinking
about different aspects of their
designs.
- Visibility
- Feedback
- Constraints
- Mapping
- Consistency
- Affordance
Design Principles
Generalizable abstractions intended
to orient designers towards thinking
about different aspects of their
designs.
- Visibility
- Feedback
- Constraints
- Mapping
- Consistency (a) phones, remote (b) calculators,
controls computer keypads
- Affordance
Design Principles
Generalizable abstractions intended
to orient designers towards thinking
about different aspects of their
designs.
- Visibility
- Feedback
- Constraints
- Mapping
- Consistency
- Affordance (perceived and real)
Design Principles
Generalizable abstractions intended
to orient designers towards thinking
about different aspects of their
designs.
- Visibility
- Feedback
- Constraints
- Mapping
- Consistency
- Affordance (perceived and real)
Summary
● Interactional Design
● HCI
● User Experience
● Usability
● Design Principles
References
- Chapter 1, “Interactional Design”, 4th edition
- Emotional Design https://www.interaction-
design.org/literature/topics/emotional-design
- The marble answering machine
https://vimeo.com/183465991
Exercise
1. Visit http://www.baddesigns.com/examples.html and pick any example and
demonstrate it in the next lecture [1 point ]
2. Pick some products that are: [2 point ]
a. Effective and efficient
b. Effective but not efficient
c. Not effective but efficient
d. Not effective and not efficient
3. Find some products that didn’t consider the following design principles [1 point ]
a. Consistency
b. Constraints