Hci 102 Chapter 1
Hci 102 Chapter 1
Hci 102 Chapter 1
in their everyday and working lives. It is about creating user experiences that enhance
and augment the way people work, communicate, and interact.
1.1 Introduction It is designing spaces for human communication and interaction.
Interaction design is generally used as the overarching term to describe the field,
including its methods, theories, and approaches. UX is used more widely in industry to
refer to the profession. However, the terms can be used interchangeably.
Many products that require users to interact with them, such as smartphones and fitness trackers,
have been designed primarily with the user in mind. They are generally easy and enjoyable to use.
Others have not necessarily been designed with the users in mind; rather, they have been
The Components of Interaction Design
engineered primarily as software systems to perform set functions.
We use the term interactive products generically to refer to all classes of interactive
systems, technologies, environments, tools, applications, services, and devices.
A central concern of interaction design is to develop interactive products that are usable. By this
we mean products that are generally:
easy to learn,
effective to use, and
provide an enjoyable user experience.
A good place to start thinking about how to design usable interactive products is to compare
examples of well-designed and poorly designed ones. Through identifying the specific weaknesses
and strengths of different interactive products, we can begin to understand what it means for
Figure 1.1 Relationship among contributing academic disciplines, design practices, and
something to be usable or not.
interdisciplinary fields concerned with interaction design (double-headed arrows mean overlapping)
General goal, and it refers to how good a product is at doing Undesirable aspects
Effective to use (effectiveness)
what it is supposed to do.
Boring Unpleasant
Refers to the way a product supports users in carrying out
Efficient to use (efficiency) Frustrating Patronizing
their tasks.
Involves protecting the user from dangerous conditions and Making one feel guilty Making one feel stupid
Safe to use (safety)
undesirable situations.
Annoying Cutesy
Refers to the extent to which the product provides the right
Having good utility (utility) kind of functionality so that users can do what they need or Childish Gimmicky
want to do.
Easy to learn (learnability) Refers to how easy a system is to learn to use. Table 1.1 Desirable and undesirable aspects of the user experience
The process of selecting terms that best convey a user’s feelings, state of being, emotions,
Easy to remember how to use Refers to how easy a product is to remember how to use, sensations, and so forth when using or interacting with a product at a given time and place can help
(memorability) once learned. designers understand the multifaceted and changing nature of the user experience.
Design Principles
Table 1.1 Six usability goals Design principles are used by interaction designers to aid their thinking when designing for the
user experience. Design principles are derived from a mix of theory-based knowledge, experience,
and common sense. They tend to be written in a prescriptive manner, suggesting to designers what
User Experience Goals to provide and what to avoid at the interface—if you like, the dos and don’ts of interaction design.
A diversity of user experience goals has been articulated in interaction design, which covers a range
of emotions and felt experiences. Most common design principles:
Desirable aspects 1. Visibility – the basic principle that the more visible an element is, the more likely users
will know about them and how to use them. Equally important is the opposite: when
something is out of sight, it’s difficult to know about and use.
Satisfying Helpful Fun
2. Feedback – the principle of making it clear to the user what action has been taken and
Enjoyable Motivating Provocative what has been accomplished. Many forms of feedback exist in interaction design,
including visual, tactile, audio, and more. The key is to design the experience to never
leave the user guessing about what action they have taken and the consequence of doing
so.
3. Constraints – about limiting the range of interaction possibilities for the user to simplify
the interface and guide the user to the appropriate next action. This is a case where
constraints are clarifying, since they make it clear what can be done. Limitless possibilities
often leave the user confused.
4. Consistency – refers to having similar operations and similar elements for achieving
similar tasks. By leveraging consistent elements throughout your entire experience, you
make your experience far easier to use. This consistency is important not only within your
interface, but across the many interface users are using across their devices.
5. Affordance – refers to an attribute of an object that allows people to know how to use it.
Essentially to afford means to give a clue. The physical button on a mouse gives a clue that
it can be clicked to perform an action. When an object has strong affordances, it’s very
clear how to use it.