What Is Interaction Design?
What Is Interaction Design?
What Is Interaction Design?
“HCI (human-computer
interaction) is the study of how
people interact with computers
and to what extent computers
are or are not developed for
successful interaction with
human beings”
Human-Computer Interaction
• Human
– the end-user of a program
– the others in the organization
• Computer
– The machine the program runs on
– Often split between clients and servers
• Interaction
– the user tells the computer what they want
– the computer communicates results
Human-Computer Interaction
Task
Organization and
Social Issues
Design
Technology Humans
These Factors Influence Each
Other & Design
Task
Organization and
Social Issues
Design
Technology Humans
Factors Influence
Task
Organization and
Social Issues
Design
Technology Humans
User Interfaces (UIs)
– People do not make same mistake for the labels and buttons on
the top row. Why not?
From: www.baddesigns.com
Why is this vending machine so bad?
• Need to push button
first to activate reader
• Normally insert bill
first before making
selection
• Contravenes well
known convention
From: www.baddesigns.com
Good design
• Marble answering
machine (Bishop, 1995)
• Based on how everyday
objects behave
• Easy, intuitive and a
pleasure to use
• Only requires one-step
actions to perform core
tasks
Good and bad design
• What is wrong with the
Apex remote?
• Why is the TiVo remote so
much better designed?
– Peanut shaped to fit in
hand
– Logical layout and color-
coded, distinctive buttons
– Easy to locate buttons
What to design
• Need to take into account:
– Who the users are
– What activities are being carried out
– Where the interaction is taking place
• 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 created
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”
What do professionals do in the ID business?
• interaction designers - people involved in the design of all the interactive
aspects of a product
• 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
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, 2003)
• Cannot design a user experience, only design for a
user experience
Why was the iPod user experience
such a success?
iPod
• boring • annoying
• frustrating • cutesy
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
“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
Logical or ambiguous design?
• Where do you plug the mouse?
From: www.baddesigns.com
How to design them more logically
(i) A provides direct adjacent
mapping between icon
and connector
From: www.baddesigns.com
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
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
Internal and external consistency
• 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
Activity
– Physical affordances:
How do the following physical objects afford? Are
they obvious?
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?
Usability principles
• Similar to design principles, except more
prescriptive
• Used mainly as the basis for evaluating
systems
• Provide a framework for heuristic evaluation
Usability principles (Nielsen 2001)
12/31/21