SlideShare a Scribd company logo
• 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?
Anna, IKEA online sales agent
Usability goals
• Effective to use
• Efficient to use
• Safe to use
• Have good utility
• Easy to learn
• Easy to remember how to use
Activity on usability
• How long should it take and how
long does it actually take to:
– Using a DVD to play a movie?
– Use a DVD to pre-record two
programs?
– Using a web browser tool to create a
website?
QuickTime™ and a
TIFF (Uncompressed) decompressor
are needed to see this picture.
User experience goals
• satisfying • aesthetically pleasing
• enjoyable • supportive of creativity
• engaging • supportive of creativity
• pleasurable • rewarding
• exciting • fun
• entertaining • provocative
• helpful • surprising
• motivating • enhancing sociability
• emotionally fulfilling • challenging
• boring • annoying
• frustrating • cutsey
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?
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
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!
From:
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
What do I do if I am wearing
black?
• Invisible automatic
controls can make it
more difficult
to use
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:
“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?
• Where do you plug the
keyboard?
• top or bottom connector?
• Do the color coded icons
help?
From: www.baddesigns.com
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
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
• 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
Keypad numbers layout
• A case of external inconsistency
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
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
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)
• Visibility of system status
• Match between system and the real world
• User control and freedom
• Consistency and standards
• Help users recognize, diagnose and recover from errors
• Error prevention
• Recognition rather than recall
• Flexibility and efficiency of use
• Aesthetic and minimalist design
• Help and documentation
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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2nd part of Unit 1.ppt

  • 1. • 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? Anna, IKEA online sales agent
  • 2. Usability goals • Effective to use • Efficient to use • Safe to use • Have good utility • Easy to learn • Easy to remember how to use
  • 3. Activity on usability • How long should it take and how long does it actually take to: – Using a DVD to play a movie? – Use a DVD to pre-record two programs? – Using a web browser tool to create a website? QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture.
  • 4. User experience goals • satisfying • aesthetically pleasing • enjoyable • supportive of creativity • engaging • supportive of creativity • pleasurable • rewarding • exciting • fun • entertaining • provocative • helpful • surprising • motivating • enhancing sociability • emotionally fulfilling • challenging • boring • annoying • frustrating • cutsey
  • 5. 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?
  • 6. 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
  • 7. 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! From: www.baddesigns.com
  • 8. 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
  • 9. What do I do if I am wearing black? • Invisible automatic controls can make it more difficult to use
  • 10. 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: “ccclichhk”
  • 11. 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
  • 12. 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? From: www.baddesigns.com
  • 13. 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 From: www.baddesigns.com
  • 14. 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
  • 15. 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
  • 16. 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
  • 17. Keypad numbers layout • A case of external inconsistency 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
  • 18. 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
  • 19. 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
  • 20. Activity – Physical affordances: How do the following physical objects afford? Are they obvious?
  • 21. 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?
  • 22. Usability principles • Similar to design principles, except more prescriptive • Used mainly as the basis for evaluating systems • Provide a framework for heuristic evaluation
  • 23. Usability principles (Nielsen 2001) • Visibility of system status • Match between system and the real world • User control and freedom • Consistency and standards • Help users recognize, diagnose and recover from errors • Error prevention • Recognition rather than recall • Flexibility and efficiency of use • Aesthetic and minimalist design • Help and documentation
  • 24. 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

Editor's Notes