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2. Elevator controls and labels on the bottom row all look the
same, so it is easy to push a label by mistake instead of a
control button
People do not make same mistake for the labels and buttons
on the top row. Why not?
From: www.baddesigns.com
3. Need to push button
first to activate
reader
Normally insert bill
first before making
selection
Contravenes well
known convention
From: www.baddesigns.com
4. 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
5. 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
8. Need to take into account:
Who the users are
What activities are being carried out
Where the interaction is taking place
Need to optimize the interactions users have with a
product
So that they match the users’ activities and needs
9. Need to take into account what people are good
and bad at
Consider what might help people in the way they
currently do things
Think through what might provide quality user
experiences
Listen to what people want and get them involved
Use tried and tested user-centered methods
11. How does making a call differ when using a:
Cell phone
Public phone box?
Consider the kinds of user, type of activity and context of use
12. Designing interactive products to support the way
people communicate and interact in their everyday
and working lives
Sharp, Rogers and Preece (2007)
The design of spaces for human communication and
interaction
Winograd (1997)
13. Develop usable products
Usability means easy to learn,
effective to use and provide an
enjoyable experience
Involve users in the design
process
14. Number of other terms used emphasizing what is
being designed, e.g.,
user interface design, software design, user-centered
design, product design, web design, experience design
(UX)
Interaction design is the umbrella term covering all
of these aspects
fundamental to all disciplines, fields, and approaches
concerned with researching and designing computer-based
systems for people
17. Design practices contributing to ID:
Graphic design
Product design
Artist-design
Industrial design
Film industry
18. Interdisciplinary fields that ‘do’ interaction design:
HCI
Human Factors
Cognitive Engineering
Cognitive Ergonomics
Computer Supported Co-operative Work
Information Systems
19. Many people from different
backgrounds involved
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 create
20. 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”
21. interaction designers - people involved in the design of all the
interactive aspects of a product
usability engineers - people who focus on evaluating products, using
usability methods and principles
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
22. 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
23. 1. Identifying needs and establishing
requirements for the user experience
2. Developing alternative designs to meet
these
3. Building interactive prototypes that can be
communicated and assessed
4. Evaluating what is being built throughout the
process and the user experience it offers
24. 1. Users should be involved through the
development of the project
2. Specific usability and user
experience goals need to be identified,
clearly documented and agreed at the
beginning of the project
3. Iteration is needed through the core
activities
25. Help designers:
understand how to design interactive products that
fit with what people want, need and may desire
appreciate that one size does not fit all
e.g., teenagers are very different to grown-ups
identify any incorrect assumptions they may have
about particular user groups
e.g., not all old people want or need big fonts
be aware of both people’s sensitivities and their
capabilities
26. 5/21/1960 versus 21/5/1960?
Which should be used for international services
and online forms?
Why is it that certain products, like the iPod,
are universally accepted by people from all
parts of the world whereas websites are
reacted to differently by people from
different cultures?
27. Effective to use
Efficient to use
Safe to use
Have good utility
Easy to learn
Easy to remember how to use
28. 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?
30. 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?
31. 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
32. • 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
33. …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
35. 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”
36. 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
37. 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
38. (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
39. 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
40. 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
41. 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
43. 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
44. 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
46. Virtual affordances
How do the following screen objects afford?
What if you were a novice user?
Would you know what to do with them?
47. Similar to design principles, except
more prescriptive
Used mainly as the basis for evaluating
systems
Provide a framework for heuristic
evaluation
48. 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
49. 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