SlideShare a Scribd company logo
Chapter-10.pptytfjyjrdjrtjfdthdfrthrdthrd
 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
Need to push button
first to activate
reader
Normally insert bill
first before making
selection
Contravenes well
known convention
From: www.baddesigns.com
 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
 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
Chapter-10.pptytfjyjrdjrtjfdthdfrthrdthrd
Chapter-10.pptytfjyjrdjrtjfdthdfrthrdthrd
 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
 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
Chapter-10.pptytfjyjrdjrtjfdthdfrthrdthrd
 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
 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)
Develop usable products
Usability means easy to learn,
effective to use and provide an
enjoyable experience
Involve users in the design
process
 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
Chapter-10.pptytfjyjrdjrtjfdthdfrthrdthrd
 Academic disciplines contributing to ID:
 Psychology
 Social Sciences
 Computing Sciences
 Engineering
 Ergonomics
 Informatics
 Design practices contributing to ID:
 Graphic design
 Product design
 Artist-design
 Industrial design
 Film industry
 Interdisciplinary fields that ‘do’ interaction design:
 HCI
 Human Factors
 Cognitive Engineering
 Cognitive Ergonomics
 Computer Supported Co-operative Work
 Information Systems
 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
 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”
 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
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
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
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
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
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?
 Effective to use
 Efficient to use
 Safe to use
 Have good utility
 Easy to learn
 Easy to remember how to use
 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?
• 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
 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?
 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
• 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
…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
 Invisible automatic
controls can make it
more difficult
to use
 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”
 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
 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
(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
 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
 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 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
 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
 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
 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
 Physical affordances:
How do the following physical objects afford? Are they obvious?
 Virtual affordances
How do the following screen objects afford?
What if you were a novice user?
Would you know what to do with them?
Similar to design principles, except
more prescriptive
Used mainly as the basis for evaluating
systems
Provide a framework for heuristic
evaluation
 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
 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

More Related Content

PPT
Chapter 1 id2e_slides
oopscrash1
 
PPT
What Is Interaction Design
Graeme Smith
 
PPTX
Human Computer Interaction: Lecture 2: Interaction Design
SazzadHossain764310
 
PPTX
What is Interaction Design?
Ghazanfar Latif (Gabe)
 
PPT
2nd part of Unit 1.ppt
devikarankhambe1
 
PPTX
Lecture 1 _ Introduction to ID and HCI.pptx
clement swarnappa
 
PDF
chapter_01_5e.pdf
Muhammad Bilal
 
PDF
Introduction to Interaction Design
Mark Billinghurst
 
Chapter 1 id2e_slides
oopscrash1
 
What Is Interaction Design
Graeme Smith
 
Human Computer Interaction: Lecture 2: Interaction Design
SazzadHossain764310
 
What is Interaction Design?
Ghazanfar Latif (Gabe)
 
2nd part of Unit 1.ppt
devikarankhambe1
 
Lecture 1 _ Introduction to ID and HCI.pptx
clement swarnappa
 
chapter_01_5e.pdf
Muhammad Bilal
 
Introduction to Interaction Design
Mark Billinghurst
 

Similar to Chapter-10.pptytfjyjrdjrtjfdthdfrthrdthrd (20)

PPTX
Ch 1 Introduction to User Interaction Design Mary Margarat
Mary Margarat
 
PDF
PxS'12 - week 1 - Introduction
hendrikknoche
 
PPTX
introduction of HCI design and techniques
jlajizhangh
 
PPTX
Design process interaction design basics
Preeti Mishra
 
PDF
COMP 4026 - Lecture1 introduction
Mark Billinghurst
 
PDF
Introduction to Prototyping: What, Why, How
Abdallah El Ali
 
PPTX
Introduction to Interaction Design.pptx
vaishalikhairnar4
 
PPT
Summ11 useinterx
Anne-Marie Armstrong
 
PPTX
Interaction design workshop
Shyamala Prayaga
 
PDF
EPFL - PxS, week 1 - Personal Interaction Studio 2011 introduction
hendrikknoche
 
PPT
ahsdjHDHVdjhvHDVSJADHSAVDHVNCDSHVJHVSJHCVASDHVJSAHVJSV
AvijitChaudhuri3
 
PPT
HCI 66.pptsgsdgdgwdgfsdfgsdfgsdfgsdgsdgsdgsdg
AvijitChaudhuri3
 
PPTX
HCI_Lecture_05.pptx
PriyankaShanmugaraja2
 
PDF
GHAMAS Design Principles
Michael Rawlins
 
PDF
HCI Basics
Zdeněk Lanc
 
PDF
09-UX.pdf
SarinKunjappan1
 
PDF
PxS’12 - week 4 - UX design techniques
hendrikknoche
 
PDF
1_Introduction to Interaction Design.pdf
OmarShahid15
 
PDF
Utah PMA Quarterly Meeting, June, 2010
Utah Product Management Association
 
PPT
Discovery methods for HCI
Omar Ghazi
 
Ch 1 Introduction to User Interaction Design Mary Margarat
Mary Margarat
 
PxS'12 - week 1 - Introduction
hendrikknoche
 
introduction of HCI design and techniques
jlajizhangh
 
Design process interaction design basics
Preeti Mishra
 
COMP 4026 - Lecture1 introduction
Mark Billinghurst
 
Introduction to Prototyping: What, Why, How
Abdallah El Ali
 
Introduction to Interaction Design.pptx
vaishalikhairnar4
 
Summ11 useinterx
Anne-Marie Armstrong
 
Interaction design workshop
Shyamala Prayaga
 
EPFL - PxS, week 1 - Personal Interaction Studio 2011 introduction
hendrikknoche
 
ahsdjHDHVdjhvHDVSJADHSAVDHVNCDSHVJHVSJHCVASDHVJSAHVJSV
AvijitChaudhuri3
 
HCI 66.pptsgsdgdgwdgfsdfgsdfgsdfgsdgsdgsdgsdg
AvijitChaudhuri3
 
HCI_Lecture_05.pptx
PriyankaShanmugaraja2
 
GHAMAS Design Principles
Michael Rawlins
 
HCI Basics
Zdeněk Lanc
 
09-UX.pdf
SarinKunjappan1
 
PxS’12 - week 4 - UX design techniques
hendrikknoche
 
1_Introduction to Interaction Design.pdf
OmarShahid15
 
Utah PMA Quarterly Meeting, June, 2010
Utah Product Management Association
 
Discovery methods for HCI
Omar Ghazi
 
Ad

Recently uploaded (20)

DOCX
Modul Ajar Deep Learning Bahasa Inggris Kelas 11 Terbaru 2025
wahyurestu63
 
PPTX
Virus sequence retrieval from NCBI database
yamunaK13
 
PPTX
Python-Application-in-Drug-Design by R D Jawarkar.pptx
Rahul Jawarkar
 
PPTX
family health care settings home visit - unit 6 - chn 1 - gnm 1st year.pptx
Priyanshu Anand
 
PPTX
Kanban Cards _ Mass Action in Odoo 18.2 - Odoo Slides
Celine George
 
PPTX
HEALTH CARE DELIVERY SYSTEM - UNIT 2 - GNM 3RD YEAR.pptx
Priyanshu Anand
 
PPTX
INTESTINALPARASITES OR WORM INFESTATIONS.pptx
PRADEEP ABOTHU
 
PPTX
How to Track Skills & Contracts Using Odoo 18 Employee
Celine George
 
PPTX
Dakar Framework Education For All- 2000(Act)
santoshmohalik1
 
PPTX
An introduction to Prepositions for beginners.pptx
drsiddhantnagine
 
PPTX
CARE OF UNCONSCIOUS PATIENTS .pptx
AneetaSharma15
 
PPTX
Information Texts_Infographic on Forgetting Curve.pptx
Tata Sevilla
 
PPTX
How to Apply for a Job From Odoo 18 Website
Celine George
 
PDF
Antianginal agents, Definition, Classification, MOA.pdf
Prerana Jadhav
 
PPTX
Basics and rules of probability with real-life uses
ravatkaran694
 
PDF
What is CFA?? Complete Guide to the Chartered Financial Analyst Program
sp4989653
 
PPTX
How to Close Subscription in Odoo 18 - Odoo Slides
Celine George
 
PPTX
PROTIEN ENERGY MALNUTRITION: NURSING MANAGEMENT.pptx
PRADEEP ABOTHU
 
PPTX
HISTORY COLLECTION FOR PSYCHIATRIC PATIENTS.pptx
PoojaSen20
 
PDF
Biological Classification Class 11th NCERT CBSE NEET.pdf
NehaRohtagi1
 
Modul Ajar Deep Learning Bahasa Inggris Kelas 11 Terbaru 2025
wahyurestu63
 
Virus sequence retrieval from NCBI database
yamunaK13
 
Python-Application-in-Drug-Design by R D Jawarkar.pptx
Rahul Jawarkar
 
family health care settings home visit - unit 6 - chn 1 - gnm 1st year.pptx
Priyanshu Anand
 
Kanban Cards _ Mass Action in Odoo 18.2 - Odoo Slides
Celine George
 
HEALTH CARE DELIVERY SYSTEM - UNIT 2 - GNM 3RD YEAR.pptx
Priyanshu Anand
 
INTESTINALPARASITES OR WORM INFESTATIONS.pptx
PRADEEP ABOTHU
 
How to Track Skills & Contracts Using Odoo 18 Employee
Celine George
 
Dakar Framework Education For All- 2000(Act)
santoshmohalik1
 
An introduction to Prepositions for beginners.pptx
drsiddhantnagine
 
CARE OF UNCONSCIOUS PATIENTS .pptx
AneetaSharma15
 
Information Texts_Infographic on Forgetting Curve.pptx
Tata Sevilla
 
How to Apply for a Job From Odoo 18 Website
Celine George
 
Antianginal agents, Definition, Classification, MOA.pdf
Prerana Jadhav
 
Basics and rules of probability with real-life uses
ravatkaran694
 
What is CFA?? Complete Guide to the Chartered Financial Analyst Program
sp4989653
 
How to Close Subscription in Odoo 18 - Odoo Slides
Celine George
 
PROTIEN ENERGY MALNUTRITION: NURSING MANAGEMENT.pptx
PRADEEP ABOTHU
 
HISTORY COLLECTION FOR PSYCHIATRIC PATIENTS.pptx
PoojaSen20
 
Biological Classification Class 11th NCERT CBSE NEET.pdf
NehaRohtagi1
 
Ad

Chapter-10.pptytfjyjrdjrtjfdthdfrthrdthrd

  • 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
  • 16.  Academic disciplines contributing to ID:  Psychology  Social Sciences  Computing Sciences  Engineering  Ergonomics  Informatics
  • 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?
  • 29. • 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
  • 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
  • 34.  Invisible automatic controls can make it more difficult to use
  • 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
  • 42.  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
  • 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
  • 45.  Physical affordances: How do the following physical objects afford? Are they obvious?
  • 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