Chap1 Overview of Interactive System Design
Chap1 Overview of Interactive System Design
CT273
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The Variety of Interactive Systems
Designing interactive systems is about designing
Software systems
Websites, games, interactive products (MP3 players, digital cameras…)
Interactive systems, interactive products and services for the home, for
work or to support communities
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What is Design
It's where you stand with a foot in two worlds - the world of
technology and the world of people and human purposes - and you
try to bring the two together.
(Kapor, 1996)
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What is Interaction Design
Interaction Design (IxD) defines the structure and behaviour of interactive systems.
Interaction Designers strive to create meaningful relationships between people and the
products and services that they use, from computers to mobile devices to appliances and
beyond.
(Interaction Design Association – IxDA)
Designing interactive products to support people in their everyday and working lives
(Preece, Sharp and Rogers, 2002)
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The Concerns of Interactive Systems Design
Design
Technologies
People
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The Process of Interaction Design
The process of interaction design involves four basic
activities:
Establishing requirements
Designing alternatives
Prototyping
Evaluating
(Preece, Sharp and Rogers, 2015)
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What is User Experience Design
User experience (UX) design is the process of creating products that
provide meaningful and personally relevant experiences. This involves the
careful design of both a product’s usability and the pleasure consumers will
derive from using it. It is also concerned with the entire process of acquiring
and integrating the product, including aspects of branding, design, usability,
and function.
(Interaction Design Association – IxDA)
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Interaction Design and the User Experience
Usability Goals
Effective To Use (Effectiveness)
Efficient To Use (Efficiency)
Safe To Use (Safety)
Having Good Utility (Utility)
Easy To Learn (Learnability)
Easy To Remember How To Use (Memorability)
(Preece, Sharp and Rogers, 2015)
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Interaction Design and the User Experience
User Experience Goals
Desirable aspects
- Satisfying - Helpful - Fun
- Enjoyable - Motivating - Provocative
- Engaging - Challenging - Surprising
- Pleasurable - Enhancing sociability - Rewarding
- Exciting - Supporting creativity - Emotionally fulfilling
- Entertaining - Cognitively stimulating
(Preece, Sharp and Rogers, 2015)
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Interaction Design and the User Experience
User Experience Goals
Undesirable aspects
- Boring - Unpleasant
- Frustrating - Patronizing
- Making one feel guilty - Making one feel stupid
- Annoying - Cutesy
- Childish - Gimmicky
(Preece, Sharp and Rogers, 2015)
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Interaction Design and the User Experience
Not all usability and user experience goals will be relevant to the design and
evaluation of an interactive product being developed.
Some combinations will also be incompatible.
Recognizing and understanding the nature of the relationship between usability and
other user experience goals is central to interaction design, which enables designers
to become aware of the consequences of pursuing different combinations when
designing products and highlight potential trade-offs and conflicts.
(Preece, Sharp and Rogers, 2015)
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Design Principles
Over the years many principles of good interactive system
design have been developed.
The Design of Everyday Things (Norman, 1998)
Usability Engineering (Nielsen, 1993)
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Design Principles
However, the level of abstraction provided by different people at
different times:
Inconsistent
Confusing
There are also good design principles that derive from psychology.
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Design Principles
Design principles:
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Design Principles
3 main categories of design principles:
Learnability:
Principles 1 - 4 are concerned with access, ease of learning and
remembering
Effectiveness:
Principles 5-7 are concerned with ease of use
Principles 8 and 9 with safety
Accommodation:
Principles 10-12 are concerned with accommodating differences
between people and respecting those differences
(Benyon, 2014)
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Design Principles
Learnability: Effectiveness : Accommodation:
1. Visibility 5. Navigation 10. Flexibility
2. Consistency 6. Control 11. Style
3. Familiarity 7. Feedback 12. Conviviality
4. Affordance 8. Recovery
9. Constraints
(Benyon, 2014)
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Visibility
■ Try to ensure that things are visible so that the people can see what
functions are available and what the system is currently doing
■ Psychological principle: It is easier to recognize things than to have
to recall them.
■ If it is not possible to make it visible, make it observable.
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Consistency
■ Be consistent in the use of design features
■ Be consistent with similar systems and standard ways of working
■ Types of consistency
● Conceptual consistency
● Physical consistency
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Familiarity
■ Use language and symbols that the intended audience will be
familiar with
■ Provide a suitable metaphor to help people transfer similar and
related knowledge from a more familiar domain
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Affordance
■ Design things so it is clear what they are for
■ Affordance refers to
● the properties that things have (or are perceived to have)
● how these relate to how the things could be used
● Example: Buttons afford pressing.
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Navigation
■ Provide support to enable people to move around the parts of the
system:
● Maps
● Directional signs
● Information signs
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Control
■ Make clear who or what is in control
■ Allow people to take control
■ Is enhanced if there is a clear, logical mapping between:
■ controls
■ the effects they have
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Recovery
■ Enable recovery from actions, particularly mistakes and errors,
quickly and effectively
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Constraints
■ Provide constraints so that people do not try to do inappropriate
things
■ In particular, people should be prevented from making serious
errors through properly:
● Constraining allowable actions
● Seeking confirmation of dangerous operations
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Flexibility
■ Allow multiply ways of doing things so as to accommodate users
with different levels of experience and interest in the system
■ Provide people with the opportunity to change the way things look
or behave so that they can personalize the system
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Style
■ Designs should be stylish and attractive.
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Conviviality
■ Interactive systems should be polite, friendly, and generally
pleasant.
■ They should not have:
■ an aggressive message
■ an abrupt interruption
■ Conviviality also suggests joining in and using interactive
technologies to connect and support people.
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Characteristics of Information Appliances
Appliances should be everyday things requiring only everyday skills to
use.
Appliances have a clear, focused function that can be used in a variety of
circumstances.
Peer-to-peer interaction: Appliances work together without the need for
central control or uploading and downloading.
Direct user interface: Appliances need to be simple and intuitive to use.
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Characteristics of Information Appliances
Successful appliances are those which support the notion of the swift and
simple completion of a task.
Appliances represent the ability to do something on impulse without
having to think hard about how to do it.
Appliances are personal and portable.
(Benyon, 2014)
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The Skills of the Interactive Systems Designer
Study and understand the activities and aspirations of people and the contexts within
which some technology might prove useful and hence generate requirements for
technologies
Know the possibilities offered by technologies
Research and design technological solutions that fit in with
people
the activities they want to undertake
the contexts in which those activities occur
Evaluate alternative designs and iterate (do more research and more design) until a
solution is arrived at
(Benyon, 2014)
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Summary
Interaction design is concerned with designing interactive products to
support the way people communicate and interact in their everyday and
working lives.
Identifying and specifying relevant usability and user experience goals
can help lead to the design of good interactive products.
Design principles can guide the designer during the design process and
can be used to evaluate and critique prototype design ideas.
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Additional resources
● Designing Interactive Systems: A comprehensive guide to HCI, UX and
interaction design, 3rd Edition (David Benyon, 2014)
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