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Part 1 (Chapter 1-4) : Fundamental Components of Interactive System

The document discusses the fundamentals of interaction design, covering topics such as what design is, the design process, understanding users through personas and scenarios, principles of navigation design within and between screens, and an iterative process of prototyping and evaluating designs. It emphasizes the importance of a user-centered design approach through techniques like participatory design, ethnographic research, and creating rich scenarios to understand users and validate design decisions before implementation. The overall message is that interaction design is about designing interventions to achieve goals while considering users and constraints, and the design process should focus on iterative prototyping, evaluation, and understanding the user experience.

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M. Talha Nadeem
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© © All Rights Reserved
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0% found this document useful (0 votes)
44 views

Part 1 (Chapter 1-4) : Fundamental Components of Interactive System

The document discusses the fundamentals of interaction design, covering topics such as what design is, the design process, understanding users through personas and scenarios, principles of navigation design within and between screens, and an iterative process of prototyping and evaluating designs. It emphasizes the importance of a user-centered design approach through techniques like participatory design, ethnographic research, and creating rich scenarios to understand users and validate design decisions before implementation. The overall message is that interaction design is about designing interventions to achieve goals while considering users and constraints, and the design process should focus on iterative prototyping, evaluation, and understanding the user experience.

Uploaded by

M. Talha Nadeem
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
You are on page 1/ 83

Part 1 (chapter 1-4): fundamental

components of interactive system

Part 2 (chapter 5-11): design


https://www.bloomberg.com/news/articles/2018-09-11/job-openings-in-u-s-increased-in-july-
to-record-6-94-million
chapter 5

interaction design
basics
the chapter covers
• design
– what it is, interventions, goals, constraints
• the design process
– what happens when
• users
– who they are, what they are like …
• scenarios
– rich stories of design
• navigation
– finding your way around a system
• Screen design and layout
• iteration and prototypes
– never get it right first time!
what is design?

achieving goals within constraints

• goals - purpose
– who is it for, why do they want it
• constraints
– materials, platforms, standards, cost,
time, ...
• trade-offs
– choose the most appropriate trade-off
interaction design basics

• Interaction design
– Not interactive system but the interaction
itself

– Not just the artifact but understanding and


choosing how that is going to affect the way
people work
interaction design basics

design interactions not just interfaces


not just the immediate interaction

design interventions not just artefacts


we intervene to change the situation
not just the system, but also …
• documentation, manuals, tutorials
• what we say and do as well as what we make
The golden rule of design

• Understand materials

• HCI materials
– computers http://www.dezeen.com/

• limitations, capacities, tools, platforms


– people
• psychological, social aspects, human error
– and their interaction …
The golden rule of design

• To err is human
– accident reports … ‘human error’
– but … concrete lintel breaks … ‘lintel error’ ?

… no – design error
we know how concrete behaves under stress
The golden rule of design

• To err is human is normal


– we know how users behave under stress
– so design for it!

Demands of pressure-cooker world put us under stress (take our poll)


Updated Oct 18, 2011; Posted Oct 17, 2011

• treat the user at least as well as physical materials!


Central message …

the user
The process of design
scenarios
stories of interaction
task analysis
what is What is the problem that
needs to be solved?
wanted guidelines
Principles
interviews analysis How to do/decide?
ethnography
precise
what is there specification
vs. design
what is wanted
dialogue
notations implement
and deploy

prototype making it and getting


it out there
evaluation
Heuristics
Getting it right
analysis vs design

• do the right thing (analysis), and do the


thing right (design).

• a perfect system is badly designed


– too good  too much effort in design
user focus in design

know your user


User focus - know your user

• who are they?


• probably not like you!
• talk to them (participatory design)
– Why they do?
• watch them
– What they do?
• use your imagination
– persona Cultural probes: This pack was used by
designers at the Royal College of Art,
London, to study the way people see
their own homes.
User focus - persona

• description of an ‘example’ user


– not necessarily a real person
• use as surrogate user
– what would Betty (next slide) think
• details matter
– makes her ‘real’
User focus - example persona
Betty is 37 years old, She has been Warehouse Manager for five
years and worked for Simpkins Brothers Engineering for twelve
years. She didn’t go to university, but has studied in her
evenings for a business diploma. She has two children aged 15
and 7 and does not like to work late. She did part of an
introductory in-house computer course some years ago, but it
was interrupted when she was promoted and could no longer
afford to take the time. Her vision is perfect, but her right-hand
movement is slightly restricted following an industrial accident 3
years ago. She is enthusiastic about her work and is happy to
delegate responsibility and take suggestions from her staff.
However, she does feel threatened by the introduction of yet
another new computer system (the third in her time at SBE).
Scenarios in design

stories for design


use and reuse
scenarios
Short scenario
the user intends to press the “save” button,
• stories for design but accidentally presses the “quit” button
so loses his work.

– rich stories of interaction


– communicate with others
– validate other models (chap 15,16)
– understand dynamics (behaviour)

– force you to think about the design in detail


and notice potential problems before they
happen
scenario – movie player
Brian would like to see the new film “Moments of Significance”
and wants to invite Alison, but he knows she doesn’t like “arty”
films. He decides to take a look at it to see if she would like it
and so connects to one of the movie sharing networks. He uses
his work machine as it has a higher bandwidth connection, but
feels a bit guilty. He knows he will be getting an illegal copy of
the film, but decides it is OK as he is intending to go to the
cinema to watch it. After it downloads to his machine he takes
out his new personal movie player. He presses the ‘menu’
button and on the small LCD screen he scrolls using the arrow
keys to ‘bluetooth connect’ and presses the select button. On
his computer the movie download program now has an icon
showing that it has recognised a compatible device and he drags
the icon of the film over the icon for the player. On the player
the LCD screen says “downloading now”, a percent done
indicator and small whirling icon. … … …
scenarios …

• what will users want to do?

• step-by-step walkthrough
– what can they see (sketches, screen shots)
– what do they do (keyboard, mouse etc.)
– what are they thinking?

• use and reuse throughout design


also play act …

• mock up device
• pretend you are doing it
• internet-connected swiss army knife …

but where is that thumb?

use toothpick as stylus


… explore the depths

• explore interaction
– what happens when

• explore cognition
– what are the users thinking

• explore architecture
– what is happening inside
navigation in design
start

navigation in design

The main screens/modes within a


system and how they interconnect

Interaction design basics/navigation design


Navigation design - structure

• within a screen
– later ...
• local
– looking from this screen out
• global
– structure of site, movement between
screens
• wider still
– relationship with other applications

Interaction design basics/navigation design


local

from one screen looking out

Interaction design basics/navigation design/structure


execution/evaluation loop
goal
execution evaluation
system

• user establishes the goal


• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal

Interaction design basics/navigation design/structure


goal seeking

goal
start

Interaction design basics/navigation design/structure/local


goal seeking

goal
start

progress with local knowledge only ...

Interaction design basics/navigation design/structure/local


goal seeking

goal
start

… but can get to the goal

Interaction design basics/navigation design/structure/local


goal seeking

goal
start

… try to avoid these bits!

Interaction design basics/navigation design/structure/local


four golden rules

• knowing where you are


• knowing what you can do
• knowing where you are going
– or what will happen
• knowing where you’ve been
– or what you’ve done
– feedback

Interaction design basics/navigation design/structure/local


where you are – breadcrumbs

shows path through web site hierarchy

top level category sub-category


web site this page

live links
to higher
levels
Interaction design basics/navigation design/structure/local
where you are

Downloading now
Installation in progress
25% complete
...

Interaction design basics/navigation design/structure/local


what you can do

What can be pressed/clicked to


go somewhere/do something
Images – decoration or link
Underline – emphasis or link
...

Interaction design basics/navigation design/structure/local


beware the big button trap

things other things


Avoid
‘Try it and see’

the thing from


more things
outer space

• where do they go?


– lots of room for extra text!
Picture paints a thousand words, but typically only when explained first using fifteen hundred!

Interaction design basics/navigation design/structure/local


modes different contexts that change the
interpretation of commands

• lock to prevent accidental use …


– remove lock - ‘c’ + ‘yes’ to confirm
– frequent practiced action
• if lock forgotten
– in pocket ‘yes’ gets pressed
– goes to phone book
– in phone book …
‘c’ – delete entry
‘yes’ – confirm
… oops !
the systems

info and help management messages


start

navigation design
add user remove user

local structure – single screen


global structure – whole site
main remove
confirm
screen user

add user

Interaction design basics/navigation design


global

between screens
within the application
hierarchical diagrams

the system

info and help management messages

add user remove user


hierarchical diagrams ctd.

• parts of application
– screens or groups of screens

• typically functional separation


– Roles, types of users, etc. the systems

info and help management messages

add user remove user


navigating hierarchies

• deep is difficult!

• misuse of Miller’s 7 ± 2
– short term memory, not menu size

• optimal?
– many items on each screen
– but structured within screen

see /e3/online/menu-breadth/
network diagrams

main remove
confirm
screen user

add user

• show different paths through system


network diagrams ctd.

• what leads to what


• what happens when
• including branches
• more task oriented then hierarchy

main remove
confirm
screen user

add user
wider still

between applications
and beyond ...
wider still …

• style issues:
– platform standards, consistency
• functional issues
– cut and paste
• navigation issues
– embedded applications
– links to other apps … the web
Dix , Alan

Finlay, Janet
Abowd, Gregory
Beale, Russell

screen design and layout

basic principles
grouping, structure, order
alignment
use of white space
ABCDEFHIJKLM
NOPQRSTUVWXYZ
basic principles

• ask
– what is the user doing?

• think
– what information, comparisons, order

• design
– form follows function (let the
interaction derive the layout)
available tools

• grouping of items
• order of items
• decoration - fonts, boxes etc.
• alignment of items
• white space between items
available tools: grouping

logically together  physically together


Administrative
Billing details: Delivery details:
Name Name
Address: … Address: …
Credit card no Delivery time
Order

Order details:
item quantity cost/item cost
size 10 screws (boxes) 7 3.71 25.97
…… … … …
available tools: order

• think! - what is natural order

• should match screen order!


– use boxes, space etc.
– set up tabbing right!
available tools: decoration

• use boxes to group logical items


• use fonts for emphasis, headings
• but not too many!!

ABCDEFHIJKLM
NOPQRSTUVWXYZ
available tools: alignment-text

• you read from left to right (Urdu?)

 align left hand side


Willy Wonka and the Chocolate Factory
boring but
Winston Churchill - A Biography readable!
Wizard of Oz
Xena - Warrior Princess

Willy Wonka and the Chocolate Factory


Winston Churchill - A Biography
Wizard of Oz
fine for special effects Xena - Warrior Princess
but hard to scan
available tools: alignment-names

• Usually scanning for surnames


 make it easy!

Alan Dix


Janet Finlay
Gregory Abowd
Dix , Alan

Finlay, Janet


Russell Beale Abowd, Gregory
Beale, Russell
Alan Dix
Janet Finlay
Gregory Abowd
Russell Beale
available tools: alignment-numbers

532.56
think purpose!
179.3
256.317
which is biggest? 15
73.948
1035
3.142
497.6256
available tools: alignment-numbers

visually:
627.865
long number = big number 1.005763
382.583
align decimal points 2502.56
or right align integers 432.935
2.0175
652.87
56.34
multiple columns

• scanning across gaps hard:


(often hard to avoid with large data base fields)

sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
multiple columns - 2

• use leaders

sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
multiple columns - 3

• or greying (vertical too)

sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
multiple columns - 4

• or even (with care!) ‘bad’ alignment

sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
Design trade-off: good alignment vs ability to see
relationships across rows
available tools: alignment-
presenting information
• purpose matters name size
– sort order (which column, numeric alphabetic) chap10
chap1 17
12
– text vs. diagram chap10
chap5 12
16
chap11
chap1 51
17
– scatter graph vs. histogram chap12
chap14 262
22
chap13
chap20 83
27
• use paper presentation principles! chap14
chap8 22
32
…… …

• but add interactivity


– softens design choices
• e.g. re-ordering columns
• ‘dancing histograms’ (chap 21)
• Visit the following link
https://www.youtube.com/watch?v=KbSPPFYxx3o
available tools: white space

Space to separate
space to structure
space to highlight
Screen design and layout in
physical controls
• grouping of items
–defrost
defrostsettings
settings
–type
typeofoffood
food
– time to cook
time to cook
Screen design and layout in
physical controls
• grouping of items
• order of items
1) type
1) type of heating
of heating
1
2) temperature
2) temperature
3) time to cook
3) time to cook
4) start 2
4) start
3

4
Screen design and layout in
physical controls
• grouping of items
• order of items
• decoration
–different
differentcolours
coloursfor
for different
different functions
functions
–lines
linesaround
aroundrelated
related
buttons(temp up/down)
buttons
Screen design and layout in
physical controls
• grouping of items
• order of items
• decoration
• alignment
– centered text in buttons
centred text in buttons
? easy to scan ?
? easy to scan ?
Screen design and layout in
physical controls
• grouping of items
• order of items
• decoration
• alignment
• white space
– gaps to aid grouping
gaps to aid grouping
User actions and controls


User actions and controls:
entering information Name: Alan Dix
Address: Lancaster
• forms, dialogue boxes


– presentation + data input
– similar layout issues Name: Alan Dix
– alignment Address: Lancaster

• logical layout
– use task analysis (ch15)
– groupings
?
Name: Alan Dix
Address: Lancaster

– natural order for entering information


• top-bottom, left-right (depending on culture)
• set tab order for keyboard entry
User actions and controls:
knowing what to do
• what is active what is passive
– where do you click
– where do you type
• consistent style helps
– e.g. web underlined links
• labels and icons
– standards for common actions
– language – bold = current state or action
User actions and controls:
Affordances
• 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

• psychological term

81
User actions and controls:
Affordances
mug handle
• for physical objects
‘affords’
– shape and size suggest actions grasping
• pick up, twist, throw
– also cultural – buttons ‘afford’ pushing
• for screen objects
– button–like object ‘affords’ mouse click
– physical-like objects suggest use
• culture of computer use
– icons ‘afford’ clicking
– or even double clicking … not like real buttons!
Activity

– Physical affordances:
How do the following physical objects afford? Are
they obvious?

83 www.id-book.com
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?

84 www.id-book.com
More: aesthetics and utility

• aesthetically pleasing designs


– increase user satisfaction and improve productivity
• beauty and utility may conflict
– mixed up visual styles  easy to distinguish
– clean design – little differentiation  confusing
– backgrounds behind text
… good to look at, but hard to read
• but can work together
– e.g. the design of the counter
– in consumer products – key differentiator (e.g. iMac)
More: colour and 3D

• both often used very badly!


• colour
– older monitors limited palette
– colour over used because ‘it is there’
– beware colour blind!
– use sparingly to reinforce other information
• 3D effects
– good for physical information and some graphs
– but if over used …
e.g. text in perspective!! 3D pie charts
More: bad use of colour

• over use - without very good reason (e.g. kids’


site)
• colour blindness
• poor use of contrast
• do adjust your set!
– adjust your monitor to greys only
– can you still read your screen?

https://www.youtube.com/watch?v=MjcO2ExtHso
More: across countries and
cultures
• localisation & internationalisation
– changing interfaces for particular cultures/languages
• globalisation
– try to choose symbols etc. that work everywhere

• simply change language?


– use ‘resource’ database instead of literal text
… but changes sizes, left-right order etc.
• deeper issues
– cultural assumptions and values
– meanings of symbols
e.g tick and cross … +ve and -ve in some cultures
… but … mean the same thing (mark this) in others

 

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