Oromia State University Human Computer Interaction
Oromia State University Human Computer Interaction
Human Computer
Interaction
chapter 5
Interaction design
interaction design basics
• design:
– what it is, interventions, goals, constraints
• the design process
– what happens when, were
• users
– who they are, what they are like …
• scenarios
– rich stories of design
• navigation
– finding your way around a system
• iteration and prototypes
– never get it right first time!
interactions and interventions
design interactions not just interfaces
not just the immediate interaction
e.g. stapler in office – technology changes interaction style
• manual: write, print, staple, write, print, staple, …
• electric: write, print, write, print, …, staple
• goals - purpose
– who is it for, why do they want it
• constraints
– materials, platforms
• trade-offs
golden rule of design
• understand computers
– limitations, capacities, tools, platforms
• understand people
– psychological, social aspects
– human error
• and their interaction …
To err is human
• accident reports ..
– aircrash, industrial accident, hospital mistake
– enquiry … blames … ‘human error’
• but …
– concrete lintel breaks because too much weight
– blame ‘lintel error’ ?
… no – design error
we know how concrete behaves under stress
• human ‘error’ is normal
– we know how users behave under stress
– so design for it!
• treat the human/user at least as well as physical materials!
Central message …
the user
The process of design
scenarios
what is task analysis
wanted guidelines
principles
interviews analysis precise
ethnography specification
design
what is there
vs. dialogue implement
what is wanted notations and deploy
evaluation
prototype
heuristics architectures
documentation
help
Steps …
• requirements
– what is there and what is wanted …
• analysis
– ordering and understanding
• design
– what to do and how to decide
• iteration and prototyping
– getting it right … and finding what is really needed!
• implementation and deployment
– making it and getting it out there
… but how can I do it all ! !
• limited time design trade-off
• usability?
– finding problems and fixing them?
– deciding what to fix?
• a perfect system is badly designed
– too good too much effort in design
user focus
• probe packs
– items to prompt responses
• e.g. glass to listen at wall, camera, postcard
– given to people to open in their own environment
they record what is meaningful to them
• used to …
– inform interviews, prompt ideas, enculture designers
scenarios
• step-by-step walkthrough
– what can they see (sketches, screen shots)
– what do they do (keyboard, mouse etc.)
– what are they thinking?
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. … … …
also play act …
• mock up device
• pretend you are doing it
• explore cognition
– what are the users thinking
• explore architecture
– what is happening inside
use scenarios to ..
• communicate with others
– designers, clients, users
• express dynamics
– screenshots – appearance
– scenario – behaviour
linearity
Scenarios – one linear path through system
Pros:
– life and time are linear
– easy to understand (stories and narrative are natural)
– concrete (errors less likely)
Cons:
– no choice, no branches, no special conditions
– miss the unintended
• So:
– use several scenarios
– use several methods
the systems
navigation design
add user remove user
add user
levels
• widget choice
– menus, buttons etc.
• screen design
• application navigation design
• environment
– other apps, O/S
the web …
ABCDEFHIJKLM
NOPQRSTUVWXYZ
basic principles
• ask
– what is the user doing?
• think
– what information, comparisons, order
• design
– form follows function
available tools
• grouping of items
• order of items
• decoration - fonts, boxes etc.
• alignment of items
• white space between items
grouping and structure
logically together >>physically together
Order details:
item quantity cost/item cost
size 10 screws (boxes) 7 3.71 25.97
…… … … …
order of groups and items
• think! - what is natural order
• instructions
– beware the cake recipie syndrome!
… mix milk and flour, add the fruit
after beating them
decoration
• use boxes to group logical items
• use fonts for emphasis, headings
• but not too many!!
ABCDEFHIJKLM
NOPQRSTUVWXYZ
alignment - text
• you read from left to right (English and European)
Alan Dix
Janet Finlay
Gregory Abowd
Dix , Alan
Finlay, Janet
Russell Beale Abowd, Gregory
Beale, Russell
Alan Dix
Janet Finlay
Gregory Abowd
Russell Beale
alignment - numbers
visually: 627.865
long number = big number
1.005763
align decimal points
382.583
or right align integers
2502.56
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
white space - the counter
4
physical controls
• grouping of items
• order of items
• decoration
– different colours
different colours for
for different
different functions
functions
– lines
linesaround
aroundrelated
related
buttons (temp up/down)
buttons
physical controls
• grouping of items
• order of items
• decoration
• alignment
– centered text in buttons
?centred text ?in buttons
easy to scan
? easy to scan ?
physical controls
• grouping of items
• order of items
• decoration
• alignment
• white space
– gaps to aid grouping
gaps to aid grouping
user action and control
entering information
knowing what to do
affordances
Entering information
Name: Alan Dix
• forms, dialogue boxes Address: Lancaster
– presentation + data input
– similar layout issues
– alignment - N.B. different label lengths
Name: Alan Dix
Address: Lancaster
?
• logical layout
– use task analysis
Name: Alan Dix
– groupings
Address: Lancaster
– natural order for entering information
• top-bottom, left-right (depending on culture)
• set tab order for keyboard entry
prototyping
iteration and prototyping
getting better …
… and starting well
prototyping
• you never get it right first time
• if at first you don’t succeed …
OK?
design prototype evaluate done!
re-design
pitfalls of prototyping
• Usability engineering
• Design rationale
the software lifecycle
• Designing for usability occurs at all stages of the life cycle, not
as a single isolated activity
The waterfall model
Requirements
specification
Architectural
design
Detailed
design
Coding and
unit testing
Integration
and testing
Operation and
maintenance
Activities in the life cycle
Requirements specification
designer and customer try capture what the system is expected to provide can be
expressed in natural language or more precise languages, such as a task analysis
would provide
Architectural design
high-level description of how the system will provide the services required factor
system into major components of the system and how they are interrelated needs
to satisfy both functional and nonfunctional requirements
Detailed design
refinement of architectural components and interrelations to identify modules to
be implemented separately the refinement is governed by the nonfunctional
requirements
Verification and validation
Real-world
requirements
and constraints The formality gap
Verification
designing the product right
Validation
designing the right product
The formality gap
validation will always rely to some extent on subjective means of proof
Management and contractual issues
design in commercial and legal contexts
The life cycle for interactive systems
cannot assume a linear
Requirements sequence of activities
specification
as in the waterfall model
Architectural
design
Detailed
design
Coding and
unit testing
Operation and
maintenance
Usability engineering
The ultimate test of usability based on measurement of user experience
Usability specification
– usability attribute/principle
– measuring concept
– measuring method
– now level/ worst case/ planned level/ best case
Problems
– usability specification requires level of detail that may not be
– possible early in design satisfying a usability specification
– does not necessarily satisfy usability
part of a usability specification for a
VCR
Attribute: Backward recoverability
Measuring concept: Undo an erroneous programming
sequence
Measuring method: Number of explicit user actions
to undo current program
Now level: No current product allows such an undo
Worst case: As many actions as it takes to
program-in mistake
Planned level: A maximum of two explicit user actions
Best case: One explicit cancel action
ISO usability standard 9241
adopts traditional usability categories:
• effectiveness
– can you achieve what you want to?
• efficiency
– can you do it without wasting effort?
• satisfaction
– do you enjoy the process?
some metrics from ISO 9241
Usability Effectiveness Efficiency Satisfaction
objective measures measures measures
• Prototypes
– simulate or animate some features of intended system
– different types of prototypes
• throw-away
• incremental
• evolutionary
• Management issues
– time
– planning
– non-functional features
– contracts
Techniques for prototyping
Storyboards
need not be computer-based
can be animated
• Two examples:
– Issue-based information system (IBIS)
– Design space analysis
Issue-based information system (IBIS)
• basis for much of design rationale research
• process-oriented
• main elements:
issues
– hierarchical structure with one ‘root’ issue
positions
– potential resolutions of an issue
arguments
– modify the relationship between positions and issues
• gIBIS is a graphical version
structure of gIBIS
supports
Position Argument
responds to
Issue
responds to
objects to
Position Argument
specializes
Sub-issue generalizes
questions
Sub-issue
Sub-issue
Design space analysis
• structure-oriented
Option Criterion
Option
Criterion
… Consequent …
Question
Question
Psychological design rationale
• to support task-artefact cycle in which user tasks are affected by the
systems they use
• aims to make explicit consequences of design for users
• designers identify tasks system will support
• scenarios are suggested to test task
• users are observed on system
• psychological claims of system made explicit
• negative aspects of design can be used to improve next iteration of design
Summary
The software engineering life cycle
– distinct activities and the consequences for interactive system design
Usability engineering
– making usability measurements explicit as requirements
Iterative design and prototyping
– limited functionality simulations and animations
Design rationale
– recording design knowledge
– process vs. structure