1 Introduction
1 Introduction
DESIGN
WHICH IS
MORE
OBVIOUS?
2004
2007
2008
2009
2010
Even simple decisions require
thought and are influenced by
experience
Is UI design
easy or hard? Al Gore – George Bush election
Does it really determined by UI design.
matter?
It is easy to blame the user.
Same or different?
A A
A A
A A
A a
A B
Even simple decisions require
thought and depend on context
Florida Butteryfly Ballot
If s o ft w a r e i s d i ffi c ul t t o u s e , i f i t fo r c e s yo u i n t o mi s t a k e s ,
o r i f i t f r u s t r a t e s y ou r e ff o r t s t o a c c o m p l i s h y o u r g o a l s , y o u
w o n’t l i k e i t , r e g a r dl e s s of t h e c o m pu t a t i on a l p o w e r i t
e x h i b i t s , t he c on t e n t i t d e l i ve r s , o r t h e f un c t i on a l i t y i t o ffe r s .
T h e u s e r e x p e r i e n c e h a s t o b e ri gh t b e c a u s e i t m o l ds a u s e r ’s
p e r c e p t i o n of t h e s o f t w a re .
WHAT ARE
THE
STEPS?
User interface design begins with the
identification of user, task, and
environmental requirements.
These form the basis for the creation of a
screen layout and navigation pathways
through the information architecture.
WHAT IS
THE WORK
PRODUCT?
Number of other terms used emphasizing what Interaction design is the umbrella term
is being designed, for example: covering all of these aspects:
User interface design, software design, user-centered design, Fundamental to all disciplines, fields, and approaches concerned
product design, web design, experience design (UX) with researching and designing computer-based systems for
people
Interaction design
Relationship between ID, HCI, and other
fields−academic disciplines
Different perspectives
Many people from
and ways of seeing
different backgrounds Benefits Disadvantages
and talking about
involved
things
Difficult to
More ideas and communicate and
designs generated progress forward the
designs being create
Large number of ID consultancies. Examples of well
known ones include:
Users should be involved throughout the Specific usability and user experience goals Iteration is needed through the core activities
development of the project need to be identified, clearly documented, and
agreed to at the beginning of the project
Why?
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 (for example, teenagers are very different to grown-ups)
◦ Identify any incorrect assumptions they may have about particular user groups. (for example, not
all old people want or need big fonts)
1 2 3
Disabilities can be classified as: Each type can be further defined in Impairment can be categorized:
• Sensory impairment (such as loss of vision or terms of capability: • Permanent (for instance, long-term wheelchair
hearing) • For example, someone might have only peripheral user)
• Physical impairment (having loss of functions to vision, be color blind, or have no light perception • Temporary (that is, after an accident or illness)
one or more parts of the body after a stroke or • Situational (for example, a noisy environment
spinal cord injury) means that a person can’t hear)
• Cognitive (including learning impairment or loss
of memory/cognitive function due to old age)
Being cool about disability
Selecting terms to convey a How do usability goals differ from Are there trade-offs between the How easy is it to measure usability
person’s feelings, emotions, and so user experience goals? two kinds of goals? (for example, versus user experience goals?
forth can help designers understand can a product be both fun and safe?)
the multifaceted nature of the user
experience
User experience goals
Desirable aspects
Undesirable aspects
Boring Unpleasant
Frustrating Patronizing
Annoying Cutesy
Childish Gimmicky
Generalizable abstractions for thinking
about different aspects of design
“ccclichhk”
Constraints
◦ Restricting the possible actions that can be
performed
www.baddesigns.com
Consistency
Design interfaces to have similar operations and use similar elements The main benefit is that consistent interfaces are easier to learn and
for similar tasks. (for example, always use Ctrl key plus first initial of use
the command for an operation: Ctrl+c, Ctrl+s, Ctrl+o)
What happens if there is more than one
command starting with the same letter? (for
example, save, spelling, select, style)
external
consistency External consistency refers to
designing operations, interfaces,
and so on to be the same across
Very rarely the
case, based on
different designer’s
preference
applications and devices
Keypad numbers layout
A case of external inconsistency
(a) phones, remote controls (b) calculators, computer keypads
1 2 3 7 8 9
4 5 6 4 5 6
7 8 9 1 2 3
0
0
Refers to an attribute of an object that allows
people to know how to use it. (For example, a
mouse button invites pushing, a door handle
affords pulling)
give a clue
design of everyday objects
What does
“affordance” Norman argues that it does not make sense to
have to offer talk about interfaces in terms of ‘real’
affordances
interaction
design? -Learned conventions
Instead, interfaces are better of arbitrary mappings
between action and
conceptualized as effect at the interface
‘perceived’ affordances: -Some mappings are
better than others
Activity
Virtual affordances
◦ How do these screen objects afford?
◦ What if you were a novice user?
◦ Would you know what to do with them?
Interaction design is concerned with designing interactive
products to support how people communicate and interact
in their everyday and working lives