Lecture No 3
Lecture No 3
interaction design
basics
interaction design basics
• 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
• iteration and prototypes
– never get it right first time!
interactions and interventions
• 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 ..
– air crash, 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 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
• linearity
– time is linear - our lives are linear
– but don’t show alternatives
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?
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
• internet-connected swiss army knife …
• explore interaction
– what happens when
• explore cognition
– what are the users thinking
• explore architecture
– what is happening inside
use scenarios to ..
• 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 …
• within a screen
– later ...
• local
– looking from this screen out
• global
– structure of site, movement between screens
• wider still
– relationship with other applications
local
goal
start
goal seeking
goal
start
goal
start
goal
start
live links
to higher
levels
beware the big button trap
between screens
within the application
hierarchical diagrams
the system
• parts of application
– screens or groups of screens
• 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/
think about dialogue
• marriage service
• general flow, generic – blanks for names
• pattern of interaction between people
• computer dialogue
• pattern of interaction between users and system
• but details differ each time
network diagrams
main remove
confirm
screen user
add user
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
basic principles
grouping, structure, order
alignment
use of white space
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
Order details:
item quantity cost/item cost
size 10 screws (boxes) 7 3.71 25.97
…… … … …
order of groups and items
• instructions
– beware the cake recipie syndrome!
… mix milk and flour, add the fruit
after beating them
decoration
ABCDEFHIJKLM
NOPQRSTUVWXYZ
alignment - text
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
382.583
align decimal points
or right align integers
2502.56
432.935
2.0175
652.87
56.34
multiple columns
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
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
multiple columns - 4
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
white space - the counter
• grouping of items
– defrost settings
defrost
– type settings
of food
typetoof
– time food
cook
time to cook
physical controls
• grouping of items
• order of items
1) type of heating
1) 2)
type of heating
temperature
1
2) 3)
temperature
time to cook
3) 4) start
time to cook
2
4) start
3
4
physical controls
• grouping of items
• order of items
• decoration
– different colours
different
for colours
different for
functions
different functions
– lines around related
lines around related
buttons
buttons (temp up/down)
physical controls
• grouping of items
• order of items
• decoration
• alignment
– centered text in buttons
?centred
easy to scan
text ?in buttons
? 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 (ch15)
Name: Alan Dix
– groupings
Address: Lancaster
– natural order for entering information
• top-bottom, left-right (depending on culture)
• set tab order for keyboard entry
presenting information
aesthetics and utility
colour and 3D
localisation & internationalisation
presenting information
• purpose matters
– sort order (which column, numeric alphabetic) name size
– text vs. diagram chap10
chap1 17
12
– scatter graph vs. histogram chap10
chap5 12
16
chap11
chap1 51
17
chap12
chap14 262
22
• use paper presentation principles! chap13
chap20 83
27
chap14
chap8 22
32
…… …
• but add interactivity
– softens design choices
• e.g. re-ordering columns
• ‘dancing histograms’ (chap 21)
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)
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
bad use of colour
prototyping
iteration and prototyping
getting better …
… and starting well
prototyping
OK?
design prototype evaluate done!
re-design
pitfalls of prototyping