Chapter-1-iT-HCI-01
Chapter-1-iT-HCI-01
ON TO
INTERACTION
DESIGN
CHAPTER 1, IT-HCI01
TABLE OF
CONTENTS
01 02 03
Introduction Interaction Good and Bad
Design Designs
04 05 06
Goals of Interaction The User The Process of
Design Experience Interaction
Design
01
INTRODUCTIO
N
INTRODUCTION
1. Elevator
2. Vending machine
3. The Voice-Mail System
GOOD DESIGNS
EXAMPLE:
• Psychology
• Social Sciences
• Computing Sciences
• Engineering
• Ergonomics
• Informatics
2. Relationship between ID, HCI and other
fields−design practices Design practices
contributing to ID:
• Graphic design
• Product design
• Artist-design
• Industrial design
• Film industry
3. Relationship between ID, HCI and other
fields−interdisciplinary fields
Interdisciplinary fields that ‘do’ interaction
design:
• HCI
• Ubiquitous Computing
• Human Factors
• Cognitive Engineering
• Cognitive Ergonomics
• Computer Supported Co-operative
Work
• Information Systems
WORKING IN
MULTIDISCIPLINARY TEAMS
• “Pertains to people with
different field of expertise are
involved”
• Know that one size does not suit all (for example,
teenagers are very different to grown-ups) 11
THE DESCRIPTION BELOW, TELLS HOW
UNDERSTANDING DESIGN HELPS DESIGNERS IN
FORMULATION OF OVERALL PRODUCT
PROTOTYPE DESIGN.
• VISIBILITY
• FEEDBACK
• CONSTRAINTS
• CONSISTENSY
• AFFORDANCE
User – centered design pertains
to the involvement and
consideration of the perception and
needs of the users all throughout
the whole process.
THE
06
PROCESS
OF
INTERACTIO
N DESIGN
Four basic activities of Interaction
Design
1. Discovering requirements
2. Designing alternatives
3. Prototyping alternative
designs
4. Evaluating product and its
user experience throughout
A simple interaction
design lifecycle model
The Importance of Involving
Users
EXPECTATION MANAGEMENT
• Realistic expectations
• No surprises, no disappointments
• Timely training
• Communication, but no hype
Ownership
• Make the users active stakeholders
• More likely to forgive or accept problems
• Can make a big difference in acceptance
and success of product
HOW TO GENERATE
ALTERNATIVES
• Humans tend to stick with something that works
• Considering alternatives helps identify better designs
• Where do alternative designs come from?
▪ ‘Flair and creativity’: research and synthesis
▪ Cross-fertilization of ideas from different
perspectives
▪ Users can generate different designs
▪ Product evolution based on changing use
▪ Seek inspiration: similar products and domain, or
different products and domain
• Balancing constraints and trade-offs
HOW TO CHOOSE AMONG
ALTERNATIVES
• Interaction design focuses on externally-visible and measurable
behavior
• Technical feasibility
• Evaluation with users or peers
▪ Prototypes not static documentation because behavior
is key
• A/B Testing
▪ Online method to inform choice between alternatives
▪ Nontrivial to set appropriate metrics and choose user
group sets
• Quality thresholds
▪ Different stakeholder groups have different quality
HOW TO INTEGRATE INTERACTION
DESIGN ACTIVITIES WITHIN OTHER
MODELS
• Integrating interaction design activities in lifecycle
models from other disciplines requires careful planning
• Software development lifecycle models are prominent 25
• Integrating with agile software development is promising
because:
▪ It incorporates tight iterations
▪ It champions early and regular feedback
▪ It handles emergent requirements
▪ It aims to strike a balance between flexibility and
structure
Some key points
FOUR BASIC ACTIVITIES IN INTERACTION
DESIGN PROCESS
▪ Discovering requirements
▪ Designing alternatives
▪ Prototyping
▪ Evaluating