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Chapter-1-iT-HCI-01

The document provides an introduction to interaction design, emphasizing its importance in creating user-centered products that are usable, efficient, and enjoyable. It outlines key concepts such as the interaction design process, the double diamond model, and the distinction between good and bad designs, while also highlighting the significance of user experience and accessibility. Additionally, it discusses the integration of interaction design within multidisciplinary teams and various design disciplines.

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0% found this document useful (0 votes)
8 views59 pages

Chapter-1-iT-HCI-01

The document provides an introduction to interaction design, emphasizing its importance in creating user-centered products that are usable, efficient, and enjoyable. It outlines key concepts such as the interaction design process, the double diamond model, and the distinction between good and bad designs, while also highlighting the significance of user experience and accessibility. Additionally, it discusses the integration of interaction design within multidisciplinary teams and various design disciplines.

Uploaded by

kahitano393
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 59

INTRODUCTI

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

How much do you use "interactive


products or devices"? A laptop, remote
control, coffee machine, tablet, ticketing,
scanner, GPS, smoothing machine, smart
TV, alarm clock, and so on.
INTRODUCTION

Devices that allow customers to connect


with them, including mobile phones and
fitness bands, which have also been
explicitly developed with the consumer
in mind. They are exciting and practical
to use in general.
02
INTERACTI
ON DESIGN
WHAT IS INTERACTION
DESIGN?
Interaction design is
particularly responsible for
commands centered mainly on
the exploration of the product
specifications, the designs of
anything to meet the
requirements, and the
development of the prototype is
then evaluated.
WHAT IS INTERACTION
DESIGN?
Design is also about trade-offs— On
adjusting immediate concerns. Another
common method of exchange when
designing a project is to provide advice
or suggestions.

Producing alternative solutions seems to


be the smartest core principle to be
considered in many other fields of study.
"THE BEST WAY TO GET A GOOD IDEA IS
TO GET A LOT OF IDEAS.“ – LINUS
PAULING.
WHAT IS
INVOLVED IN
INTERACTION
• Understanding the problem space
DESIGN?
• Importance of involving users
• Degrees of user involvement
• What is a user-centered approach?
• Four basic activities of interaction design
• A simple lifecycle model for interaction
design
SOME PRACTICAL
ISSUES
• Who are the users?
• What are the user’s needs?
• How to generate alternative designs
• How to choose among alternative
designs •How to integrate interaction
design activities within other lifecycle
models
THE DOUBLE DIAMOND
DESIGN
THE DOUBLE
DIAMOND DESIGN
1. Discover: Designers attempt to gather insights
into the problem.
2. Define: Designers are developing a
straightforward brief that identifies the design
challenge.
3. Develop: Remedies or ideas are formed,
prototyped, tested and iterated.
4. Deliver: The resulting product will be completed,
developed and released.
03
GOOD AND
BAD
DESIGNS
GOOD VERSUS BAD DESIGN

"Interactive products" are


functional and essential for the
design of interactions. This
means products that are usually
easy to understand, efficient to
use and that can still provide
enjoyable user experience.
GOOD VERSUS BAD DESIGN

A great idea to start thinking as to


how to design interactive products
is to start comparing references of
well-designed and poorly
implemented products.
BAD DESIGNS
EXAMPLE:

1. Elevator
2. Vending machine
3. The Voice-Mail System
GOOD DESIGNS
EXAMPLE:

1. The "Marble Answering Machine"


invented by Bishop (Bishop, 1995)
GOOD AND BAD
DESIGN

Scenario: Why is TiVo considered to be


well designed than conventional tv
remotes?

• “Peanut shaped to fit in hand”


• “Logical layout and color-coded, distinctive
buttons”
• “Easy-to-locate buttons”
GOOD AND BAD
DESIGN

Scenario 2: What's the smartest system


to use with a smart TV? Why?

• “Pecking using a grid keyboard via a remote


control”
• “Swiping across two alphanumeric rows using a
touchpad on a remote control”
“HOW TO PLAN AND
DESIGN?”
These are the things you need to take into
account:
• “Who the users are”
• “What activities are being carried out”
• “Where interaction is taking place”
What is Interaction
design?
1. “Designing interactive products to support the
way people communicate and interact in their
everyday and working lives.” -Sharp, Rogers, and
Preece (2019)

2. “The design of spaces for human


communication and interaction.” -Winograd (1997)
GOALS
04
OF
INTERAC
TION
DESIGN
GOALS OF INTERACTION
DESIGN
1.Develop usable products – which refers to
usability as something that is “easy to
learn”, “effective to use”, and at the same
time “can provide enjoyable experience”

2.It takes into consideration the users in its


design process.
DIFFERENT TYPES OF
DESIGN:
1. User Interface Design
2. Software Design
3. User-centered Design
4. Product Design
5. Web Design
6. Experience Design (UX)
Interaction design is considered as an
integral part of to all disciplines, fields,
and approaches concerned with
“researching and designing computer-
based systems” for humans. The
illustration that you see below shows how
ID covers all of these different aspects:
1. Relationship between ID, HCI, and other
fields− academic disciplines Academic
disciplines contributing to ID:

• 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”

• “Equate to more varying


perspectives and ways of seeing
and talking about things”
INTERACTION DESIGN IN
BUSINESS

Due to the huge demand for interaction


design, through the years there had been
companies established who solely provide
services in the field of Interaction design
consulting. Example of these are:
EXAMPLE OF THESE ARE:
• Nielsen Norman Group: “help companies
enter the age of the consumer, designing
humancentered products and services”

• Cooper: “From research and product to goal-


related design”

• IDEO: “creates products, services and


environments for companies pioneering new ways
to provide value to their customers”
05
THE USER
EXPERIEN
CE
The User Experience - this refers
to the observation of how a product
behaves and is being utilized by
people in real life.
• “The way people feel about it and their pleasure
and satisfaction when using it, looking at it,
holding it, and opening or closing it”

• “Every product that is used by someone has a


user experience: newspapers, ketchup bottles,
reclining armchairs, cardigan sweaters.” (Garrett,
2010)

• “All aspects of the end-user's interaction with the


company, its services, and its products.” (Nielsen
and Norman, 2014)
Defining user experience

According to Hornbaek and Hertzum, 2017


“How users perceive a product, such as
whether a smartwatch is seen as sleek or
chunky, and their emotional reaction to it,
such as whether people have a positive
experience when using it.”
Defining user experience

HASSENZAHL’S (2010) MODEL OF THE


USER EXPERIENCE LOOKS INTO TWO
CHARACTERISTICS ,YOUR PRODUCT
MUST BE PRAGMATIC AND AT THE
SAME TIME PLEASURABLE/HEDONIC.
CORE CHARACTERISTICS OF
INTERACTION DESIGN

• All throughout construction of the product,


users should be engaged

• At the start of the project, precise usability


and user experience objectives must be
defined, clearly outlined and consented upon.

• Iteration is required through all the core


operations
THE DESCRIPTION BELOW, TELLS HOW
UNDERSTANDING DESIGN HELPS DESIGNERS IN
FORMULATION OF OVERALL PRODUCT
PROTOTYPE DESIGN.

• Recognize how interactive products could be


designed that match what users expect, need and
would want.

• 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.

• Classify any false assumptions concerning specific


user groups that they may have. (for example, not all
old people want or need big fonts

• Know the sensitivities of both individuals and their


capacities
Accessibility and Inclusiveness

Accessibility: refers to the degree over


which as many individuals as possible can
access an interactive product.

Inclusiveness: refers to the


manufacturing of products and services
which support as many individuals as
possible.
USABILITY GOALS

Usability considers the perspective of


the user, it aims to design interactive
products that are easy to learn, efficient
to use, and enjoyable.
USEABILITY HAS 6
GOALS:
1. Effective to use
2. Efficient to use
3. Safe to use
4. Have good utility 13
5. Easy to learn
6. Easy to remember how to use
Usability and User experience
goals

It takes into considerations of choosing


terms to express the emotions, feelings,
and so on of a person can help designers
understand the multifaceted nature of the
user experience.
Design principles - Interaction designers
use design principles to support their
thought process when designing for the
user experience.

• 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

User-centered design rests on three principles


▪ Early focus on users and tasks
▪ Empirical measurement using quantifiable and
measurable usability criteria
▪ Iterative design
THANKS!
Do you have any questions?

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