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Interaction Design
Tony Scarlatos, Instructor
CSE/ISE/EST 323
What is Interaction Design? What is HCI?
Interaction Design is the art of facilitating interactions
between people though products and services. Practitioners
work in a field called UX (User eXperience), which is similar
to UI (User Interaction).
Interaction Design encompasses many fields, such as Industrial
Design, Communications Design, Service Design, and Human
Factors (Human Computer Interaction, or HCI).
HCI is closely related to Interaction Design, but HCI methods
are more quantitative, and the focus is on how people interact
with computers, not with each other.
Interaction Design is an art, an applied art, not a science. By
nature its solutions are contextual, not global.
Starting Points
The Design Brief is a document, usually from the client, that
identifies the reason for hiring the designer, states the nature
of the problem(s), and may even offer proposed solutions.
Stakeholders are clients who have an interest in, and influence
on the outcome of, the design. In some cases people who will
be affected by the design, but who do not have direct input,
can be considered stakeholders.
Business goals may be hard (quantifiable, like sales numbers) or
soft (branding). Success metrics measure quantifiable data to
show progress toward the goal. Constraints are often technical
issues that define the options a designer may have and the
parameters they must work within.
Four Types of Design Approaches
User-Centered Design: “User knows best” - goals of what
user wants to accomplish become goals of the design.
Allows designer to set aside personal preference.
Emphasizes testing of prototypes with users, and often
surveys such as focus groups. Can be impractical for very
large user groups (millions). (Think of Microsoft).
Activity- (or Task-) Centered Design: Focus is on tasks,
not goals. More direct, focused on shorter term
objectives. Sharp focus may obscure larger questions and
solutions about the problem. Usability is often
overlooked.
Four Types of Design Approaches
Systems Design: Structured, rigorous design methodology
- holistic approach to design. Uses established
arrangement of components for solutions. Good for large
problems. Goal - Environment - Sensors - Disturbances Comparator - Actuator - Feedback – Controls
Genius Design: Relies on wisdom and experience of
designers to make decisions. Employs little or no
research. (Think of Apple Computer).
Design solutions often use a blend of these 4 approaches.
Interaction Design Elements
Motion: Key to interaction. Objects that don't move don't
interact.
Space: 2D and 3D. Interactions take place in a defined
space.
Time: Interactions happen over time. Establishes a rhythm
to interaction.
Appearance: Cues how to interact with an object. Also
conveys emotional content. Proportion - Structure - Size
- Shape - Weight – Color
Sound: Alerts. Pitch - Volume - Timbre
Interaction Design Principles
Moore's Law: (Intel) Every 18 months, the number of
transistors on integrated circuits will double. Designers can
expect devices to be smaller, faster, cheaper and more
powerful. Design for the future... not for the now.
Fitt's Law: The time it takes to move from a starting position
to the final target is determined by the distance to the target
and the size of the target. Relates to icon size (bigger), button
placement (edges of the screen) and contextual (pop-up)
menus.
Hick's Law: The time it takes for users to make decisions is
based on the number of choices they have. User will make
choices more quickly from 1 menu of 10 items than 2 menus
of 5 items. Speed is also determined by familiarity of choices,
and format of choices.
Interaction Design Principles
Magical Number 7: The human mind is able to remember
information best in chunks of 7 (plus or minus 2). For
short-term memory, information is best presented in
chunks of 5 to 9 pieces.
Tesler's Law: There is a point beyond which a process
cannot be simplified further, the complexity can only be
transferred from one place to another. Designers should
strive to distribute complexity broadly.
Poka-Yoke Principle: From the Japanese (Toyota)- avoiding
(yokeru) inadvertent errors (poka). Designers put
constraints on devices or products to prevent errors.
Interaction Modes
Command languages: Rich, like language. Difficult to
remember. Prone to syntax and typing errors. Command
abbreviation can lead to ambiguity.
Menu systems: Simpler. Easier to recall. Limits choices.
Elements of the Graphical User Interface (GUI) are
Windows, Icons, Menus, and Pointers (WIMP’s). Icondriven interfaces mitigate language and literacy barriers.
Concepts that are not literal are hard to represent with
icons.
Direct manipulation: Real time. Mimics natural
interactions. Demanding of the CPU.
Feedback/forward & Good Interaction
Design
Feedback confirms actions taken by the user.
Feedforward gives users an idea of the outcome before
an action is taken.
Qualities of Good Interaction Design: Trustworthy Appropriate - Smart - Responsive - Clever - Ludic
(playful) – Pleasurable
Design Research
Investigating through various means a product or service's
potential or existing users and environment. To improve the
design of a product or service.
Go to users' site. Talk to them, observe them. Make notes.
Informed consent - Explain risks and benefits of study Respect subjects' privacy - Pay subjects for their time(?) Provide data and results to subjects if asked
Observations: Fly on the wall - Shadowing - Contextual inquiry
- Undercover agent
Interviews: Directed storytelling – “Unfocus group” (expert
focus group) - Role playing - Desk/purse/briefcase tour
Research Subject Activities: Collaging - Modeling - Drawing
Self reporting: Journals - Beeper studies - Photo/video journals
Design Process
Tools: Diagramming software - Drawing/illustration software Prototyping software - Presentation software - Conversion
software
Research Models: Linear flow - Circular flow - Spider diagram Venn diagram - 2X2 matrix – Map
Personas: Documented set of archetypal people who are users
or likely users. Provides a “face” to user groups the designer is
developing for, but steers designers away from simple
demographics. Personas are unified more by relationship to
the product, motivations etc, than arbitrary distinctions like
age, race, and gender.
Scenario: A narrative. A prototype of words. Story about what
it will be like to use the product or service. Actors are the
Personas.
Design Process
Task analysis is a list of activities the final product will have to
support. Task flows are the order in which the activities will take
place.
Use case is a sketch of the functionality of a product or service
including the actors. Title - Actors - Purpose - Initial condition Terminal condition - Primary steps – Alternatives
Wireframes are a set of documents that show structure,
information hierarchy, functionality, and content without visual or
physical form. (Sometimes called schematics). Most important
besides prototype. (Services don't have Wireframes - they have
Service Blueprints). Used by all members of the development team
to determine content or functionality of the proposed product they
will have to contribute.
Prototypes: Mock up of the proposed product. Used for working
out bugs and testing. Paper, Digital, and Physical are the types.
Smart Applications & Clever Devices
Dumb Applications: Don't know the user, the
environment, the context - don't maintain state.
Multitasking: Applications can collect usage data while
responding to user commands. Can be intrusive and
annoying.
Customization and Personalization - Adaptation - to
Achieve Flow. Let users do - Orient - Let users win Sense and respond - Connect – Immerse
Users customize the app to alter the appearance.
Personalization changes the function of the app.
“Achieve Flow”: Dialog between user and product so they
adapt and respond to each other fluidly.
Smart Applications & Clever Devices
Adaptive: Create objects that learn, react, respond,
understand, perform tasks that have personal meaning.
Can be annoying. Users should be able to correct or
modify system assumptions.
Hacking: Repurposing a product to fulfill an unanticipated
need. Can extend the usefulness of the product. Can also
be destructive. Can be managed through layering, where
the upper layers are “hackable”, and the lower (core)
layers are not.
Ambient Devices: Also called “calm technologies”.
Unobtrusively present information that can be ignored by
the user.
Service Design
A service is a chain of activities that form a process and have
value for an end user. The system is the service. Intangible Provider ownership - Co-created - Flexible - Time based Active - Fluctuating demand
Touchpoints: Environments - Objects - Processes - People. Can
be physical or sometimes intangible.
Services can be more easily designed to be environmentally
good than products. People form stronger attachments to
physical objects than to intangible services.
Services Vs. Products: Broader focus - designer must consider
environment, channel, touchpoint - in addition to artifact.
Non-obvious stakeholders: Other businesses that leverage the
service but do not directly use it.
Service Design
Process Map: High level view of the overall experience
and where the design work being done falls in the
experience. Similar to task flow. Indicates touch points.
Service blueprints have 2 components: service moments
(like a storyboard key frame) and service string (string of
service moments). Provides big picture view of the new
service.
Service Moment: Ideally has a sketch or photograph
showing the design and the touchpoint.
Prototyping Services: Create scenarios based on the
service blueprint and act them out. (Role playing).
The Future of Interaction Design
Internet will be ubiquitous, information will be contextual,
robots will perform tasks, intelligent agents will find
information.
“Next Web”: New tools for search, read, filter, use, mix,
and connect.
Intelligent Agents: Software that acts on our behalf
autonomously, by monitoring our behavior. Can use the
Internet more efficiently.
Spimes: Networked, context- aware, self-monitoring, self documenting, uniquely identified objects that exude data
about themselves and their environments. Most likely will
have RFID tags. Privacy issues are a concern.
The Future of Interaction Design
Transmedia: Content that crosses and leverages multiple
media channels.
Wearable computing: Computing devices embedded in
clothing or worn on the body like jewelry, shoes, or
eyeglasses. Brings input from the outside world to the
user, or monitors the user.
Ubiquitous Computing: Information systems embedded in
environments and artifacts all around the user.
Designing for Good
Good Design: Efficient, effective, aesthetically pleasing.
Also, moral, just, life-affirming, protects human dignity.
“Make the world better by removing those little irritants
in life”
“Finding new ways to better connect human beings to
one another”