Interaction Design

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Questions and Answers

What is the primary focus of interaction design?

  • Creating visually appealing interfaces
  • Designing interactive products to support communication and interaction (correct)
  • Marketing products to specific demographics
  • Developing efficient code for software applications

A well-designed product should always require multiple steps to complete core tasks to ensure user engagement.

False (B)

Name two benefits of involving multidisciplinary teams in interaction design.

More ideas and designs generated; More creative and orginal designs

A key consideration when designing interactive products is understanding the ______ who will be using the product.

<p>users</p> Signup and view all the answers

Match the following design practices with their contribution to Interaction Design (IxD):

<p>Graphic Design = Visual communication and aesthetics Product Design = Physical form and functionality Artist-Design = Creativity and abstract ideas Industrial Design = Mass production and user needs</p> Signup and view all the answers

Which of the following best describes the role of a designer in relation to user experience?

<p>Designers can only design <em>for</em> a user experience, influencing but not fully controlling it (A)</p> Signup and view all the answers

According to Hassenzahl's model, hedonic attributes of a product relate to its practicality and ease of use.

<p>False (B)</p> Signup and view all the answers

Give an example of how the Apple iPhone has changed user experience compared to older mobile phones.

<p>Shift from physical buttons to touchscreen interfaces</p> Signup and view all the answers

In interaction design, involving users throughout the development process is a ______ characteristic.

<p>core</p> Signup and view all the answers

Match the following terms to their definitions regarding inclusive design:

<p>Accessibility = The extent to which a product can be used by as many people as possible Inclusiveness = Making products and services that accommodate the widest possible number of people.</p> Signup and view all the answers

What is a key difference between designing for accessibility and inclusiveness?

<p>Accessibility focuses on people with disabilities, while inclusiveness accommodates the widest possible number of people (D)</p> Signup and view all the answers

When designing for users, it's safe to assume that all members of a particular user group (e.g., old people) have the same needs and preferences.

<p>False (B)</p> Signup and view all the answers

Name three categories of disabilities that interaction design should consider.

<p>Sensory, physical, and cognitive</p> Signup and view all the answers

Universal Design aims to create products that are ______ to people with diverse abilities.

<p>accessible</p> Signup and view all the answers

Match the Universal Design principle with its description:

<p>Equitable Use = Design is useful and marketable to people with diverse abilities Flexibility in Use = Design accommodates a wide range of individual preferences and abilities Simple and Intuitive Use = Design is easy to understand, regardless of the user's experience, knowledge, language skills, or current concentration level Perceptible Information = Design communicates necessary information effectively to the user, regardless of ambient conditions or the user's sensory abilities</p> Signup and view all the answers

What is the focus of the usability goal 'Efficiency'?

<p>The way a system supports users in carrying out their tasks (D)</p> Signup and view all the answers

Usability is solely about making a product easy to use, and it doesn't need to be efficient or error-tolerant.

<p>False (B)</p> Signup and view all the answers

According to the content, name three of the '7 Factors That Affect UX'.

<p>Useful, Usable, Findable</p> Signup and view all the answers

A product that addresses a significant problem for users is more likely to have ______.

<p>value</p> Signup and view all the answers

Match each user experience goal with its description:

<p>Enjoyable = The user finds the interaction pleasant and fun Engaging = The user is captivated and fully involved in the interaction Emotionally Fulfilling = The interaction leaves the user feeling content and satisfied Cognitively Stimulating = The interaction challenges and exercises the user's mind</p> Signup and view all the answers

What is the meaning of a design having 'consistency'?

<p>Designing interfaces that have similar operations and use similar elements for achieving similar tasks (D)</p> Signup and view all the answers

External consistency is easily achieved due to the universal standards.

<p>False (B)</p> Signup and view all the answers

List two benefits of maintaining consistency in interface design.

<p>Usability; Learnability</p> Signup and view all the answers

[Blank] refers to designing operations and interfaces that behave the same way within an application.

<p>Internal consistency</p> Signup and view all the answers

Match the following concepts with their descriptions:

<p>Affordance = An attribute of an object that allows people to know how to use it. Constraints = Restricting the possible actions that can be performed in a system Feedback = Sending information back to the user about what has been done Visibility = Making it clear what parts are visible and what has to be done.</p> Signup and view all the answers

According to the elevator control panel example, which of the following changes would improve visiblity?

<p>All of the above (D)</p> Signup and view all the answers

Feedback in interaction design should be delayed to avoid overwhelming the user with too much information.

<p>False (B)</p> Signup and view all the answers

What is the purpose of 'constraints' in interaction design?

<p>Limit possible actions</p> Signup and view all the answers

Making relevant parts of a design easily noticeable contributes to its ______.

<p>visibility</p> Signup and view all the answers

Match the designer’s characteristic with the key point in the job:

<p>Design = Feedback and Simplicity Interactive Products = Everyday and Working Lives Multidisciplinary = Wide Ranging Disciplines Interaction = Evaluate Aspects</p> Signup and view all the answers

According to Sharp, Rogers, and Preece (2019), what is interaction design primarily concerned with?

<p>Designing interactive products for communication and interaction. (C)</p> Signup and view all the answers

Which of the following is a key consideration when designing interactive products?

<p>All of the above (D)</p> Signup and view all the answers

What is the relationship between UX,UI, and IxD?

<p>UX is the experience, UI is the interface, and IxD is the interaction with the interface. (D)</p> Signup and view all the answers

Complex is more innovative than simple.

<p>False (B)</p> Signup and view all the answers

According to Benyon, what are possible reasons that an inaccessible design wouldn't work?

<p>All of the above (D)</p> Signup and view all the answers

Not just about designing for disability but more about designing for everyone.

<p>True (A)</p> Signup and view all the answers

How do you increase Accessibility through Universal Design?

<p>All of the above (D)</p> Signup and view all the answers

What is are User Experience goals?

<p>All of the above (D)</p> Signup and view all the answers

What are design principles?

<p>All of the above (D)</p> Signup and view all the answers

Flashcards

Interaction Design

Designing products to support communication and interaction in everyday and working lives.

Bad Design Example

A design where elevator controls and labels on the bottom row look the same, making it easy to push a label by mistake instead of a control button.

Poor Remote Control Design

A design with too many small, multicoloured, double-labelled buttons, positioned arbitrarily.

Good Remote Control Design

A remote control with a peanut shape, logical layout, colour-coded buttons and easy-to-locate buttons.

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Good Design Example

Marble answering machine based on how everyday objects behave, easy, intuitive and a pleasure to use.

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Interaction Design Definition

The design of spaces for human communication and interaction.

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IxD Team Members

Engineers, designers, psychologists, sociologists, artists, product managers.

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Interactive Product Considerations

Who are the users? What activities will they do? Where will they use it?

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Designing Interactive Products

Optimize users' interactions with a system for effective, useful, usable, pleasurable activities.

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Design Practices IxD

Graphic, product, artist, industrial design, and the film industry.

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Design Specialisms

Designing the overall user experience (UX). Organizing information logically (IA). Design of the user interface (UI). Interaction between system and user (IxD).

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Kinds of Design

Service, business, software, user-centered design, experience strategy.

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User Experience

How a product behaves and is used by people in the real world.

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Defining User Experience

Users' perception of a product with emotional reactions.

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Pragmatic Attribute

How simple, practical, and obvious it is for the user to achieve their goals.

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Hedonic Attribute

How evocative and stimulating the interaction is to users.

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Interaction Design Characteristics

Users involved throughout. Specific goals identified. Iteration through core activities.

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Understanding Users

What people want, need, may desire, and design interactive products that fit.

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Design Thinking

Design interactive products that fit with what people want, need, and desire

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Accessibility Design

The extent to which an interactive product is accessible by as many people as possible

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Inclusive Design Focus

Design to accommodate those with learning and physical disabilities

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Impairments Focus

Sensory and physical and cognitive impairments can affect different users

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Accessible designs

Good color contrasts, readable font sizes, and logical layouts are key considerations

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User sensitivities

One size does not fit all - know your audience

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Universal design

Focus on all users, including those with disabilities - a design concept

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Efficiency Definition

The extent to which the system supports users in carrying out their tasks.

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Safety Measurement Criteria

System criteria such as number of errors and time to recover from those errors.

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Utility

Extent to which the system provides the right kind of functionality.

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Memorability

How easy a system is to remember how to use, once learned.

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Usability

How easily a system can be used.

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Credible Factor

A factor of credibility which allows the user to trust in the provided product.

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Desirability Design

Design that conveys identity, aesthetics and emotional touch through branding.

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Accessible Design Focus

An experience that can be accessed by users of a full range of abilities.

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Valuable

A factor that delivers value to both the business and the user.

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User Experience Goals

Desirable traits such as being helpful fun and stimulating

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Design Principles

What to do and what not to do at the interface.

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Visibility Problems

Problems when there is no immediate and obvious action possible

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Feedback Definition

Sending information back, immediately and synchronized, to the user about what has been done.

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Constraints Definition

Restricting the possible actions that can be performed.

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Consistency

Interfaces that are designed to have similar operations and concepts for similar tasks.

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Affordances

Refers to an attribute of an object for people to know how to use it.

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Study Notes

  • Interaction design focuses on designing interactive products to assist people in everyday communication.
  • Interaction design aims to create positive user experiences for interactive services, devices, and products.

Who is involved in Interaction Design?

  • Interaction design requires an understanding of users, emotions, perception, communication, technology, business, manufacturing, and marketing.
  • Multidisciplinary teams include engineers, designers, psychologists, sociologists, artists, and product managers.
    • Benefits: Generates more ideas and original designs.
    • Disadvantages: Can be difficult to communicate as different languages and values can cause breakdown and confusion.
    • Complex and costly.

Designing Interactive Products

  • Key considerations include:

    • Identifying the users.
    • Defining activities or tasks.
    • Where the product should be used.
  • Interaction design focuses on what people are good and bad at.

  • Interaction design aims for the ability to help people with how they do things.

  • The interaction between users should be effective, useful, and usable.

  • User opinions should be garnered and included in the designs.

  • User-centered design techniques should be used during the design process.

Relationship Between IxD, HCI, and Other Fields

  • Design practices contributing to Interaction Design:
    • Graphic and product design.
    • Artist and industrial design.
    • Film industry

UX, UI, IA, IxD

  • Designers often work across different specialisms.
  • UX relates to designing the overall user experience.
  • IA focuses on organizing information logically by considering the information architecture.
  • UI relates to considering granular design of the user interface.
  • IxD helps with determining the interaction between a system and its user.

Service Design

  • Service design, business design, software design, and user-centered design are types of design. Examples include but are not limited to experience strategy, user research, and product, and web design

The User Experience

  • "The way people feel about it and their pleasure and satisfaction when using it, looking at it, holding it, and opening or closing it".

  • Nielsen and Norman in 2014 relate that it includes all end-user interaction for company services and products.

  • User experience cannot be designed, but designed for.

  • Hornbæk and Hertzum in 2017 say the way users perceive a product relates to the emotional reaction people have .

  • Wikipedia describes how "User experience (UX) is a person's emotions and attitudes about using a particular product, system, or service. It includes the practical, experiential, affective, meaningful and valuable aspects of human–computer interaction and product ownership."

Hassenzahl's model of User Experience

  • Pragmatic goals: relates to how simple, practical and obvious interacting is for users. Hedonic: relates to how evocative and stimulating the interaction is to users.

Core Characteristics of Interaction Design

  • It is essential to involve users throughout the development process of any interaction design.
  • Specific usability and user experience goals also need to be identified, clearly documented, and agreed at the beginning of any project.

Understanding Users

  • Understand how users design their interactive products to fit the user, and also what people want, need and desire out of the product.
  • Identifying incorrect assumption users may have allows for a different user experience.

Accessibility and Inclusiveness

  • Accessibility: the extent to which any interactive product is available for as many people as possible
  • Inclusiveness: making products for all and available regardless of disability, education, age or income

Understanding Disability

  • Disabilities can be classified as: -Sensory impairments: such as vision or hearing loss. -Physical impairments: the loss of bodily function as a result of accidents like strokes. -Cognitive Impairments: which may include loss of cognitive functions as you get older.

HCI and Designing for Disabilities

  • Those with permanent disabilities may use assistive technologies routinely in their own lives.
  • Assistive Technologies can be improved through the use of current technologies such as wearables and VR.

Accessible Designs

  • David Benyon said in his book that 5 reasons a product may be inaccessible are: -Physical: too hard to use. -Conceptual: has hard-to-understand instructions. -Economic: too expensive. -Cultural: doesn't understand interaction metaphors. -Social: on joining a group the user does not understand conventions.

Accessibility Through Universal Design

  • Applying the following principles will increase accessibility in product design: -Equitable use: making products for all, including design for the deaf. -Flexible use: products should accommodate right and left handed people. -Simple and Intuitive: simply complex information, by using information hierarchy. -Perceptible Information: optimize readability of vital information, i.e by using pictures and text.

Usability Goals

  • Usability is more than ease of use, and requires designs to be efficient, easy to learn and be error tolerant.
  • Some trade-offs have to be made for economic viability.
  • Usability should be the priority unless there is a conflict, usability should be a priority.

7 Factors that Affects UX

  • The seven factors of user experience by Peter Morville include: -Useful -Usable -Findable -Credible -Desirable -Accessible -Valuable

Designing for users on the Autistic Spectrum

  • Dos: Use simple colours and plain english
  • Donts: Use bright contrasting colours or figures of speech

Designing for users with Dyslexia

  • Dos: Use images and diagrams to support the text
  • Donts: Use large blocks of text or underline the word
  • Use good colour contrast
  • Don't separate actions

Designing for users who are low vision

  • Do use colour contrasts and clear font size
  • Do follow a linear layout
  • Don't bury information

Cultural differences in product design

  • Date formats for international services should be taken into account.

User Experience Goals

  • Desirable Aspects Include: Being helpful, fun, enjoyable, and more.
  • Undesirable Aspects Include: Being dissatisfying, boring, unpleasant and more

Design Principles include:

  • Generalizable abstractions for different aspects of design.
  • Do’s and don’ts of interaction design.
  • Things to provide and not provide at the interface.
  • Knowledge, experience, and common sense.
  • The elevator control panel is an example of an user interface.

Visibility

  • You need to insert your room card in the slot by the buttons to actually get the elevator to work.
  • Elevator user interfaces are great examples of poor interfaces for visibility

Feedback

  • Sends information to the user about what has been done.
  • The goal is to be immediate.

Constraints

  • Restricts the possible actions performed, and helps prevent user from selecting incorrect options.

Consistency

  • Design interfaces to have similar operations using similar elements for similar tasks.
  • Functional elements of the design should have similar ways to convey information
  • Systems are usable and learnable when similar concepts are expressed this way. It enables quick transfer knowledge from old contexts and ability to focus on the task.

Affordances

  • Referring to an object by its ability to allow people to figure how to use it.
  • Used to discuss the design of everyday objects but popularized. Norman argued that the design of everyday objects, since virtual, are hard to define and don't really have any value.

Interaction Design Key points

  • Optimizing this requires constant balancing and consideration of key user elements.
  • Design principles, such as usability are key examples in improving interactive products.

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