Interaction Design Principles

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Questions and Answers

The purpose of design can be described as achieving ______ within constraints.

goals

A central tenet of interaction design is understanding how an artifact produced will affect how people ______.

work

In the context of design, a ______ involves choosing which goals or constraints can be relaxed so that other goals can be met.

trade-off

The 'golden rule' of design emphasizes understanding computers, including their limitations and tools, as well as understanding ______ aspects of users.

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

In interaction design, interfaces should always make it clear where you are, what you can do, and where you are ______ in terms of interaction or state of the system.

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

A key aspect of interaction design is ensuring that systems give ______ about the effect of an action, which is especially essential in information systems to know where you have been.

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

The primary goal of interaction design is designing for maximum ______ ensuring that products and systems are easy to use and effective for their intended users.

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

Design patterns in interaction design serve to ______ and reuse existing design knowledge, helping to ensure consistency and effectiveness across different projects.

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

According to the CIPP model, you need to evaluate the Context, Input, ______, and Product of the system.

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

The 'central message' in design stresses the importance of concentrating on the ______ throughout the design process.

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

In the design process, after gathering requirements through observation and interviews, the features of the system to be designed are ______.

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

Gathering as much information as possible about future users is key. People affected directly or indirectly by a system are known as ______.

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

[Blank] design involves bringing potential users fully into the design process, ensuring their perspectives are directly incorporated.

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

To support usability, ______ is the ease with which new users can begin effective interaction and achieve maximal performance.

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

[Blank] in the principles of learnability, involves determining the effect of future actions based on past interaction history and operation visibility.

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

Flashcards

Interaction Design

How the artifact produced affects how people work; the design of interventions.

Design

Achieving goals within constraints. Considers purpose and limitations in the design process.

Constraints

The limitations on the design process caused by external factors.

Trade-off

Choosing which goals or constraints to loosen so others can be met.

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The Golden Rule of Design

Understand computers' limitations/capacities and users' psychological/social aspects to reduce human error.

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"To Err is Human"

Acknowledge that humans make mistakes. Design systems to minimize errors.

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Central Message of Design

Concentrate on the user throughout the entire design process.

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Process of Design

The features of the system to be designed are mapped via observations and interviews.

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User Focus Steps

Gather information, order requirements, use guidelines, iterate with real users, document, and build hardware.

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Stakeholders

People affected directly or indirectly by a system.

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Participatory Design

Bringing a potential user fully into the design process

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Persona

An imaginary person represents your core user group.

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Navigation Design

Interfaces should clearly indicate the state of system: where you are, what you can do, where you are going.

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Principles to support usability

Design for ease of use for new users, offering multiple interaction methods and support for achieving goals.

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Learnability

Ease with which new users begin effective interaction and achieve maximal performance.

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Study Notes

  • Interaction design focuses on how artifacts affect people's work habits and the design of interventions.
  • Design involves achieving goals within given constraints.
  • Goals represent the purpose of the design, while constraints are limitations imposed by external factors during the design process.
  • A trade-off is the act of choosing which goals or constraints can be relaxed to allow for the fulfillment of others.

Golden Rule of Design

  • Understanding the materials, computers, and people is essential and this includes their limitations, capacities, tools, platforms, psychological and social aspects, and potential for human error.

To Err is Human

  • Systems should be designed to minimize the odds that mistakes will occurs and, when they do, to reduce the negative impact.

CIPP Evaluation Model

  • Context Evaluation includes: Beneficiaries, Needs, Resources, Problems, Background, Environment
  • Input Evaluation includes: Stakeholders, Strategies, Budget, Coverage, Research
  • Core Values are located in the center of both context and input evaluations.
  • Product Evaluation includes: Impact, Effectiveness, Transportability, Sustainability, Adjustment
  • Process Evaluation includes: Actions to develop, Implement, Monitor, and provide Feedback

Central Message

  • During design processes, continuous focus should be put on the user.

The Design Process

  • Requirements are mapped through observations and interviews to determine the system's desired features.
  • Analysis involves ordering gathered requirements to identify key issues using various methods.
  • Design uses design guidelines to transition from the desired outcome to the means of achieving it.
  • Iteration and prototyping include testing early versions of the system with real users.
  • Implementation and deployment involves code writing, writing documentation, and hardware production.
  • More information about the system's future users should be secured.
  • Stakeholders include people affected directly or indirectly by a system.
  • Participatory design involves integrating potential users fully into the design process.
  • A persona is a detailed portrayal of an imaginary person representing the core user group.
  • Interaction involves goal-seeking behavior because users may not fully understand the system, and thus, the interface should clarify the user's current location.
  • An interface should also outline the user's potential actions and the result of their interaction of state.
  • Icons should be explained because they are not naturally self-explanatory.
  • The same command with different meaning should be clear.
  • The system should provide feedback on the impact of an action, as it is important to know where you have been.

Design Rules

  • Designing for maximum usability should be the goal of interaction design.

Principles of Usability

  • Usability is achieved through general understanding of the principles of usability, standards and guidelines, and design patterns.
  • Principles of usability includes: learnability, flexibility, and robustness.
  • Standards and guidelines provide direction for system design.
  • Design patterns enables the capture and reuse of design knowledge.

Principles to Support Usability

  • Learnability: the ease with which new users can begin effective interaction and achieve maximal performance.
  • Flexibility: the multiplicity of ways the user and system exchange information.
  • Robustness: the level of support provided the user in determining successful achievement and assessment of goal-directed behaviour.

Principles of Learnability

  • Predictability: determining the effect of future based on interaction history, and operation visibility.
  • Synthesizability: assessing the effect of past actions through immediate vs. eventual honesty.
  • Principles of learnability also include familiarity, generalizability, and consistency.
  • Familiarity: how prior knowledge applies to new systems like guessability and affordance.
  • Generalizability: extending specific interaction knowledge to new situations
  • Consistency: likeness in input/output behavior arising from similar situations or task objectives.

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