ITPC 111 Chapter 1 Review: Interaction Design & HCI

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10 Questions

What does internal consistency refer to in interface design?

Designing operations to behave the same within an application

How is external consistency defined in interface design?

Designing operations to be the same across applications and devices

What is one advantage of having consistent interfaces?

They lead to a higher level of user acceptance and success

What level of user involvement may lead design team members to lose touch with users?

Full time involvement

Which type of user involvement is described as inconsistent across project life?

Short-term member of the design team

What method involves online contributions from thousands of users, such as Crowdsourcing design ideas?

Online Feedback Exchange (OFE) systems

Which of the following is not one of the four basic activities of interaction design?

Testing prototypes

What type of user involvement leads to patchy input and stress, according to the text?

"Part time: patchy input, and very stressful"

What happens when a member of the design team is involved full time?

They lose touch with users

Why is external consistency important in interface design?

To ensure the same operations across applications and devices

Study Notes

Interaction Design Relationship

  • Interaction design (ID) is related to Human-Computer Interaction (HCI), Ubiquitous Computing, Human Factors, Cognitive Engineering, Cognitive Ergonomics, and Computer Supported Co-operative Work.
  • ID combines academic disciplines such as psychology, social sciences, computing sciences, engineering, ergonomics, and informatics.
  • ID combines design practices such as graphic design, product design, artist-design, industrial design, and film industry.

The User Experience

  • The user experience is how a product behaves and is used by people in the real world.
  • Core characteristics of interaction design:
  • Users should be involved throughout the development of the project.
  • Specific usability and user experience goals should be identified, clearly documented, and agreed to at the beginning of the project.
  • Iteration is needed through the core activities.

Accessibility and Inclusiveness

  • Accessibility: the extent to which an interactive product is accessible by as many people as possible.
  • Inclusiveness: making products and services that accommodate the widest possible number of people.

Usability Goals

  • Effective to use
  • Efficient to use
  • Safe to use
  • Have good utility
  • Easy to learn
  • Easy to remember how to use

User Experience Goals

  • Desirable aspects:
    • Satisfying
    • Helpful
    • Fun
    • Enjoyable
    • Motivating
    • Provocative
    • Engaging
    • Challenging
    • Surprising
    • Pleasurable
    • Enhancing sociability
    • Rewarding
    • Exciting
    • Supporting creativity
    • Emotionally fulfilling
    • Entertaining
    • Cognitively stimulating
    • Experiencing flow
  • Undesirable aspects:
    • Boring
    • Unpleasant
    • Frustrating
    • Patronizing
    • Making one feel guilty
    • Making one feel stupid
    • Annoying
    • Cutesy
    • Childish
    • Gimmicky

Design Principles

  • Generalizable abstractions for thinking about different aspects of design
  • The do's and don'ts of interaction design
  • Derived from a mix of theory-based knowledge, experience, and commonsense

Feedback and Constraints

  • Feedback: sending information back to the user about what has been done, including sound, highlighting, animation, and combinations of these.
  • Constraints: restricting the possible actions that can be performed, helping to prevent user from selecting incorrect options.
  • Physical objects can be designed to constrain things.

Consistency

  • Design interfaces to have similar operations and use similar elements for similar tasks.

This quiz covers the relationship between Interaction Design (ID), Human-Computer Interaction (HCI), and various academic disciplines, design practices, and interdisciplinary fields. Topics include disciplines like psychology, social sciences, and computing sciences, as well as practices such as graphic design, product design, and industrial design.

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