Lecture 5: Interaction Design Process

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Questions and Answers

What is the primary goal of conceptual design?

  • To select visual elements like colors and fonts
  • To prototype the interaction with users
  • To create detailed specifications for the product
  • To establish a high-level vision of the system’s purpose (correct)

Concrete design focuses on the abstract concepts of user interaction.

False (B)

Why is prototyping considered a crucial step in HCI design?

It allows for testing and evaluating interface designs with users.

The series of screen sketches and storyboards used in prototyping are examples of __________.

<p>physical representations</p> Signup and view all the answers

What type of prototyping uses mediums that are unlike the final product?

<p>Low-fidelity prototyping (A)</p> Signup and view all the answers

Prototyping is unnecessary because final designs can be implemented directly.

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

Name one type of physical representation used in prototyping.

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

One purpose of prototyping is to ensure that __________ are identified and corrected before final implementation.

<p>design errors</p> Signup and view all the answers

Match the types of prototyping with their characteristics:

<p>Low-fidelity prototyping = Uses paper or cardboard, looks unlike the final product High-fidelity prototyping = Looks very similar to the final product Physical representations = Screen sketches, storyboards, or mock-ups Interactive prototyping = Allows users to interact with the design</p> Signup and view all the answers

What is a major benefit of prototyping in interaction design?

<p>It allows for user feedback before final design. (A)</p> Signup and view all the answers

What is the primary goal of reducing short-term memory load in interface design?

<p>To minimize the information users need to remember (A)</p> Signup and view all the answers

What is a primary benefit of paper prototyping?

<p>It allows for easy modification after user tests. (C)</p> Signup and view all the answers

Evaluation is not an important step in the interaction design process.

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

High-fidelity prototypes are less expensive and quicker to build than low-fidelity prototypes.

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

Name one method used in formative evaluation.

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

What term describes a prototyping approach where each prototype is discarded after use?

<p>Throwaway prototyping</p> Signup and view all the answers

_________ Evaluation is conducted toward the end of the design process to determine if the product is ready for release.

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

The _________ prototype involves a human operator who simulates machine behavior.

<p>Wizard-of-Oz</p> Signup and view all the answers

Match the type of prototyping with its description:

<p>Throwaway = Prototypes are discarded and not used in the final product Evolutionary = Continuous prototypes refined based on feedback High-fidelity = Prototypes built with materials similar to the final product Paper prototyping = Quick sketches or mock-ups for testing ideas</p> Signup and view all the answers

Match the following evaluation methods with their descriptions:

<p>A/B Testing = Comparing two or more design versions Cognitive Walkthrough = Evaluating usability by performing actions Heuristic Evaluation = Using expert rules of thumb for usability Formative Evaluation = Identifying initial usability issues</p> Signup and view all the answers

Which of the following is one of the 8 Golden Rules of Interface Design?

<p>Strive for consistency (C)</p> Signup and view all the answers

Which of the following contributes to better user experience?

<p>Allowing users to control the interface (B)</p> Signup and view all the answers

The focus of paper prototyping is on small details rather than the big picture.

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

Error handling is considered an optional aspect of user interface design.

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

What is the main purpose of a heuristic evaluation?

<p>To measure the usability of user interfaces using expert reviews</p> Signup and view all the answers

What is the main focus of the Wizard-of-Oz prototype?

<p>To simulate machine responses with a human operator.</p> Signup and view all the answers

One of the 8 Golden Rules of Interface Design is to prevent ________.

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

In interaction design, striving for ___________ helps users predict and recognize actions.

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

Which type of prototyping is more costly and time-intensive?

<p>High-fidelity prototyping (A)</p> Signup and view all the answers

Which evaluation method focuses primarily on user engagement and satisfaction during design?

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

What is the primary benefit of consistency in interface design?

<p>It helps users recognize patterns and reduces learning time (C)</p> Signup and view all the answers

Shortcuts can only be provided through keyboard commands.

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

Why is informative feedback important in interface design?

<p>It helps create easy-to-use interfaces and enhances user experience.</p> Signup and view all the answers

Offering simple error handling can reduce __________ for the user.

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

Match the following Golden Rules of Interface Design with their descriptions:

<p>Enable frequent users to use shortcuts = Increases productivity through quick actions Offer informative feedback = Provides response for every human action Design dialog to yield closure = Gives users a sense of completion Permit easy reversal of actions = Allows undoing mistakes effortlessly</p> Signup and view all the answers

Users should feel anxious about making decisions in an interface.

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

What is the goal of offering simple error handling in interface design?

<p>To help users quickly understand and resolve errors.</p> Signup and view all the answers

Users should be able to _____ a process at any time, according to the design principles.

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

Which of the following best describes the concept of 'closure' in interaction design?

<p>Making users feel they completed an action (C)</p> Signup and view all the answers

Flashcards

Paper Prototyping

A hand-drawn mock-up of the user interface (usually) on multiple sheets of paper of varying sizes.

Wizard-of-Oz Prototype

A process that simulates a computer's responses with a human operator behind the scenes.

High-Fidelity Prototyping

Prototypes built using materials that are expected to be in the final product.

Throwaway Prototyping

Prototypes that are discarded after each iteration without becoming part of the final product.

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Evolutionary Prototyping

Prototypes that are continuously refined and improved upon with each iteration of customer feedback.

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Strive for Consistency

Encourages consistency in design across the entire interface.

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Seek Universal Usability

Designs should be usable by everyone, regardless of their background or abilities.

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Offer Informative Feedback

Provide clear and timely feedback to users after every interaction.

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Design Dialogs to Yield Closure

Interactions should have clear beginnings, middles, and ends, providing closure to users.

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Prevent Errors

Prevent errors by designing the interface in a way that minimizes the chances of mistakes.

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Conceptual Design

An abstract representation outlining what users can do with a product and the concepts needed for interaction.

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Concrete Design

Translates the high-level ideas of conceptual design into specific tangible details, focusing on user interaction.

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Prototyping

A mock-up or simulation of a user interface used to test and evaluate design choices.

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Low-Fidelity Prototyping

Low-fidelity prototypes use simple materials like paper or cardboard to represent the design, focusing on functionality over visual fidelity.

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User Testing

Testing a design with users to get feedback and identify areas for improvement.

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Design Iteration

The process of iteratively improving a design based on user feedback and testing.

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User-Centered Design

A design method that focuses on understanding and meeting the needs of users.

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Generating Alternatives

Creating multiple design options to explore different possibilities and find the best solution.

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Interface Design

Creating a detailed blueprint of the user interface, including all elements and their layout.

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Visual Design

Creating graphical elements such as icons, buttons, and menus to enhance the user interface.

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Information Architecture

Designing the overall structure of a system or website, including the navigation and hierarchy of information.

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Usability

A design approach that emphasizes making products easy and intuitive to use.

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Design Evaluation

Evaluating the effectiveness of a design by assessing how well it achieves its goals.

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User Experience Design

A design approach that considers the overall user experience, encompassing both functional and emotional aspects.

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Accessibility

A set of principles and guidelines for creating accessible user interfaces that can be used by people with disabilities.

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Sustainable Design

A design approach that focuses on sustainability and minimizing environmental impact.

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Consistency in UI Design

Repeating the same function, behavior, or visual look to make the UI easy to use.

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Enable Frequent User Shortcuts

Offering fast access to commonly used features for experienced users.

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Informative Feedback

Always responding to a user's action with feedback. This can be visual, auditory, or textual.

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Breadcrumb Navigation

Guiding users through a series of steps to reach a specific destination, like a product page on a website.

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Designing Dialogs for Closure

Making sure users feel like they completed a task, especially after making a decision.

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Simple Error Handling

Making error messages easy to understand, clear, and helpful.

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Easy Reversal of Actions

Allowing users to undo or reverse their actions easily.

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Keep Users in Control

The user should be able to control the flow of actions and get immediate, predictable responses.

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User Control

Design choices that make users feel in control, which leads to a more positive experience and increased satisfaction.

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Reduce Short-Term Memory Load

Designing interfaces that minimize the amount of information users need to remember while completing a task.

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Information Retrieval

Helping users easily retrieve and review previously entered or accessed information within the interface.

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Evaluation in Interaction Design

The process of assessing and testing how well a design meets user needs, expectations, and usability standards.

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A/B Testing

A method to compare different versions of a design based on user engagement, satisfaction, or other metrics.

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Cognitive Walkthrough

Experts evaluate the usability of a user interface by performing tasks and assessing learnability and usability from the user's perspective.

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Heuristic Evaluation

Using standardized rules of thumb to measure a user interface's usability. Experts independently review and report issues.

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Formative Evaluation

Evaluation done early in the design process to identify and address any usability issues before finalizing the design.

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Summative Evaluation

Evaluation conducted towards the end of the design process to assess the overall user experience and determine if the product is ready for release.

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Study Notes

Lecture 5: Alternatives Design

  • The lecture discusses the process of interaction design, which includes establishing requirements, designing alternatives, prototyping, and evaluating.
  • This iterative process delivers a product.

The Process of Interaction Design

  • The process includes cyclical steps to ensure quality:
    • Establishing requirements
    • Designing alternatives
    • Prototyping
    • Evaluating

Designing Alternatives

  • This process can be seen as two sub-activities:
    • Conceptual design: This outlines what people can do with a product and the concepts necessary for user interaction. The goal is to establish a high-level structure and functionality, based on user needs and goals.
    • Concrete design: This focuses on product detail including colors, sounds, images, menu design, and icon design. It translates conceptual ideas into tangible details. It determines how users will interact with the system.

Conceptual Design

  • Example: Smart Window - Using AR technology, information like weather can be provided on the window itself.

Prototyping

  • Prototyping is a crucial step in human-computer interaction (HCI) design.
  • Mock-ups or simulations of the interface are created to test and evaluate with users.
  • Prototypes help identify problems early, saving time and money.
  • Prototypes are instrumental for design exploration, visualization, and testing.
  • Prototypes allow users to 'see' and 'feel' the interactivity.

Physical Representation

  • Different prototyping methods exist:
    • Series of screen sketches
    • Storyboards
    • Cardboard mock-ups
    • A piece of wood, like a Palm Pilot
    • Software with limited functionality
    • A video simulating the system
    • A PowerPoint slide show

Why Prototype?

  • Implementing a design without prototyping is expensive, as errors are often discovered later on.
  • This can lead to a final product that is not user-friendly.

Prototyping: PalmPilot

  • An example use of a physical prototype is a wood block representing a handheld device. The image of a Palm Pilot device is shown for further visualization.

Example: Paper Prototype

  • Detailed image of a paper-based prototype designed to support children with autism.
  • The prototype is a handheld device.

Prototyping Variables

  • Prototypes are used for filtering particular aspects.
    • Appearance: Size, color, shape, margin, texture, proportion, hardness, transparency, gradation, and others.
    • Data: Data size, type, use, privacy, and organization.
    • Functionality: System function and user functionality, needs
    • Interactivity: Input and output behaviors, feedback, and information.
    • Spatial structure: Interface arrangement and relationship between elements.

Types of Prototyping:

  • Low-fidelity: Not visually similar to the final product, using different mediums (paper, cardboard). Often quick, cheap, and easily changeable.
  • High-fidelity: Uses materials that would be expected in the final product. These are more complex and expensive, often utilizing existing software or hardware components. Much more time is spent on graphic design.

Prototyping Techniques

  • Storyboard: A sequence of cartoon-like images used to model interactions. This models how to fill a gas tank, as an example.

Example: Storyboard for a Quiz

  • A storyboard illustrating how an exam quiz is delivered using an adaptive quiz design.

Paper Prototypes

  • These are hand-drawn mock-ups of the user interface, usually on multiple sheets of paper

Why Paper Prototyping

  • Faster to build and change than software prototypes.
  • Easier to change between test sessions or even during testing.
  • No code investment; everything can be thrown away (except the design).
  • Designer's time focused on the full scope, not the details.
  • Users can provide creative suggestions.

Wizard-of-Oz Prototype

  • The system responds as if it were computer-based but uses a human operator to respond to user inputs.

High-fidelity prototyping

  • Uses materials that expect to be in the final product
  • High-fidelity prototypes can be created through integrating existing hardware and software components
  • More costly and time consuming than low-fidelity prototypes.
  • Includes more detail, leading to superior quality

Types of Evaluation Methods

  • Formative evaluation: Conducted early in the design process; identifies initial usability issues and refines the product based on user feedback.
  • Summative evaluation: Conducted toward the end of the design process; evaluates overall user experience and determines if the product is ready for release.
  • A/B Testing: Used to compare design versions to identify which is better in terms of user engagement and satisfaction.
  • Cognitive Walkthrough: Evaluators perform user tasks and observe learnability and usability.
  • Heuristic evaluation: Experts evaluate interfaces using usability rules.

8 Golden Rules of Interface Design

  • Strive for consistency: Similar actions equate to similar results.
  • Enable frequent users to use shortcuts: Keyboard shortcuts, mouse gestures, etc., boost efficiency.
  • Offer informative feedback: Provide feedback on all actions & decisions.
  • Design dialogs to yield closure: Clearly show the result of an action.
  • Prevent errors: Design the interface so that errors are avoided.
  • Permit easy reversal of actions: Allow easy correction of errors.
  • Keep users in control: Users should be able to easily stop or start a task.
  • Reduce short-term memory load: Provide users with an interface with easily retrievable information.

Evaluation

  • A crucial process; involved in testing and evaluating how well a design meets users' needs, expectations, and usability standards.
  • This stage helps validate ideas, identify issues, and refine products to enhance user experience and satisfaction.

Example: Sequences of Actions

  • Actions need clear organization with beginning, middle, and end.

Example: Error Handling

  • Avoid serious user errors.
  • Offer clear recovery instructions; allow correction if error is made.

Example: Consistency

  • Similar cases should use the same terminology/layout/color scheme.

Example: Sequences of Actions - Organized

  • User actions are categorized for clarity.

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