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Usability and User Experience F27ID INTRODUCTION TO INTERACTIVE DESIGN Overview § Usability in Interaction Design § Review some examples of good and bad designs § Think about how evaluation could prevent this § Talk about usability vs user experience § Discussion Usability in Interaction...

Usability and User Experience F27ID INTRODUCTION TO INTERACTIVE DESIGN Overview § Usability in Interaction Design § Review some examples of good and bad designs § Think about how evaluation could prevent this § Talk about usability vs user experience § Discussion Usability in Interaction Design § Why does usability / interaction design matter? § What happens when the design fails? Usability in Interaction Design § How do you prevent design / interaction design fails? § One way is by ensuring good usability. § How can you ensure good usability? § Remember the user centred design process. § Introduced in Lecture 1; one of the aims to understand in this course. Usability in Interaction Design § Remember: Interaction Design is everywhere. § Any examples where “interaction” was “designed” in things you own? Usability in Interaction Design § DOORS! – ”Norman Doors” to be precise § Term coined by Don Norman § Bad design leads to frustrating and inconvenient experiences. Usability in Interaction Design § Design communicates interaction leading to good usability. § No need for extra labels / explanations on “how to use”. § Works intuitively. Usability in Interaction Design https://www.youtube.com/watch?v=yY96hTb8WgI Usability in Interaction Design Usability in Interaction Design § BUT, its not all “fun and games”; not just minor inconveniences. § Some times bad designs may have dire consequences. § “If preventable error in hospitals was a disease, it would be our sixth biggest killer, ahead of diabetes and ahead of road accidents” - Professor Harold Thimbleby, Computer Science, Swansea University Usability in Interaction Design § Perfusion pumps give IV drugs and nurses set how much how fast § Can you see the issue? Usability in Interaction Design So... What is interaction design § “Designing interactive products to support the way people communicate and interact in their everyday and working lives” —Sharp, Rogers, and Preece (2007) § How do you design? § Depends on the Problem Space § Who are the people interacting with the device? § What activities are they carrying out? § Where is the interaction taking place? § The interaction process need to match the users' needs and activities Interaction Design Goals § What are the goals of Interaction Design? § Develop usable products § Does the product do what it was intended to do? § Can we easily interact with it to do the things we want to do? § The product should provide a good user experience § We feel positive about interacting with the product https://youtu.be/RlQEoJaLQRA Levels of response to a product - Don Norman § Visceral – how it feels physically or emotionally § Behavioural – functional, what can we do with it § Reflective – e.g. does it reflect our personal or cultural values § Watch the TEDx talk video from an earlier slide User Experience UX § Usability § User Experience (UX) § Effectiveness § Satisfaction § Efficiency § Enjoyment § Learnability § Pleasure § Error Prevention § Fun § Memorability § Value Usability Goals § Effective to use § Efficient to use § Safe to use § Have good utility (convenience) § Easy to learn § Easy to remember how to use § Remember the design principles from week 1. § Visibility, Feedback, Affordance, Mapping, Constraint, Consistency. Now.. UX! § What is User Experience (UX)? Product UX UX Threads § Sensual Thread: Sensory engagement at a physical level. § We refer to this kind of experience as the sensual thread of experience: see, hear, touch, smell, and taste through our sensory organs (Norman 2004) § Emotional Thread: How do you feel about the product? It refers to value judgments (e.g., frustration and satisfaction) that assign importance to things with respect to our needs and desires”. § Compositional Thread: the way that different elements of experience form a coherent whole. It refers to “the narrative structure, action possibility, plausibility, consequences and explanations of actions” § Spatio-temporal Thread: Space and time of the experience and the influence on it. § McCarthy and Wright(2004) User Experience Goals § Aim for user experiences § Be Satisfying, aesthetically pleasing, enjoyable, engaging, pleasurable, exciting, supportive of creativity, entertaining, helpful, motivating, challenging, surprising… § And avoid § Boring, frustrating, making one feel guilty, annoying, childish, unpleasant, patronising, making one feel stupid, gimmicky. § However: § “I don’t believe there is a set of [User Experience] principles that are applicable in all situations” — Peter Hornsby, UX designer User Experience Goals § How do we know we achieved good UX..? § User experience goals are subjective – individual, to do with feelings and emotions. § We might ask people to try the product and observe how (or even if!) they use it; ask them how they feel about using it, and why. § It is hard (not impossible) to quantify User Experience. § Structured methods and methodologies. § More in F28ED(Y2) and F20AD(Y4) Usability or UX? § They both matter! § Usability is an important part of User Experience. § Good Usability (mostly) leads to a good User Experience. § Usability and User Experience goals often support each other, but sometimes conflict § Importance of each one depends on the application: § A game is a leisure pursuit, so people must enjoy playing it and have a positive user experience or they won’t play. § A medical device must be safe and avoid user mistakes, so usability is vital. UX takes a second role (but it still needs to be considered!) Reading and HW § Chapter 1 & 2- Helen Sharp, Jennifer Preece, Yvonne Rogers, Interaction Design. Wiley, 2019. § https://discovery.hw.ac.uk/permalink/f/ 1el5916/44hwa_alma216995000000320 6

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