Human Computer Interaction Summary.docx

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**Human Computer Interaction** CIS 3003 -- Summary \-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-- **Chapter 1 -- What is Interaction Design?** **Human-Computer Interaction (HCI):** Intera...

**Human Computer Interaction** CIS 3003 -- Summary \-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-- **Chapter 1 -- What is Interaction Design?** **Human-Computer Interaction (HCI):** Interaction between people and computers with the goal of making technology easy, intuitive, and enjoyable to use. **Perspectives of Interaction Design:** **Perspective** **Idea** **How** **Goal** -------------------------------------- ----------------------------------------------------- ----------------------------------------------------- ------------------------------------------------- **User-Centered Design (UCD)** Focus on making things easy and enjoyable for users Gather user feedback and test different versions Ensure usability and fun **Human-Centered Design (HCD)** Consider all aspects of a person's life Think about how a product fits into a person's life Improve overall life experience **People-Centered Design** Ensure usability for all kinds of people Consider individual differences Make products usable and enjoyable for everyone **Customer Experience Design (CXD)** Focus on the entire customer journey Consider every interaction step Create a positive overall experience **Determining Best Method:** 1. **User Preferences:** preferences and comfort level of users. 2. **Use Case:** may depend on specific use case. 3. **Accessibility:** consider accessibility needs. 4. **Context of Use:** the circumstances (الحالة). **Switching to Digital:** - **Benefits:** Easier, quicker, convenient. - **Disadvantages:** Not everyone has a modern smartphone, privacy concerns. **Design Considerations:** - **Users:** Who they are? - **Activities:** What they are doing? - **Context:** Where interaction takes place? **Interaction Design:** creating products that help people communicate and interact smoothly in their daily lives. **Goals of Interaction Design:** 1. Develop usable products. 2. Involve people in the design process. 3. Consider what people are good and bad at. 4. Consider what might help people with the way they currently do things. 5. Think through what might provide quality experiences. 6. Consider a person's privacy concerns if data is being collected about them. 7. Listen to what people want and get them involved in the design. 8. Use people-centered techniques during the design process. **Working in multidisciplinary teams:** - **Benefits:** More ideas and designs generated. - **Disadvantages:** Difficult to communicate and progress forward the designs being create. **User Experience:** how users feel and interact with a product. - **Pragmatic Aspects:** How easy and practical it is to use the product to achieve your goals. - **Hedonic Aspects:** How enjoyable and stimulating the product is to use. **Core characteristics of interaction design:** - User involvement. - Clear accessibility and user experience goals. - Iterative process. - Design for User Wants and Needs - Customize for Different Users - Avoid Stereotypes - Consider Sensitivities and Abilities **Accessibility:** Making products usable for people with disabilities. **Inclusiveness:** Designing for the widest possible audience. **Understanding Disability:** - **Types:** Sensory, physical, cognitive. - **Categories:** Permanent, temporary, situational. **Key Points:** - Interaction design supports communication and interaction in daily life. - Focus on quality user experiences. - Multidisciplinary approach. - Consider context, activities, goals, accessibility, cultural differences, and user groups. **Chapter 2 -- Design Principles and Usability Goals** **Design Principles:** guidelines for thinking about different aspects of design, helping decide which to include or exclude in an interface. 1. **Visibility:** controls and functions must be obvious (Easy to see and understand). 2. Feedback: sending information back to user about what has been done. 3. **Affordance:** attribute of an object that allows people to know how to use it. 4. **Constraints:** restricts certain actions to prevent user errors. 5. **Consistency:** keeping tasks and elements uniform across the interface. 1. **Internal:** maintain consistency within the system layout. 2. **External:** align design with similar interfaces, user knows what to expect. 3. **Aesthetic:** keep the look and feel uniform across the interface. 4. **Functional:** ensures similar actions work the same way across the interface. **Design Principle** **Definition** **Example** ---------------------- ------------------------------------------------------------------------------------------ -------------------------------------------------------- **Visibility** Clear and the user can understand what it is used for (control uses). Clear buttons: login, logout **Feedback** Telling users what's going on and what must be done next. Sounds, highlighting, animations, loading sign. **Affordance** Giving hints pop-up messages to tell users what this button can do. **Constraints** Limitations that restrict users actions, it deactivates certain actions to avoid errors. Date picker only allows picking future dates. **Consistency** Internal The layout looks the same throughout the pages. Consistent header and navigation bar on all pages External Similar international and national standards / practices. Using a floppy disk icon for the \"Save\" function Aesthetic The design is original and has a good appearance. Same color, font, characters. Functional Similar functions to the common controls / buttons. Standard \"Submit\" button style and placement. **Useability Goals:** focus on making product easy and effective to use. 1. **Effectiveness:** The product does what it's supposed to do. 2. **Efficiency:** The product does the job quickly and with minimal resources. 3. **Safety:** The product is safe to use and prevents users from making harmful mistakes. 4. **Utility:** The product has the right functions for users to achieve their goals. 5. **Learnability:** The product is easy to learn, even without help. 6. **Memorability:** The product is easy to remember how to use, even after a long time. **User-Experience Goals:** focus on how the product makes the user feel. Satisfying Helpful Fun -------------- ------------------------- ------------------------ Enjoyable Motivating Provocative Engaging Challenging Surprising Pleasurable Enhancing sociability Rewarding Exciting Supporting creativity Emotionally fulfilling Entertaining Cognitively stimulating Experiencing flow **Desirable aspects Undesirable aspects:** Boring Unpleasant ------------------------ ------------------------ Frustrating Patronizing Making one feel guilty Making one feel stupid Annoying Cutesy Childish Gimmicky

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