Interface Design ITD34003 Chapter 1 Introduction PDF
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Uploaded by HappierNurture8809
Universiti Kuala Lumpur
2023
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This document is a chapter from a course on interface design, ITD34003 at University Kuala Lumpur, focusing on introduction to interface design. The chapter covers various topics, including introduction to interface design, characteristics of good and bad design, examples of bad design, goals of interface design, and more. The document includes diagrams and discussion topics.
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INTERFACE DESIGN ITD34003 CHAPTER 1 : INTRODUCTION TO INTERFACE DESIGN TOPICS OF DISCUSSION 1. Introduction of Interface Design 2. Bad design Vs. Good Design characteristics 3. Goal of Interaction Design 4. U...
INTERFACE DESIGN ITD34003 CHAPTER 1 : INTRODUCTION TO INTERFACE DESIGN TOPICS OF DISCUSSION 1. Introduction of Interface Design 2. Bad design Vs. Good Design characteristics 3. Goal of Interaction Design 4. User experiences 5. User Characteristic of ID 6. User Experience Goals 7. Design Principles 8. Summary 2023 2 INTRODUCTION A central concern of interaction design is to develop interactive products that are usable (easy to learn, effective to use and provide an enjoyable user experience). ID – designing interactive products to support the way people communicate and interact in their everyday and working lives. 2023 3 What is User Interface (UI) Design? User Interface (UI) Design focuses on anticipating what users might need to do and ensuring that the interface has elements that are easy to access, understand, and use to facilitate those actions. UI brings together concepts from interaction design, visual design, and information architecture. The process designers use to build interfaces in software or computerized devices, focusing on looks or style. Designers aim to create interfaces which users find easy to use and pleasurable. UI design refers to graphical user interfaces and other forms such as voice-controlled interfaces. 2023 4 EXAMPLES OF BAD DESIGN 2023 5 6 7 8 9 Bad Design VS Good Design Bad design it is irritating, confusing, inefficient, difficult to use, it is not obvious what to do, etc. Good design is not just what looks good. It also needs to perform, convert, astonish, and fulfill its purpose. It can be innovative, or it might just get the job done. A good design also uses familiar objects, it is aesthetically pleasing and enjoyable to use, it requires a few steps to perform core tasks, it is simple but elegant. 10 Characteristics of Good and Bad Design Good Design Bad Design 1. Meets all technical requirements 1. Meets only some technical requirements 2. Works all the time 2. Works initially but stops working after a short time 3. Meets cost requirements 3. Costs more than it should 4. Requires little or no maintenance 4. Requires frequent maintenance 5. Is safe 5. Poses a hazard to users 6. Creates no ethical dilemma 6. Raises ethical questions 11 Example of Good and Bad Design What is wrong with the remote on the right? Why is the TiVo remote so much better designed? – Peanut shaped to fit in hand – Logical layout and color-coded, distinctive buttons – Easy to locate buttons 12 Goals of Interface design Develop usable products Usability means easy to learn, effective to use and provide an enjoyable experience Involve users in the design process 2023 13 Which kind of design? Number of other terms used to emphasize what is being designed, e.g. user interface design, software design, user-centered design, product design, web design, experience design (UX) Interaction design is the umbrella term covering all these aspects fundamental to all disciplines, fields, and approaches concerned with researching and designing computer-based systems for people 2023 14 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 (2019) “The design of spaces for human communication and interaction.” Winograd (1997) 2023 15 HCI and Interaction Design 2023 16 Relationship between ID, HCI, and other fields−academic disciplines Academic disciplines contributing to ID: Psychology Social Sciences Computing Sciences Engineering Ergonomics Informatics 2023 17 Relationship between ID, HCI, and other fields−academic disciplines Design practices contributing to ID: Graphic design Product design Artist-design Industrial design Film industry 2023 18 Relationship between ID, HCI, and other fields−academic disciplines Interdisciplinary fields that ‘do’ interaction design: HCI Ubiquitous Computing Human Factors Cognitive Engineering Cognitive Ergonomics Computer Supported Co-operative Work Information Systems 2023 19 Working in multidisciplinary teams Many people from different backgrounds involved Different perspectives and ways of seeing and talking about things Benefits – More ideas and designs generated Disadvantages – Difficult to communicate and progress forward the designs being create 2023 20 Interaction design in business Large number of ID consultancies. Examples of well known ones include: – Nielsen Norman Group: “help companies enter the age of the consumer, designing human-centered products and services” – Cooper: “From research and product to goal-related design” – IDEO: “creates products, services and environments for companies pioneering new ways to provide value to their customers” 2023 21 What do professionals do in the ID business? interaction designers - people involved in the design of all the interactive aspects of a product usability engineers - people who focus on evaluating products, using usability methods and principles web designers - people who develop and create the visual design of websites, such as layouts information architects - people who produce ideas of how to plan and structure interactive products user experience designers (UX) - people who do all the above but who may also carry out field studies to inform the design of products 2023 22 The User Experience How a product behaves and is used by people in the real world The way people feel about it and their pleasure and satisfaction when using it, looking at it, holding it, and opening or closing it “Every product that is used by someone has a user experience: newspapers, ketchup bottles, reclining armchairs, cardigan sweaters.” (Garrett, 2010) “All aspects of the end-user's interaction with the company, its services, and its products. (Nielsen and Norman, 2014) Cannot design a user experience, only design for a user experience 2023 23 Defining user experience How users perceive a product, such as whether a smartwatch is seen as sleek or chunky, and their emotional reaction to it, such as whether people have a positive experience when using it. (Hornbæk and Hertzum, 2017) Hassenzahl’s (2010) model of the user experience – Pragmatic: how simple, practical, and obvious it is for the user to achieve their goals – Hedonic: how evocative and stimulating the interaction is to users 2023 24 The iPod Nano (Touch) 2023 25 Why was the iPod user experience such a success? Quality user experience from the start Simple, elegant, distinct brand, pleasurable, must have fashion item, catchy names, cool, etc., 2023 26 Core characteristics of interaction design Users should be involved throughout the development of the project Specific usability and user experience goals need to be identified, clearly documented, and agreed to at the beginning of the project Iteration is needed through the core activities 2023 27 Why? Help designers: – Understand how to design interactive products that fit with what people want, need, and may desire – Appreciate that one size does not fit all (for example, teenagers are very different to grown-ups) – Identify any incorrect assumptions they may have about particular user groups. (for example, not all old people want or need big fonts) – Be aware of both people’s sensitivities and their capabilities 2023 28 Accessibility and inclusiveness Accessibility: the extent to which an interactive product is accessible by as many people as possible – Focus is on people with disabilities; for instance, those using android OS or apple voiceover Inclusiveness: making products and services that accommodate the widest possible number of people – For example, smartphones designed for all and made available to everyone regardless of their disability, education, age, or income 2023 29 Disabilities Whether someone is disabled changes over time with age, or recovery from an accident The severity and impact of an impairment can vary over the course of a day or in different environmental conditions Disabilities can result because technologies are designed to necessitate a certain type of interaction that is impossible for someone with an impairment 2023 30 Understanding disability Disabilities can be classified as: – Sensory impairment (such as loss of vision or hearing) – Physical impairment (having loss of functions to one or more parts of the body after a stroke or spinal cord injury) – Cognitive (including learning impairment or loss of memory/cognitive function due to old age) Each type can be further defined in terms of capability: – For example, someone might have only peripheral vision, be color blind, or have no light perception Impairment can be categorized: – Permanent (for instance, long-term wheelchair user) – Temporary (that is, after an accident or illness) – Situational (for example, a noisy environment means that a person can’t hear) 2023 31 Being cool about disability – Prosthetics can be designed to move beyond being functional (and often ugly) to being desirable and fashionable – People now refer to “wearing their wheels,” rather than “using a wheelchair” Fashionable leg cover designed by Alleles Design Studio 2023 32 Cultural differences 5/21/2015 versus 21/5/2015? Which should be used for international services and online forms? Why is it that certain products, like smartphones, are universally accepted by people from all parts of the world, whereas people from different cultures react to websites differently? 2023 33 Usability and user experience goals Selecting terms to convey a person’s feelings, emotions, and so forth can help designers understand the multifaceted nature of the user experience How do usability goals differ from user experience goals? Are there trade-offs between the two kinds of goals? (for example, can a product be both fun and safe?) How easy is it to measure usability versus user experience goals? 2023 34 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 Annoying Despair 2023 35 Design principles Generalizable abstractions for thinking about different aspects of design The do’s and don'ts of interaction design What to provide and what not to provide at the interface Derived from a mix of theory-based knowledge, experience, and common-sense 2023 36 Visibility - poor interface This is a control panel for an elevator How does it work? Push a button for the floor you want? Nothing happens. Push any other button? Still nothing. What do you need to do? It is not visible as to what to do! 2023 37 Visibility - Improving on a poor interface …in this elevator, you need to insert your room card in the slot by the buttons to get the elevator to work! How would you make this action more visible? Make the card reader more obvious Provide an auditory message that says what to do (which language?) Provide a big label next to the card reader that flashes when someone enters Make relevant parts visible Make what has to be done obvious 2023 38 Feedback Sending information back to the user about what has been done Includes sound, highlighting, animation, and combinations of these – For example, when screen button is clicked, it provides sound or red highlight feedback: 2023 39 Constraints Restricting the possible actions that can be performed Helps prevent user from selecting incorrect options Physical objects can be designed to constrain things. (for example, there being only one way you can insert a key into a lock) 2023 40 Logical or ambiguous design? Where do you plug the mouse? Where do you plug the keyboard, in the top or bottom connector? Do the color-coded icons help? 2023 41 How to design them more logically (A) provides direct adjacent mapping between icon and connector (B) provides color coding that associates the connectors with the labels 2023 42 Consistency Design interfaces to have similar operations and use similar elements for similar tasks. (for example, always use Ctrl key plus first initial of the command for an operation: Ctrl+c, Ctrl+s, Ctrl+o) The main benefit is that consistent interfaces are easier to learn and use 2023 43 When consistency breaks down What happens if there is more than one command starting with the same letter? (for example, save, spelling, select, style) You have to find other initials or combinations of keys, thereby breaking the consistency rule (for example, Ctrl+s, Ctrl+Sp, Ctrl+shift+l) Increases learning burden on user, making them more prone to errors 2023 44 Internal and external consistency Internal consistency refers to designing operations to behave the same within an application Difficult to achieve with complex interfaces External consistency refers to designing operations, interfaces, and so on to be the same across applications and devices Very rarely the case, based on different designer’s preference 2023 45 Keypad numbers layout A case of external inconsistency (a) phones, remote controls (b) calculators, computer keypads 2023 46 Affordances: to give a clue Refers to an attribute of an object that allows people to know how to use it. (For example, a mouse button invites pushing, a door handle affords pulling) Norman (1988) used the term to discuss the design of everyday objects Has since been popularized in interaction design to discuss how to design interface objects (for example, scrollbars to enable moving up and down; icons to click on) 2023 47 What does “affordance” have to offer interaction design? Interfaces are virtual and do not have affordances like physical objects Norman argues that it does not make sense to talk about interfaces in terms of ‘real’ affordances Instead, interfaces are better conceptualized as ‘perceived’ affordances: Learned conventions of arbitrary mappings between action and effect at the interface Some mappings are better than others 2023 48 Activity Virtual affordances How do these screen objects afford? What if you were a novice user? Would you know what to do with them? 2023 49 Summary UI UI design design is is concerned concerned with with designing designing interactive interactive products products to to support support the the way people communicate and interact in their everyday and working way people communicate and interact in their everyday and working lives lives It It is is concerned concerned with with how how to to create create quality quality user user experiences experiences It It requires requires considering considering several several interdependent interdependent factors, factors, including including context context of use, type of activities, cultural differences, and user groups of use, type of activities, cultural differences, and user groups It It is is multidisciplinary, multidisciplinary, involving involving many many inputs inputs from from wide-reaching wide-reaching disciplines disciplines and and fields. fields. Optimizing Optimizing the the interaction interaction between between users users and and interactive interactive products products requires requires consideration consideration of of a a few few interdependent interdependent factors, factors, including including context context of of use, use, types types of of activity, activity, UX UX goals, goals, accessibility, accessibility, cultural cultural differences, differences, and and user user groups. groups. Design Design principles, principles, such such as as feedback feedback and and simplicity, simplicity, are are useful useful heuristics heuristics for for informing, informing, analyzing, analyzing, and and evaluating evaluating aspects aspects of of an an interactive interactive product. product. Thank you for lending me your ears 2023 51