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1 College of Computing and Informatics Human Computer Interaction 2 Module 1 What is Interaction Design? 3 Contents 1. Good and Poor Design 2. What Is Interaction Design? 3. The User Experience 4. Accessibility...

1 College of Computing and Informatics Human Computer Interaction 2 Module 1 What is Interaction Design? 3 Contents 1. Good and Poor Design 2. What Is Interaction Design? 3. The User Experience 4. Accessibility and Inclusiveness 5. Usability and User Experience Goals 4 Weekly Learning Outcomes 1. Define interaction design and how it relates to HCI and explain the difference between good and poor design 2. Explain the relationship between the user experience and usability 3. Introduce what is meant by accessibility an inclusiveness in relation to HCI 5 Required Reading 1. Interaction Design: Beyond Human-Computer Interaction, 5th Edition: chapter 1 Page 1 to 34 Recommended Reading 1. COOPER, A., REIMANN, R., CRONIN, D. AND NOESSEL, C. (2014) About Face: The Essentials of Interaction Design (4th ed.). John Wiley & Sons Inc. https://www.wiley.com/en- ps/About+Face:+The+Essentials+of+Interaction+Design,+4th+Edition-p- 9781118766576 6 This Presentation is mainly dependent on the textbook: Interaction Design: Beyond Human-Computer Interaction, 5th Edition 1. Good and Poor Design 7 Good and Poor Design Interactive devices are pervasive in our daily life Smartphone, coffee machine, smoothie maker, e-reader, smart TV. etc. Some of the products are easy to use while some are not. Why? Keeping users in mind while designing the product makes it easy to use. Many interfaces of new products do not adhere to the interaction design principles validated in the 1990s. Important Question: How can we rectify this situation so that the norm is that all new products are designed to provide good user experiences? 8 Bad Design Two switches with light on each switch The top switch turns the coffee maker on and off. When it is on, its light goes on. The bottom switch selects the quantity of coffee desired, the smaller quantity of 3 or fewer cups or the larger quantity of 4 or more cups. The problem is with the light on this bottom switch. When would you expect the switch light to go on, for the smaller quantity or for the larger quantity? www.baddesigns.com Why is this confusing? more coffee to be associated with more light (light on). 9 Bad Design If you set the photocopier to make 15 copies, sorted and stapled. Then you push the big button with the "C" to start making your copies. What do you think will happen? The photocopier makes the copies correctly. www.baddesigns.com The photocopier settings are cleared and no copies are made. If you selected (b) you are right! The "C" stands for clear, not copy. 10 Good Design Why interface of this remote is better designed? Shape to fit in hand Logical layout and color-coded, distinctive buttons Easy-to-locate buttons 11 What to Design? Need to consider the expected users what might help people with the way they currently do things? what might provide quality user experiences? what people want and getting them involved in the design? user-centered techniques during the design process 12 2. What is Interaction Design? 13 Interaction Design - I “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) Goal of Interaction Design is to develop usable products Usability means easy to learn, effective to use, and provides an enjoyable experience 14 Interaction Design - II Terms similar to interaction design: User interface design, software design, user-centered design, product design, web design, experience design (UX) Interaction design is the umbrella term covering fundamental of different disciplines 15 Interdisciplinary Field The Figure shows that many people are involved in performing interaction design, ranging from social scientists to movie-makers. This is not surprising given that technology has become such a pervasive part of our lives. But it can all seem rather bewildering to the onlooker. How does the mix of players work together? 16 Interaction Design Academic Perspective Psychology Social Sciences Computing Sciences Engineering Ergonomics Informatics 17 Interaction Design Design Practices Graphic design Product design Artist-design Industrial design Film industry 18 Who is Involved? People from different backgrounds with different perspectives; Pros More ideas and designs generated Cons Difficult to communicate and progress forward the designs being create 19 3. The User Experience 20 The User Experience Product used by the people in the real world How people feel about the product, pleasure, satisfaction “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) Interaction design focuses on design for a user experience 21 The iPod Phenomenon distinct family of rainbow colors Simple, elegant, distinct brand, pleasurable, catchy names, cool... Quality of the overall user experience paled in comparison to that provided by the iPod 22 Essential Aspects of Interaction Design Users involvement throughout the development of the project Identification and specification of usability and user experience goals Agreed upon with users Iterative process 23 Understanding Users Knowing users Age, education, where they live, work User understanding can help designers Understand user preferences How to design interactive products for good user experience One size does not fit all - children have different expectations than adults Cultural differences is also an important concern for interaction design 24 4. Accessibility and Inclusiveness 25 Accessibility 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 Companies like Google and Apple provide tools for their developers to promote this. The focus is on people with disabilities. For example, Android OS provides a Accessibility can be achieved in two ways: first, through the inclusive design of technology, and second, through the design of assistive technology. 26 Inclusiveness 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 People with permanent disabilities often use assistive technology in their everyday life, which they consider to be life-essential and an extension of their self. Examples include wheelchairs (people now refer to “wearing their wheels,” rather than “using a wheelchair”) and augmented and alternative communication aids. Much current HCI research into disability explores how new technologies, such as IoT, wearables, and virtual reality, can be used to improve upon existing assistive technologies. 27 5. Usability and User Experience Goals 28 Usability goals Effectiveness - Effective to use Efficiency - Efficient to use Safety - Safe to use Utility - Have good utility Learnability - Easy to learn Memorability - Easy to remember how to use 29 Usability goals and Questions Effectiveness Is the product capable of allowing people to learn, carry out their work efficiently, access the information that they need, or buy the goods that they want? Efficiency Once users have learned how to use a product to carry out their tasks, can they sustain a high level of productivity? Safety What is the range of errors that are possible using the product, and what measures are there to permit users to recover easily from them? 30 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 31 Design principles 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 32 Feedback - Examples of poor interface Sending information back to the user about what has been done Includes sound, highlighting, animation, and combinations of these “ccclichhk” For example, when screen button is clicked, it provides sound or red highlight feedback: 33 Consistency Similar operations must have 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 Consistent interfaces are easier to learn and use Internal consistency designing operations to act the same within an application External consistency designing same operations and interfaces across applications and device 34 Designing interactive products to support how summary communication and interaction How to create quality user experiences for services, devices, and interactive products Interaction design is a multidisciplinary field Consideration of the context of use, types of activity, UX goals, accessibility, cultural differences, and user groups. Design principles, such as feedback and simplicity, are useful heuristics for informing, analyzing, and evaluating aspects of an interactive product. Thank You 36

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