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StunnedRegionalism

Uploaded by StunnedRegionalism

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human-computer interaction interaction design usability design principles

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What is interaction design? * designing interactive products to support people in there every day and working loves * the design space for communication and interaction Roles of interaction design * Develop usable products * Ability means to learn, effective to use, and provide an enjoyable *...

What is interaction design? * designing interactive products to support people in there every day and working loves * the design space for communication and interaction Roles of interaction design * Develop usable products * Ability means to learn, effective to use, and provide an enjoyable * Involve users in the design process Evolution of HCI interfaces 50s - interface at the hardware level for engineers (switch panels) 60s to 70s - interface of the programming level (COBOL, FORTRAN) 70s to 90S - interference of the terminal level (command languages) 80s - inter of the interaction level (GUIs, multimedia) 90s - interface at the work setting (network systems, groupware) 00s - interface became pervasive (RF tag, Bluetooth technology, mobile devices, consumer) From HCI to interaction design * Human-computer interaction or HCI is concerned with the design evaluation and implementation of interactive computing systems for human use, and with the study of major phenomena surrounding them. * Interaction design or ID is the design of spaces for human communication and interaction Interaction design in business * Nielsen Norman group: help companies enter the age of consumer designing human-centered products and services * Swim: provides a white range of the science services in each case targeted to address the product development needs at hand * IDEO: creates, products, services and environments for companies pioneering new ways to provide value to their What do professionals do in the ID business? * Interactive designer: people involved in the design of all interaction 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 come up with ideas of how to plan and structure interactive products * User experience designers: people who do all the above, but who may also carry out field studies to inform the design of products Usability goals * Effective to use * Efficient to use * Safe to use * Have good utility * Easy to learn * Easy to remember how to use Design Principles * Generalize obstructions for thinking about different aspects of the design * Dos and don’ts of interaction design * What to provide, and what not to provide at the interface * Derived from a mix of theory theory-based knowledge, experience, and common sense Visibility * Make relevant parts visible * Me what has to be done obvious Feedback * Sending information back to the user about what has been done * Include sound, highlighting, animation, and combination of these Constraints * Restricting the possible actions that can be performed * Helps prevent user from selecting incorrect options * The dreaming types are physical, cultural, and logical * Physical constraints, refer to physical objects restrict the movement of things * Logical constraints exploits peoples everyday common sense reasoning about the way the world works Mapping * Relationship between controls and their movements and the results in the world Consistency * Design interfaces to have similar operations and use similar elements for similar tasks * Main benefit is consistent interfaces are easier to learn and use Internal and external consistency * Internal consistency refers to designing operations to behave the same within an application * External consistency refers to designing operations, interfaces to be the same across applications and devices Affordances: to give a clue * The first attribute of an object that allows people to know how to use it * Norman(1988) used the term to discuss the design of every day * Has been much popularized in interaction design to discuss how to design interface objects * Interfaces are virtual and do not have affordances like physical objects * It does not make sense to talk about interfaces in terms of real affordances * Instead interfaces or better conceptualized as perceived affordances Usability principles * Similar to the same principles except more prescriptive * Mainly as the basis for evaluating systems * Provide the framework for heuristic evaluation what the fuck does that mean? I don’t know what the fuck heuristic means. * Visibility of system status * Match between system and the real world * User control and freedom * Consistency and standards * Help users recognize, diagnose and recover from errors * Error prevention * Recognition rather than recall * Ability and efficiency of use * Aesthetic and minimalist design * Help and documentation Attributes Functionality * Functionality is when the product perform the requirements and specifications. It is the capability of the software to provide and perform its functions which meet stated condition based on user requirements. It is the essential purpose of any product service. Usability * Friendliness is the goal of usability, no one likes to crawl for pages of manuals and pages just find out how to use a function. General disability usability is the ability to use the software easily and be maintained in a user friendliness way. Reliability * Reliability is about whether the system can perform its intended functions satisfactory in each of these stages: designing, coding, testing and runtime. It is an important facet of software quality because it should be maintained in failure-free condition at all times. Efficiency * Efficiency is the capability of the software to provide the appropriate performance relative to the amount of resources used. This characteristic is concerned with system resources used when providing required functionality. Time behavior * It is the capability of the software product to provide the appropriate response time, processing time and throughput rates from performing its functions under stated conditions. Resource management * This is the amount and type of resources used and the duration of such use in performing its function. It involves the attribute complexity that is computed biometric involving size. Maintainability * Maintainability is the capacity of the software product to be modified. Modifications may include corrections, improvement, or adaptations of the software changes in the environment, and then the requirements and functional specifications. Security * Security is vital component in enterprise applications. To keep software product away from security threats is one of the critical attribute in software quality. A single attack could lead to destruction of the system or the entire network. Scalability * Scalability has the ability to allow systems to be upgraded easily and transparent to users without interruption. Extensibility * extensibility is one of the factors in the implementation stage which should be taken into consideration for future growth. The business environment keeps changing and the business processes continue to add new elements for improvement. A software product must have high-level of flexibility and extensibility so that it is easily customized to meet requirement changes. Interaction design * Sign of user experience with technology * HCI * Information design * Information architecture * Usability * Accessibility * User interface design Problems Space - A conceptual model is a high-level description of how a system is organized and operates. * The first thing about how the system will appear to users or how they will understand it * Not a description of the user interface, but the structure outlining the concepts and relationships between them Interface metaphor are designed to be similar to a physical entity, but also has its own properties. * It exploits users’ familiar knowledge, helping them to understand the unfamiliar * Conjure up the essence of the unfamiliar activity, enabling users to leverage this to understand more aspects of the unfamiliar functionality * People find it easier to learn and talk about what they are doing at the computer interface in terms familiar to them Benefits of interface metaphors * Learning new systems easier * Help users understand the underlying conceptual model * Can be innovative and enable the realm of computers and their applications to be made more accessible to greater diversity of users Problems with interface metaphors * Break conventional and cultural rules * Containers in the way, they conceptualize a problem * Conflict with the design principles * Forces users to only understand the system in terms of the metaphor * Designers in advertently existing designs, and transfer the parts over * Limit designers imagination with new conceptual models Summary points * Need to have a good understanding of the problem space (specifying what you are doing why and how it will support users in the way intended) * A conceptual model is a high-level description of a product (what users can do with it and the concepts they need to understand how to interact with it) * Decisions about conceptual design should be made before commencing any physical design * Interface metaphors are commonly used as part of the conceptual model

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