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GOOD AND BAD DESIGN

Old Design

2 L.F.M.I. 2014
WHAT TO DESIGN?
• Need to take into account:

• Who the users are
• What activities are being carried out
• Where the interaction is taking place
• Need to optimize the interactions users have with a product
• So that they match the users’ activities and needs

3 L.F.M.I. 2014
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 (2011)

WHAT IS HCI?
• Human-computer interaction is a discipline concerned with the design, evaluation and
implementation of interactive computing systems for human use and with the study of major
phenomena surrounding them.
(ACM SIGCHI, 1992, p.6)

4 L.F.M.I. 2014
GOALS OF INTERACTION DESIGN
• Develop usable products
• Increase user experience
• Design practices contributing to id:
Graphic design
Product design
Artist-design
Industrial design
Film industry
5 L.F.M.I. 2014
RELATIONSHIP BETWEEN ID, HCI & OTHER
FIELD
• Interdisciplinary fields in interaction design:
• HCI
• Ubiquitous computing
• Human factors
• Cognitive engineering
• Cognitive ergonomics
• Computer supported co-operative work
• Information systems
6 L.F.M.I. 2014
WHAT DO PROFESSIONAL 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 come up with 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

7 L.F.M.I. 2014
WHAT IS COGNITION?
• It involves cognitive processes, like thinking, remembering, learning, daydreaming, decision
making, seeing, reading, writing and talking.

• Core cognitive aspects
• Attention
Most relevant to IDx
• Perception and recognition
• Memory
• Learning
• Reading, speaking and listening
• Problem-solving, planning, reasoning and decision-making
9 L.F.M.I. 2014
USER MODELS
• Interaction
• Important to study the cognitive activity
• What users can or cannot do!
• Helps identify and explain problems
• Cognitive user models explain
• Observed human behaviour
• Predict human performance

10 L.F.M.I. 2014
COGNITIVE MODEL : GOMS
• Goals
What a user wants to achieve
• Operations
Basic actions which user has to perform to use the system
• Methods
Methods available to perform task
Consist of a series of steps of operations
• Selection rules
Used to decide upon which method to do specific task
Attempts to predict which method will be used by a user
11 L.F.M.I. 2014
EXERCISE

•How would you go about closing a
window? In that case that you’re playing a
game in a full screen window is it different
(assuming the game exit is not working)?
12 L.F.M.I. 2014
ANSWER
Element

Description

Goal

Closing a window when game exit is not working

Operation

Use MENU method
Use CTRL+W method
USE-MENU-METHOD
. MOVE-MOUSE-TO-FILE-MENU
. PULL-DOWN-FILE-MENU
. CLI CK – OVER- CLOSE-OPTION
USE- C TRL-W- METHOD
. PRESS – CONTROL – W- KEYS
Rule 1: Select USE-MENU-METHOD unless another rule applies
Rule 2: If the application is GAME, select C TRL-W- METHOD

Method

Rule

13 L.F.M.I. 2014
MENTAL MODELS
• Users develop an understanding of a system through learning and using it.

CONCEPTUAL MODELS
• Need to first think about how the system will appear to users (i.e. how they will understand it)
• Enables “designers to straighten out their thinking before they start laying out their widgets” (p.
28)
• Provides a working strategy and a framework of general concepts and their interrelations

14 L.F.M.I. 2014
Keys and
button

INPUT DEVICE
• PURPOSE :
ENTERING DATA INTO A COMPUTER SYSTEM
ISSUING INSTRUCTIONS (COMMAND) TO A

Visual
(camera &
scanner)

Input
device
categories

COMPUTER

TRANSFORMS DATA FROM THE USER INTO A
FORM THAT A COMPUTER SYSTEM CAN
PROCESS

16 L.F.M.I. 2014

Audio –
voice/speech

Pointing
devices
TEXT ENTRY DEVICES

Keyboard : QWERTY

17 L.F.M.I. 2014

Keyboard : DVORAK

Ergonomic Keyboard
TEXT ENTRY DEVICES – ERGONOMIC
KEYBOARD

18 L.F.M.I. 2014
HANDWRITING RECOGNITION
• Text can be input into the computer, using a pen and a digesting tablet (eg: PDA & tablet with
stylus)

SPEECH RECOGNITION
• Most successful when:
• single user – initial training and learns
peculiarities
• limited vocabulary systems

19 L.F.M.I. 2014

• Problems with
• external noise interfering
• imprecision of pronunciation
• large vocabularies
• different speakers
POINTING DEVICES
• Control the movement of the cursor on a display screen.
• Six interaction tasks can be performed by pointing or manipulation devices:
 Select (point and click)
 Position (drag and click)
 Orient (rotate)
 Path (indicate path; position & orient combined)
 Quantify (indicate exact spot)
 Text (set insertion point for text)

20 L.F.M.I. 2014
POINTING DEVICES
DIRECT

• Light pen
• Touch screen
• Stylus

21 L.F.M.I. 2014

INDIRECT

• Mouse
• Trackball
• Joystick
• Graphic tablet
• Touchpad
A NEW IDEA

22 L.F.M.I. 2014
CHOOSING DEVICES
• Match physiological & psychological characteristics
• Appropriate for task
• Suitable for the work & environment
• Left and/or right handed
• All kinds of special needs, from slight long sight to severe motor/visual/ cognitive disability

23 L.F.M.I. 2014
ALTERNATIVES

Gaze input - via reflections of laser
beam aimed at retina. Here with
pointing via data glove

24 L.F.M.I. 2014

Brain activity input - this neural network system
distinguishes 5 brain patterns - for up, down, L, R & click
DISPLAY TECHNOLOGY
•
•
•
•
•
•
•
•

Monochrome displays
RGB shadow-mask displays
Raster-scan cathode-ray tube (CRT)
Liquid-crystal displays (lcds)
Plasma panel
Light-emitting diodes (leds)
Electronic ink
Braille displays

25 L.F.M.I. 2014
GAME CONSOLE

26 L.F.M.I. 2014

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Interaction design quick tour 1

  • 1.
  • 2. GOOD AND BAD DESIGN Old Design 2 L.F.M.I. 2014
  • 3. WHAT TO DESIGN? • Need to take into account: • Who the users are • What activities are being carried out • Where the interaction is taking place • Need to optimize the interactions users have with a product • So that they match the users’ activities and needs 3 L.F.M.I. 2014
  • 4. 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 (2011) WHAT IS HCI? • Human-computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them. (ACM SIGCHI, 1992, p.6) 4 L.F.M.I. 2014
  • 5. GOALS OF INTERACTION DESIGN • Develop usable products • Increase user experience • Design practices contributing to id: Graphic design Product design Artist-design Industrial design Film industry 5 L.F.M.I. 2014
  • 6. RELATIONSHIP BETWEEN ID, HCI & OTHER FIELD • Interdisciplinary fields in interaction design: • HCI • Ubiquitous computing • Human factors • Cognitive engineering • Cognitive ergonomics • Computer supported co-operative work • Information systems 6 L.F.M.I. 2014
  • 7. WHAT DO PROFESSIONAL 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 come up with 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 7 L.F.M.I. 2014
  • 8.
  • 9. WHAT IS COGNITION? • It involves cognitive processes, like thinking, remembering, learning, daydreaming, decision making, seeing, reading, writing and talking. • Core cognitive aspects • Attention Most relevant to IDx • Perception and recognition • Memory • Learning • Reading, speaking and listening • Problem-solving, planning, reasoning and decision-making 9 L.F.M.I. 2014
  • 10. USER MODELS • Interaction • Important to study the cognitive activity • What users can or cannot do! • Helps identify and explain problems • Cognitive user models explain • Observed human behaviour • Predict human performance 10 L.F.M.I. 2014
  • 11. COGNITIVE MODEL : GOMS • Goals What a user wants to achieve • Operations Basic actions which user has to perform to use the system • Methods Methods available to perform task Consist of a series of steps of operations • Selection rules Used to decide upon which method to do specific task Attempts to predict which method will be used by a user 11 L.F.M.I. 2014
  • 12. EXERCISE •How would you go about closing a window? In that case that you’re playing a game in a full screen window is it different (assuming the game exit is not working)? 12 L.F.M.I. 2014
  • 13. ANSWER Element Description Goal Closing a window when game exit is not working Operation Use MENU method Use CTRL+W method USE-MENU-METHOD . MOVE-MOUSE-TO-FILE-MENU . PULL-DOWN-FILE-MENU . CLI CK – OVER- CLOSE-OPTION USE- C TRL-W- METHOD . PRESS – CONTROL – W- KEYS Rule 1: Select USE-MENU-METHOD unless another rule applies Rule 2: If the application is GAME, select C TRL-W- METHOD Method Rule 13 L.F.M.I. 2014
  • 14. MENTAL MODELS • Users develop an understanding of a system through learning and using it. CONCEPTUAL MODELS • Need to first think about how the system will appear to users (i.e. how they will understand it) • Enables “designers to straighten out their thinking before they start laying out their widgets” (p. 28) • Provides a working strategy and a framework of general concepts and their interrelations 14 L.F.M.I. 2014
  • 15.
  • 16. Keys and button INPUT DEVICE • PURPOSE : ENTERING DATA INTO A COMPUTER SYSTEM ISSUING INSTRUCTIONS (COMMAND) TO A Visual (camera & scanner) Input device categories COMPUTER TRANSFORMS DATA FROM THE USER INTO A FORM THAT A COMPUTER SYSTEM CAN PROCESS 16 L.F.M.I. 2014 Audio – voice/speech Pointing devices
  • 17. TEXT ENTRY DEVICES Keyboard : QWERTY 17 L.F.M.I. 2014 Keyboard : DVORAK Ergonomic Keyboard
  • 18. TEXT ENTRY DEVICES – ERGONOMIC KEYBOARD 18 L.F.M.I. 2014
  • 19. HANDWRITING RECOGNITION • Text can be input into the computer, using a pen and a digesting tablet (eg: PDA & tablet with stylus) SPEECH RECOGNITION • Most successful when: • single user – initial training and learns peculiarities • limited vocabulary systems 19 L.F.M.I. 2014 • Problems with • external noise interfering • imprecision of pronunciation • large vocabularies • different speakers
  • 20. POINTING DEVICES • Control the movement of the cursor on a display screen. • Six interaction tasks can be performed by pointing or manipulation devices:  Select (point and click)  Position (drag and click)  Orient (rotate)  Path (indicate path; position & orient combined)  Quantify (indicate exact spot)  Text (set insertion point for text) 20 L.F.M.I. 2014
  • 21. POINTING DEVICES DIRECT • Light pen • Touch screen • Stylus 21 L.F.M.I. 2014 INDIRECT • Mouse • Trackball • Joystick • Graphic tablet • Touchpad
  • 22. A NEW IDEA 22 L.F.M.I. 2014
  • 23. CHOOSING DEVICES • Match physiological & psychological characteristics • Appropriate for task • Suitable for the work & environment • Left and/or right handed • All kinds of special needs, from slight long sight to severe motor/visual/ cognitive disability 23 L.F.M.I. 2014
  • 24. ALTERNATIVES Gaze input - via reflections of laser beam aimed at retina. Here with pointing via data glove 24 L.F.M.I. 2014 Brain activity input - this neural network system distinguishes 5 brain patterns - for up, down, L, R & click
  • 25. DISPLAY TECHNOLOGY • • • • • • • • Monochrome displays RGB shadow-mask displays Raster-scan cathode-ray tube (CRT) Liquid-crystal displays (lcds) Plasma panel Light-emitting diodes (leds) Electronic ink Braille displays 25 L.F.M.I. 2014