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Designing Structure

   Interaction Design
interaction design
By marc rettig
marcrettig.com
Then edited by christina
                                 history in a teeny
                                 little nutshell
Originally presented at
carnegie
                                 and shrunk teenier
mellon
universityon 2 april 2004
By mrettig@well.com
                                 and remixed by
                                 christina
               http://www.slideshare.net/mrettig/interaction-design-history
Consider these planes (an ancient tool):
their designers sought fitness for use, ease
of use, good control, long-lasting materials,
a good feel in the hand, efficiency of
operation, precise adjustment. In use over
time, these tools come to be loved by their
owners.




operate the machine
pre-computer

    Before computers, there wasn’t “interaction design.”
    But most of the qualities we seek have been valued
    through the ages.
•   useful
•   usable
•   desirable
•   affordable for the right people
•   appropriately complex
•   appropriately styled
•   appropriately transparent in function and use
•   appropriately adaptable, extensible, malleable
•   overall, having “good fit” with people, context,
    activity, result
With computers




                  When programmable, interactive machines first appeared, the creators of their
                  controls, their interfaces, emphasized the goal of “operating the machine.”




operate the machine
characteristic statement of the time

people are seen
as components     The Five Elements of System Design
in a system of            personnel selection
production                 personnel training
                            machine design
                               job design
                         environmental design
a current statement of the goal of
             “human factors”
 Rettig’s
 summary            Good Designs:
                  • design against misuse,
“minimize the       unintended uses, and abuses
 damage and       • design for all sizes, shapes,
 inconvenience”     attitudes and personalities people
input and output: people adapt to the
                machines


punch card,
80 columns, to hold 80
characters or numbers




paper tape, also encoding
characters with holes.


                            For fun, go make images of punch cards that say anything you want:
                            http://www.facade.com/legacy/punchcard
batch processing: feed it cards, wait
                 while it runs
What you used to do
punch a deck of cards; take
the cards to a little window,
hand them to the operator;
she puts them in line with
everyone else’s jobs; when
it’s your turn she puts your
cards in the hopper and
pushes “RUN”; your program
works or it doesn’t; an hour or
twelve later, you pick up your
cards and (hopefully)
printout at the same little
window.

What you do now
double-click an icon, see
what happens immediately.
command line interfaces


Very efficient once you
learned them. At least the
good ones were / are. Of
course they still exist, and
have finally come to your
Macintosh!

Still, the emphasis is very
much “operate the
machine.”
“user friendliness”

“User Friendly” was a huge
buzz phrase for years. Early
on, it meant things like
providing clear help and
easy to remember command
names. A great and still
relevant book from the time:
Paul Heckel’s Elements of
Friendly Software Design. Still
available from Amazon.
in the meantime, a few people were
             thinking differently
mouse
Doug Englebart
1964
A landmark event in the
history of interaction design:
Doug Englebart’s 1968 demo
at SRI. He demonstrated
most of the ideas we
associate with modern desk-
top computing: the mouse
hypertext, objects in the
interface, dynamic file linking,
and even two people at
different locations
communicating over network
audio and video. This work
was done from a human-
centered point of view, and
the demo is required viewing.
Watch it, remember it’s 40
years ago, and think about
how progress is made in this
field.                             Wanna see the demo? sloan.stanford.edu/mousesite/1968Demo.html
• shift in focus from controlling the computer to
    using applications and tools
 • trying to make it so people have to adapt less
    to use the machines’ capability
 • design is still done mostly by engineers, few
    specialists
 • still mostly thought of as “computer human
    factors”
use the software


operate the machine
a tool for home and small business
                    calculations
visicalc
Dan Bricklin
1979


Finally people had a reason
to buy a home computer
(specifically, an Apple II): so
they could use VisiCalc, the
first spreadsheet.




                                  THE place to learn about Visicalc: www.bricklin.com/visicalc.htm
                                  Download a working version!
Interface and interaction ideas that
               survived 25 years (so far)
  As Dan Bricklin points out, VisiCalc’s design has lived long:

 “It was interactive in a WYSIWYG way:
• Point to change a value
• Instant automatic recalculation based on formulas stored in
  the cells referencing other cells
• Scroll left/right/up/down
• The input, definition, formatting and output were all
  merged into a natural, program-by-example interface
  …
• Labels and formulas distinguished by first character typed
• Minimal-keystroke formula entry…. The goal here was to
  make it worth using the first time you needed an answer in
  a way that would let you benefit the next time by just
  changing a few values and recalculating. If the input style
  did not let you "teach" the computer by doing the
  calculation, people may not have used it.
• A1, B1, SUM(A1..A7)
• Realtime scrolling
• Numeric and text formatting
• Status and formula lines”
  www.bricklin.com/visicalc.htm/firstspreadsheetquestion.htm
a tool for writing

wordstar
Seymour Rubenstein &
John Barnaby
1979



WordStar had a very
complicated interface, but
once you invested the time
to learn it, it was very
powerful. Now there was
another reason to buy a
home computer: to create,
format, store, and edit text
documents.

                               Find WordStar history here: http://www.wordstar.org/wordstar/history/history.htm
wordstar
quick reference card




   A few WordStar commands
   (^ indicates one should hold
   down the Ctrl key)




   Interested? Purchase a WordStar command emulator
   package for Microsoft Word by visiting www.wordstar.org
• wordstar was so complex yet so popular, it invited
                   both complaint and competition
                 • the success of Lotus 1-2-3 over Visicalc was partly
                   due to ease of use and appropriate power (tip o’ the
                   hat to Mitch Kapor); that and its enterprise-
                   penetrating platform, the IBM PC
                 • its use in large companies led to an emphasis on
                   ease of learning, ease of use, reduced errors, saved
                   time
                 • this eventually led to a professional emphasis on
                   people doing a task rather than “a tool with good
                   controls”


perform a task



use the software


operate the machine
GOMS
• Goals are what the user intends to     Developed in 1983 by Stuart
  accomplish.                            Card, Thomas P.
                                         Moran and Allen Newell
• Operators are actions that are         inThe Psychology of Human
  performed to reach the goal.           Computer Interaction.
• Methods are sequences of
  operators that accomplish a goal.
  There can be more than one
  method available to accomplish a
  single goal; if this is the case
• Selection rules are used to describe
  when a user would select a certain
  method over the others.
the mac taps into pent-up desire for
              ease and pleasure of use
Think of a world full of command-line interfaces…




Then, during the 1984 Superbowl, you                An athletic woman in colorful clothing   …which she throws into the screen,
see the first commercial for the                    runs into the auditorium, carrying a     smashing the image and voice of the
Macintosh (directed by Ridley Scott of              huge hammer…                             status quo.
Blade Runner fame). A crowd of
solemn men is gathered in a gloomy
auditorium, listening to a ranting
bureaucrat on a huge screen.

                                                                                                                  hello.
All 39 pages of advertising that Apple bought in a 1984 issue of newsweek are available here:
http://www.aci.com.pl/mwichary/computerhistory/ads/macnewsweek
the software design manifesto

Mitch Kapor                       “The Roman architecture critic Vetrivius advanced the
1990
                                   notion that well-designed buildings were those which
I don’t know that this was a
landmark event in the whole
industry’s eyes, but Mitch
                                   exhibited firmness, commodity and delight. The same
Kapor’s Software Design
Manifesto was a clear              might be said of good software. Firmness: a program
articulation of the idea that
making useful, usable,
delightful software is a design
                                   should not have any bugs which inhibit its function.
problem, not an engineering
problem. This is only a small
extract here. The whole thing
                                   Commodity: a program should be suitable for the
has both historical importance
and modern currency.               purposes for which it was intended. Delight: the
                                   experience of using the program should be a pleasurable
                                   one. Here we have the beginnings of a theory of design
                                   for software.”


                                   www.kapor.com/homepages/mkapor/Software_Design_Manifesto.html
present
experience
live, learn, work, play




perform a task



use the software


operate the machine
• after twenty years of trying to help
                            people perform tasks, we realized
                            success depended on expanding the
                            scope of view
                          • most good work now involves an effort
                            to fit context of use, characteristics of
                            individuals, patterns of life
experience                • most good work now attempts to go
live, learn, work, play
                            beyond expressed need to latent or
                            masked needs
perform a task



use the software


operate the machine
manage a
                          household   compose music




                                                      run a business
experience
live, learn, work, play

                                                          learn math


perform a task

                                                          buy, use, &
                                                          maintain a car

use the software

                                                  immerse in a fantasy
operate the machine
interface

…interface design,
which is concerned
with the person in
front of the screen,
with understanding
and communication.
But interface design
often takes a fairly
static view of things…
interaction

When we add time,
we see the
conversation back
and forth between
people and
machines. We
design the
language for these
conversations, we
contribute
something to the
context in which
they happen.
design to support a person doing an
             activity in context




To do a good job of interaction design, we have to
understand as much as we can about the context, the
activity, what else is going on, where people’s attention
is focused, what happens before and after, what their
goals are, and so on.
Now to your regularly scheduled lecture

BYE MARC!
From Dan’s fine book, Designing for Interaction

APPROACHES TO IXD
Types of Interaction Design
Table 2.1. Four Approaches to Design
Approach                   Overview               Users          Designer
User-centered design Focus on user needs          The guides of Translator of user
                     and goals                    design        needs and goals

Activity-centered          Focus on the tasks     Performers of Creates tools for
design                     and activities that    the activities actions
                           need to be
                           accomplished



Systems design             Focus on the           Set the goals Makes sure all the
                           components of a        of the system parts of the system
                           system                               are in place

Genius design              Skill and wisdom of    Source of      The source of
                           designers used to      validation     inspiration
                           make products




                                             From Dan Saffer’s Designing for Interaction
UCD
      You’ve been
      soaking in it!




      Many designers don’t
      think there is another
      approach
ACD
•   Activity focused design
•   Activity : Purpose : Tasks
•   Task analysis
•   Task suggests tools; i.e.
    “turn on” suggests
    a switch


                                 The gardener might have a goal (to have
                                 a tidy yard) but the purpose of raking is
                                 simple: to collect leaves. ACD would
                                 focus on collecting leaves.
From a
McDonald’s
patent
application on
sandwich making
The critique of ACD: does it limit?

If I ask you to
make a vase
you might
come up
with a vast
number of
variations of
form, but it
would mostly
look like one
of these
design a way to enjoy flowers




But if I ask you to
think of a way to
enjoy plants and
flowers?
DO

TASK ANALYSIS
System Design
• Focus is on a system, not a user or task
• All elements are cataloged
• Relationships are defined
Heating System
•   Goal. This is not the users’ goal, but rather the goal of the system as a whole, which can be drawn from user goals. The goal
    states the ideal relationship between the system and the environment it lives in. In a heating system, an example of a goal
    may be keeping your house at 72 degrees Fahrenheit.
•   Environment. Where does the system “live”? Is it digital or analog or both? The environment in the heating system example
    is the house itself.
•   Sensors. How does the system detect changes in the environment? A heating system has a thermostat with a thermometer
    (Figure 2.3) to detect temperature changes.
•   Disturbances. Changes are called disturbances; these are elements in the environment that change the environment in both
    expected and unexpected ways. In the heating system example, a disturbance is a drop or rise in temperature.
•   Comparator. The comparator embodies the goal within the system. It compares the current state (the environment) to the
    desired state (the goal). Any difference between the two is seen by the system as an error, which the system seeks to
    correct. In the heating system example, the comparator can be a tiny computer or a mercury switch that compares what the
    sensor tells it about the environment (for example, “72 degrees...72 degrees...72 degrees...71 degrees...71 degrees”) to the
    goal (“Keep the house at 72 degrees”).
•   Actuator. If the comparator says, ah, something is different (an “error”) by examining the data coming from the sensor, it
    sends a command to the actuator (in this case, the boiler). Actuators are a means of making changes (output) to the
    environment. In this case, the actuator makes heat.
•   Feedback. With output comes feedback. Feedback is a message about whether or not a goal was achieved or maintained—
    whether or not an error was detected. In this example, feedback would report either that the house is still at 71 degrees or
    that is now at 72 degrees and the heater can be turned off.
•   Controls. Controls are means of manually manipulating the parts of the system (except the environment). In this example,
    you use a control to set the temperature you want the house to be. Another control might trigger the actuator and turn the
    heat on.




                                                               From Dan Saffer’s Designing for Interaction
Sitepath (system) Diagramming
DO

WHAT IS IN YOUR SYSTEM?
Genius Design
Jonathan Ives




Intuition is compressed experience
This is a trick question

WHICH SHOULD YOU DO?
PRINCIPLES
Contextual Principles
• What you know about the
  context/users/activity. E.g.
  – Recipes must be scannable
  – User should know where they are in a recipe
  – Recipes allow users to find ingredients for
    shopping and mise en place by listing them apart
    from instructions
• You make them up
Tivo Tennants
       • It’s entertainment, stupid.
       • It’s TV, stupid.
       • It’s video, dammit.
       • Everything is smooth and
         gentle.
       • No modality or deep
         hierarchy.
       • Respect the viewer’s
         privacy.
       • It’s a robust appliance,
         like a TV.
Universal Principles
•   Direct Manipulation
•   Affordances
•   Feedback
•   Mental Model
•   Standards
Some Laws
• Fitts’s Law simply states that the time it takes
  to move from a starting position to a final
  target is determined by two things: the
  distance to the target and the size of the
  target.
Hick’s Law
the time it takes for users to make decisions is
determined by the number of possible choices they
have at one scanning. The user will scan a large list,
and discard half or more of it to focus in on their
choice.
Rule of Large Menus: one large menu is more time-
efficient than several small submenus supporting
the same choices, even if we ignore the time
overhead of moving among submenus.
Exception: very large menus of unorganized items
are harder for a user to parse and subdivide
The Magical Number Seven

• Is stupic
Law of the Conservation of Complexity

• Larry Tesler
• not stupid
• states that some complexity is inherent in
  every process. There is a point beyond which
  you can’t simplify the process any further; you
  can only move the inherent complexity from
  one place to another.
The Poka-Yoke Principle
• Poka-Yoke roughly translates in English to
  mistake proofing: avoiding (yokeru)
  inadvertent errors (poka). Designers use Poka-
  Yoke when they put constraints on products to
  prevent errors, forcing users to adjust their
  behavior and correctly execute an operation.
Errors
•   Prevent
•   Allow fixes
•   COMPASSION
•   Avoid learned
    Dismissal
AND NOW FOR SOMETHING
COMPLETELY DIFFERENT
Well, I didn’t expect that.
And the Mechanics

THE CORE LOOP
This is a core loop for a very simple game. I’m actually shocked we don’t map this on other projects. Amazon’s is
Seek, evaluate, buy.
Will Wright on Game Design: http://youtu.be/CdgQyq3hEPo Watch 30:27-33:27
Backyard Monsters takes the classic tower defense loop (build defense, get attacked, redo) and adds complexity
by letting you also attack and build offensive as well as defensive tools.
A remix

AOF WITH JOSH PORTER
The AOF Method
1. Defining your Activity
2. Identifying your (Social) Objects
3. Choosing your Features




                Courtesy of Joshua Porter. Check out
                bokardo.com!
2. Identifying your
   Social Objects
What are Social Objects?

• Social objects can be ideas, people, or physical
  objects.
• By interacting through/with social objects,
  people meet others they might not otherwise
  know.
• Social objects can be the reason why people
  have an interaction or form a relationship.
                    Joshua Porter (bokardo.com)
3. Choosing your Features
DO

PICK ONE OBJECT, LIST VERBS
And user stories:

USE CASES
First, name all your use cases (or user
          stories, or scanrios)
Example: Log in Use Case
Login
Brief Description
• This use case describes how a user logs into the Course Registration System.
Basic Flow
• This use case starts when an actor wishes to log into the Course Registration System.The system
    requests that the actor enter his/her name and password.
• The actor enters his/her name and password.
• The system validates the entered name and password and logs the actor into the system.
Alternative Flows
• Invalid Name / Password
    If in the Basic Flow the actor enters an invalid name and/or password, the system displays an error
    message. The actor can choose to either return to the beginning of the Basic Flow or cancel the
    login, at which point the use case ends.
Pre-Conditions
• None
Post-Conditions
• If the use case was successful, the actor is now logged into the system. If not the system state is
    unchanged.
Next, break it into its component tasks. List positive
first, then list all the scenarios for when things go
wrong under “alternate”
I prefer the two column approach, with
                               user on one side, system on the other.
                               Note: I do not say “pushes button.” or
                               the like anywhere: save interface
                               design for late, just focus on interaction




User                             System
User inserts card                Requests PIN
User enters Pin                  Displays choices
                                 1. Get balance
                                 2. Withdraw money
                                 3. Make deposit
(1) User selects Get Balance     Displays current balance
(2)User selects withdraw         System ask the user for an
money                            amount
User enters an amount            Systems checks balance. If <
                                 balance, asks for confirmation
Use case tips
• Tip 1. When creating use cases, be productive without
  perfection
• Tip 2. Define your use case actors
• Tip 3. Define your "Sunny Day" Use Cases (Primary Use
  Cases)
• Tip 4. Identify reuse opportunity for use cases
• Tip 5. Create a use case index
• Tip 6. Identify the key components of your use case
• Tip 7. Name and briefly describe your use case
• Tip 8. Create the use case basic flow
• Tip 9. Create the use case alternate flows
• Tip 10. Produce your use case document
   Writing Effective Use Cases (Examples) By Darren Levy
   http://www.gatherspace.com/static/use_case_example.html
Homework
• One scenarios
• One task analysis
• One object, and all features (optional,
  recommended)
• Write a use case

• Portfolio work: Map one key activity for your
  site, visually

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Designing Structure: Interaction Design

  • 1. Designing Structure Interaction Design
  • 2.
  • 3. interaction design By marc rettig marcrettig.com Then edited by christina history in a teeny little nutshell Originally presented at carnegie and shrunk teenier mellon universityon 2 april 2004 By mrettig@well.com and remixed by christina http://www.slideshare.net/mrettig/interaction-design-history
  • 4. Consider these planes (an ancient tool): their designers sought fitness for use, ease of use, good control, long-lasting materials, a good feel in the hand, efficiency of operation, precise adjustment. In use over time, these tools come to be loved by their owners. operate the machine
  • 5. pre-computer Before computers, there wasn’t “interaction design.” But most of the qualities we seek have been valued through the ages. • useful • usable • desirable • affordable for the right people • appropriately complex • appropriately styled • appropriately transparent in function and use • appropriately adaptable, extensible, malleable • overall, having “good fit” with people, context, activity, result
  • 6.
  • 7. With computers When programmable, interactive machines first appeared, the creators of their controls, their interfaces, emphasized the goal of “operating the machine.” operate the machine
  • 8. characteristic statement of the time people are seen as components The Five Elements of System Design in a system of personnel selection production personnel training machine design job design environmental design
  • 9. a current statement of the goal of “human factors” Rettig’s summary Good Designs: • design against misuse, “minimize the unintended uses, and abuses damage and • design for all sizes, shapes, inconvenience” attitudes and personalities people
  • 10. input and output: people adapt to the machines punch card, 80 columns, to hold 80 characters or numbers paper tape, also encoding characters with holes. For fun, go make images of punch cards that say anything you want: http://www.facade.com/legacy/punchcard
  • 11. batch processing: feed it cards, wait while it runs What you used to do punch a deck of cards; take the cards to a little window, hand them to the operator; she puts them in line with everyone else’s jobs; when it’s your turn she puts your cards in the hopper and pushes “RUN”; your program works or it doesn’t; an hour or twelve later, you pick up your cards and (hopefully) printout at the same little window. What you do now double-click an icon, see what happens immediately.
  • 12. command line interfaces Very efficient once you learned them. At least the good ones were / are. Of course they still exist, and have finally come to your Macintosh! Still, the emphasis is very much “operate the machine.”
  • 13. “user friendliness” “User Friendly” was a huge buzz phrase for years. Early on, it meant things like providing clear help and easy to remember command names. A great and still relevant book from the time: Paul Heckel’s Elements of Friendly Software Design. Still available from Amazon.
  • 14. in the meantime, a few people were thinking differently mouse Doug Englebart 1964 A landmark event in the history of interaction design: Doug Englebart’s 1968 demo at SRI. He demonstrated most of the ideas we associate with modern desk- top computing: the mouse hypertext, objects in the interface, dynamic file linking, and even two people at different locations communicating over network audio and video. This work was done from a human- centered point of view, and the demo is required viewing. Watch it, remember it’s 40 years ago, and think about how progress is made in this field. Wanna see the demo? sloan.stanford.edu/mousesite/1968Demo.html
  • 15. • shift in focus from controlling the computer to using applications and tools • trying to make it so people have to adapt less to use the machines’ capability • design is still done mostly by engineers, few specialists • still mostly thought of as “computer human factors” use the software operate the machine
  • 16. a tool for home and small business calculations visicalc Dan Bricklin 1979 Finally people had a reason to buy a home computer (specifically, an Apple II): so they could use VisiCalc, the first spreadsheet. THE place to learn about Visicalc: www.bricklin.com/visicalc.htm Download a working version!
  • 17. Interface and interaction ideas that survived 25 years (so far) As Dan Bricklin points out, VisiCalc’s design has lived long: “It was interactive in a WYSIWYG way: • Point to change a value • Instant automatic recalculation based on formulas stored in the cells referencing other cells • Scroll left/right/up/down • The input, definition, formatting and output were all merged into a natural, program-by-example interface … • Labels and formulas distinguished by first character typed • Minimal-keystroke formula entry…. The goal here was to make it worth using the first time you needed an answer in a way that would let you benefit the next time by just changing a few values and recalculating. If the input style did not let you "teach" the computer by doing the calculation, people may not have used it. • A1, B1, SUM(A1..A7) • Realtime scrolling • Numeric and text formatting • Status and formula lines” www.bricklin.com/visicalc.htm/firstspreadsheetquestion.htm
  • 18. a tool for writing wordstar Seymour Rubenstein & John Barnaby 1979 WordStar had a very complicated interface, but once you invested the time to learn it, it was very powerful. Now there was another reason to buy a home computer: to create, format, store, and edit text documents. Find WordStar history here: http://www.wordstar.org/wordstar/history/history.htm
  • 19. wordstar quick reference card A few WordStar commands (^ indicates one should hold down the Ctrl key) Interested? Purchase a WordStar command emulator package for Microsoft Word by visiting www.wordstar.org
  • 20. • wordstar was so complex yet so popular, it invited both complaint and competition • the success of Lotus 1-2-3 over Visicalc was partly due to ease of use and appropriate power (tip o’ the hat to Mitch Kapor); that and its enterprise- penetrating platform, the IBM PC • its use in large companies led to an emphasis on ease of learning, ease of use, reduced errors, saved time • this eventually led to a professional emphasis on people doing a task rather than “a tool with good controls” perform a task use the software operate the machine
  • 21. GOMS • Goals are what the user intends to Developed in 1983 by Stuart accomplish. Card, Thomas P. Moran and Allen Newell • Operators are actions that are inThe Psychology of Human performed to reach the goal. Computer Interaction. • Methods are sequences of operators that accomplish a goal. There can be more than one method available to accomplish a single goal; if this is the case • Selection rules are used to describe when a user would select a certain method over the others.
  • 22. the mac taps into pent-up desire for ease and pleasure of use Think of a world full of command-line interfaces… Then, during the 1984 Superbowl, you An athletic woman in colorful clothing …which she throws into the screen, see the first commercial for the runs into the auditorium, carrying a smashing the image and voice of the Macintosh (directed by Ridley Scott of huge hammer… status quo. Blade Runner fame). A crowd of solemn men is gathered in a gloomy auditorium, listening to a ranting bureaucrat on a huge screen. hello.
  • 23. All 39 pages of advertising that Apple bought in a 1984 issue of newsweek are available here: http://www.aci.com.pl/mwichary/computerhistory/ads/macnewsweek
  • 24. the software design manifesto Mitch Kapor “The Roman architecture critic Vetrivius advanced the 1990 notion that well-designed buildings were those which I don’t know that this was a landmark event in the whole industry’s eyes, but Mitch exhibited firmness, commodity and delight. The same Kapor’s Software Design Manifesto was a clear might be said of good software. Firmness: a program articulation of the idea that making useful, usable, delightful software is a design should not have any bugs which inhibit its function. problem, not an engineering problem. This is only a small extract here. The whole thing Commodity: a program should be suitable for the has both historical importance and modern currency. purposes for which it was intended. Delight: the experience of using the program should be a pleasurable one. Here we have the beginnings of a theory of design for software.” www.kapor.com/homepages/mkapor/Software_Design_Manifesto.html
  • 25.
  • 27. experience live, learn, work, play perform a task use the software operate the machine
  • 28. • after twenty years of trying to help people perform tasks, we realized success depended on expanding the scope of view • most good work now involves an effort to fit context of use, characteristics of individuals, patterns of life experience • most good work now attempts to go live, learn, work, play beyond expressed need to latent or masked needs perform a task use the software operate the machine
  • 29. manage a household compose music run a business experience live, learn, work, play learn math perform a task buy, use, & maintain a car use the software immerse in a fantasy operate the machine
  • 30. interface …interface design, which is concerned with the person in front of the screen, with understanding and communication. But interface design often takes a fairly static view of things…
  • 31. interaction When we add time, we see the conversation back and forth between people and machines. We design the language for these conversations, we contribute something to the context in which they happen.
  • 32. design to support a person doing an activity in context To do a good job of interaction design, we have to understand as much as we can about the context, the activity, what else is going on, where people’s attention is focused, what happens before and after, what their goals are, and so on.
  • 33. Now to your regularly scheduled lecture BYE MARC!
  • 34. From Dan’s fine book, Designing for Interaction APPROACHES TO IXD
  • 35. Types of Interaction Design Table 2.1. Four Approaches to Design Approach Overview Users Designer User-centered design Focus on user needs The guides of Translator of user and goals design needs and goals Activity-centered Focus on the tasks Performers of Creates tools for design and activities that the activities actions need to be accomplished Systems design Focus on the Set the goals Makes sure all the components of a of the system parts of the system system are in place Genius design Skill and wisdom of Source of The source of designers used to validation inspiration make products From Dan Saffer’s Designing for Interaction
  • 36. UCD You’ve been soaking in it! Many designers don’t think there is another approach
  • 37. ACD • Activity focused design • Activity : Purpose : Tasks • Task analysis • Task suggests tools; i.e. “turn on” suggests a switch The gardener might have a goal (to have a tidy yard) but the purpose of raking is simple: to collect leaves. ACD would focus on collecting leaves.
  • 39.
  • 40. The critique of ACD: does it limit? If I ask you to make a vase you might come up with a vast number of variations of form, but it would mostly look like one of these
  • 41. design a way to enjoy flowers But if I ask you to think of a way to enjoy plants and flowers?
  • 43. System Design • Focus is on a system, not a user or task • All elements are cataloged • Relationships are defined
  • 44. Heating System • Goal. This is not the users’ goal, but rather the goal of the system as a whole, which can be drawn from user goals. The goal states the ideal relationship between the system and the environment it lives in. In a heating system, an example of a goal may be keeping your house at 72 degrees Fahrenheit. • Environment. Where does the system “live”? Is it digital or analog or both? The environment in the heating system example is the house itself. • Sensors. How does the system detect changes in the environment? A heating system has a thermostat with a thermometer (Figure 2.3) to detect temperature changes. • Disturbances. Changes are called disturbances; these are elements in the environment that change the environment in both expected and unexpected ways. In the heating system example, a disturbance is a drop or rise in temperature. • Comparator. The comparator embodies the goal within the system. It compares the current state (the environment) to the desired state (the goal). Any difference between the two is seen by the system as an error, which the system seeks to correct. In the heating system example, the comparator can be a tiny computer or a mercury switch that compares what the sensor tells it about the environment (for example, “72 degrees...72 degrees...72 degrees...71 degrees...71 degrees”) to the goal (“Keep the house at 72 degrees”). • Actuator. If the comparator says, ah, something is different (an “error”) by examining the data coming from the sensor, it sends a command to the actuator (in this case, the boiler). Actuators are a means of making changes (output) to the environment. In this case, the actuator makes heat. • Feedback. With output comes feedback. Feedback is a message about whether or not a goal was achieved or maintained— whether or not an error was detected. In this example, feedback would report either that the house is still at 71 degrees or that is now at 72 degrees and the heater can be turned off. • Controls. Controls are means of manually manipulating the parts of the system (except the environment). In this example, you use a control to set the temperature you want the house to be. Another control might trigger the actuator and turn the heat on. From Dan Saffer’s Designing for Interaction
  • 45.
  • 47. DO WHAT IS IN YOUR SYSTEM?
  • 49. Jonathan Ives Intuition is compressed experience
  • 50. This is a trick question WHICH SHOULD YOU DO?
  • 52. Contextual Principles • What you know about the context/users/activity. E.g. – Recipes must be scannable – User should know where they are in a recipe – Recipes allow users to find ingredients for shopping and mise en place by listing them apart from instructions • You make them up
  • 53. Tivo Tennants • It’s entertainment, stupid. • It’s TV, stupid. • It’s video, dammit. • Everything is smooth and gentle. • No modality or deep hierarchy. • Respect the viewer’s privacy. • It’s a robust appliance, like a TV.
  • 54. Universal Principles • Direct Manipulation • Affordances • Feedback • Mental Model • Standards
  • 55. Some Laws • Fitts’s Law simply states that the time it takes to move from a starting position to a final target is determined by two things: the distance to the target and the size of the target.
  • 56. Hick’s Law the time it takes for users to make decisions is determined by the number of possible choices they have at one scanning. The user will scan a large list, and discard half or more of it to focus in on their choice. Rule of Large Menus: one large menu is more time- efficient than several small submenus supporting the same choices, even if we ignore the time overhead of moving among submenus. Exception: very large menus of unorganized items are harder for a user to parse and subdivide
  • 57. The Magical Number Seven • Is stupic
  • 58. Law of the Conservation of Complexity • Larry Tesler • not stupid • states that some complexity is inherent in every process. There is a point beyond which you can’t simplify the process any further; you can only move the inherent complexity from one place to another.
  • 59. The Poka-Yoke Principle • Poka-Yoke roughly translates in English to mistake proofing: avoiding (yokeru) inadvertent errors (poka). Designers use Poka- Yoke when they put constraints on products to prevent errors, forcing users to adjust their behavior and correctly execute an operation.
  • 60. Errors • Prevent • Allow fixes • COMPASSION • Avoid learned Dismissal
  • 61. AND NOW FOR SOMETHING COMPLETELY DIFFERENT
  • 62. Well, I didn’t expect that.
  • 64. This is a core loop for a very simple game. I’m actually shocked we don’t map this on other projects. Amazon’s is Seek, evaluate, buy.
  • 65. Will Wright on Game Design: http://youtu.be/CdgQyq3hEPo Watch 30:27-33:27
  • 66. Backyard Monsters takes the classic tower defense loop (build defense, get attacked, redo) and adds complexity by letting you also attack and build offensive as well as defensive tools.
  • 67. A remix AOF WITH JOSH PORTER
  • 68. The AOF Method 1. Defining your Activity 2. Identifying your (Social) Objects 3. Choosing your Features Courtesy of Joshua Porter. Check out bokardo.com!
  • 69.
  • 70.
  • 71. 2. Identifying your Social Objects
  • 72. What are Social Objects? • Social objects can be ideas, people, or physical objects. • By interacting through/with social objects, people meet others they might not otherwise know. • Social objects can be the reason why people have an interaction or form a relationship. Joshua Porter (bokardo.com)
  • 73.
  • 74. 3. Choosing your Features
  • 75.
  • 76. DO PICK ONE OBJECT, LIST VERBS
  • 78. First, name all your use cases (or user stories, or scanrios)
  • 79. Example: Log in Use Case Login Brief Description • This use case describes how a user logs into the Course Registration System. Basic Flow • This use case starts when an actor wishes to log into the Course Registration System.The system requests that the actor enter his/her name and password. • The actor enters his/her name and password. • The system validates the entered name and password and logs the actor into the system. Alternative Flows • Invalid Name / Password If in the Basic Flow the actor enters an invalid name and/or password, the system displays an error message. The actor can choose to either return to the beginning of the Basic Flow or cancel the login, at which point the use case ends. Pre-Conditions • None Post-Conditions • If the use case was successful, the actor is now logged into the system. If not the system state is unchanged. Next, break it into its component tasks. List positive first, then list all the scenarios for when things go wrong under “alternate”
  • 80. I prefer the two column approach, with user on one side, system on the other. Note: I do not say “pushes button.” or the like anywhere: save interface design for late, just focus on interaction User System User inserts card Requests PIN User enters Pin Displays choices 1. Get balance 2. Withdraw money 3. Make deposit (1) User selects Get Balance Displays current balance (2)User selects withdraw System ask the user for an money amount User enters an amount Systems checks balance. If < balance, asks for confirmation
  • 81. Use case tips • Tip 1. When creating use cases, be productive without perfection • Tip 2. Define your use case actors • Tip 3. Define your "Sunny Day" Use Cases (Primary Use Cases) • Tip 4. Identify reuse opportunity for use cases • Tip 5. Create a use case index • Tip 6. Identify the key components of your use case • Tip 7. Name and briefly describe your use case • Tip 8. Create the use case basic flow • Tip 9. Create the use case alternate flows • Tip 10. Produce your use case document Writing Effective Use Cases (Examples) By Darren Levy http://www.gatherspace.com/static/use_case_example.html
  • 82. Homework • One scenarios • One task analysis • One object, and all features (optional, recommended) • Write a use case • Portfolio work: Map one key activity for your site, visually