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Shyamala Prayaga
Interaction Design Bootcamp
Introduction to Interaction Design
Cognitive and Conceptual Model
3 ACTIVITES – INTERACTION DESIGN
Interaction Design Basics
3 ACTIVITES
User Interfaces & Effects on Users
Interface Types
3 ACTIVITES – INTERACTION DESIGN
Why bother about Interaction
Design?
What makes the DIFFERENCE between them?
And these?
Its INTERACTION
How do you define GOOD
Interaction?
effortless
easy
enjoyable to use
In a NUTSHELL
Interaction design is the field concerned with the
design of interactive products that are easy, effective
and enjoyable to use.
Interaction Design RELATED field
Who is Involved in Interaction Design
Interaction Designers
Product Designers
Graphic Designers
Artists
Animators
Photographers
Film Makers
Interaction Design Roles
Interaction Designers
Involved in all aspects of interaction design
Usability Engineers
Focus on user-based evaluation of products
Information Architects
Plan and structure interactive products
User-Experience Designers
Conduct field studies to inform the design of products
The Goals of Interaction Design
Effectiveness
Efficiency
Safety
Utility
Learnability
Memorability
Enjoyability
Aesthetics
Usability Goals User Experience Goals
Interaction Design Principles
Visibility:
Make important information visible.
Feedback:
Provide feedback about processes.
Constraints:
Restrict interactions in a context.
Mapping:
Effects of controls should be obvious.
Consistency:
Similar controls, similar effects.
Affordance:
Provide clues about use of controls.
Usability Principles
Visibility:
Keep the user informed.
Familiarity:
Speak the user’s language.
Freedom:
Provide easy escape routes.
Consistency:
Use appropriate standards.
Helpfulness:
Help users recover from errors.
Prevention:
Prevent users from making errors.
Recognition:
Don’t make users rely on memory.
Efficiency:
Provide short-cuts for expert users.
Minimalism:
Avoid overloading users with info.
Help:
Provide users with helpful documentation.
Usability Principles Contd…
What’s the DIFFERENCE?
“Design Principles and Usability Principles are very similar
but they come from different disciplines and have different
uses”
The design principles are intended to be used as prescriptions during the design of
interactive product.
The usability principles are intended to be uses as guidelines during the evaluation
of interactive products.
Control Redesign – 30 minutes
1. Look for real world controls that need to be improved from among the enclosed list
of contexts from the activity sheet
2. Redesign a control of your choice
3. Present the design as a poster in the workshop with details mentioned in the activity
sheet
Breather Time – 5 minutes
Quick Question
Where does interaction design start?
The User Interface?
The System Architecture?
The Computer Program?
None of the Above
Interaction design starts with the USERS...
Hence its important to understand
COGNITIVE and CONCEPTUAL Models
Cognitive Model?
What is that?
Cognition is what goes on in our heads.
Thinking
Sensing
Understanding
learning
reasoning
planning
imagining
decision making
problem solving
using language
Cognition has 2 parts
Experiential:
perceiving, acting and reacting to events
Reflective:
thinking, planning and decision-making
What are cognitive models?
Cognitive models are models of human
cognition
How are cognitive
models developed?
Psychologists and cognitive
scientists study how humans
perceive, think, act in
laboratory tests
What do cognitive models tell us?
Cognitive models tell us about human cognitive strengths and
weaknesses, i.e. what humans are good and bad at.
Benefits of Cognitive Modelling
Cognitive models can help interaction designers in a
number of ways:
Inform design decisions
Help designers produce better designs
Extend human capabilities
Help designers produce systems that build on what humans are already good at
Compensate for human weaknesses
Help designers produce systems that can help people do things that that find
difficult
Cognitive Processes
Cognitive is often described as processes
Attention
Paying attention to what’s important in the world
Perception
Perceiving and recognizing things in the world
Memory
Remembering useful things about the world
Learning
Learning new things about the world
Using Language
Listening, speaking, reading and writing
Problem-Solving
Planning, reasoning and decision-making
Attention
Selecting things to concentrate on
Depends upon a person’s goals and the information
available in the person’s situation
Goals
The goals that a person is trying to achieve can greatly
affect what people will consider important.
Information
How information is presented can greatly effect what
people attend to in an interface.
Design Implications of Attention
Make information salient when it’s needed
Use techniques like animation, color, decoration, ordering,
sequencing and layout to draw attention.
Avoid cluttering up an interface
Interfaces that are plain are much easier to use because it is
easier for users to find important information.
Perception
Getting information from the
environment
Information is sensed and transformed into
experiences through pattern recognition
During perception sense data is
combined
Perceptions often involve multiple senses
making multimedia a powerful interaction
design too
Design Implications of Perception
Information needs to be represented in ways that are
easily recognized
• The meaning of icons and symbols should be
obvious
• Sounds should be easily distinguished from each
other
• Text should be easily distinguished from its
background
• Speech should be easily distinguished and
understood
• Tactile feedback should be distinct and appropriate
Memory
Recalling knowledge and experiences
Memories are recalled to support cognition and take appropriate
actions
Memories do not store every detail
Typically, memories of experiences do not contain every sight, smell,
sound etc.
Memories aren’t perfect
We forget things we’d like to remember and we remember things
we’d like to forget
Context is important
Context can greatly affect what we remember and can lead to the
construction of false memories
Strategies for Remembering
Mnemonics
Mnemonics turn unmemorable sequences into easily remembered phrases
e.g. Many people find it difficult to remember the order of the compass directions in
a clockwise order is NESW, especially the positions of east and west, a mnemonic is
“Never Eat Shredded Wheat”
Design Implications of Memory
Do not overload the user’s memory with complicated
procedures
Keep procedures short and make them consistent
Design interfaces that promote recognition rather than recall
Menus, icons, organisation, feedback, etc.
Provide users with useful ways to help them support their
memory
Folders, labels, colors, flags, tags, timestamps, icons, etc.
Learning
Learning can be through first-person “doing”or third-
person “reading”
People find learning through doing to be much easier than learning through
reading
Design interfaces to encourage exploration
Allow users to explore possibilities and undo mistakes
Design interfaces that constrain and guide
Guide users to help them select appropriate actions
Design interfaces to encourage learning
Provide users with helpful context-sensitive information
Design Implications of Learning
Activity – 10 minutes
Draw a sketch with all the following objects being a part
of it
1. House
2. Tree
3. Flight
4. Car
5. Truck
We understand objects based on their normal
appearances in our everyday life
This is how we interpret
• All objects in the picture
are shown in a random
order
• these kinds of pictures
are difficult to interpret
Mobile Information Systems
Part 1: Need Finding/Brainstorming – 30 minutes
1. Urban elders retrieving location information about friends and family members in
support of opportunistic rendezvous.
2. Commuters sharing, seeking, and retrieving information in support of their commute.
3. Mobile workers (plumber, realtor, in-home yoga instructor, etc.) looking for a place to
be (food/coffee) between jobs.
4. Moms retrieving status information on their kids from across their online social
networking services and communication channels.
Working in teams of three or four, students will explore the issues and design challenges
around mobile information systems. Teams will design interfaces that allow a unique set
of users to navigate information in the completion of one the following tasks:
Breather Time – 5 minutes
So what’s
Conceptual Model?
while interacting with any system a person
has a concept of what the system is: what its
components are, what properties they have
and and what interactions they can enter
into.
CONCEPTUAL MODEL…
A conceptual model is a high level description of:
“the proposed system in terms of a set of integrated ideas and concepts
about what it should do, behave and look like, that will be
understandable by the users in the manner intended”
• Many kinds and ways of classifying them
• We describe them in terms of core activities and objects
• Also in terms of interface metaphors
Conceptual models include mental models,
information processing, external cognition
Always keep in mind when making design decisions
how the user will understand and remember the
underlying conceptual model
Components
Concepts that people are exposed to through the product
task–domain objects, their attributes, and operations (e.g. saving, revisiting,
organizing)
Metaphors and analogies
understand what a product is for and how to use it for an activity
Relationship and mappings between these concepts
First steps in formulating a conceptual
model
• What will the users be doing when carrying out their tasks?
• How will the system support these?
• What kind of interface metaphor, if any, will be appropriate?
• What kinds of interaction modes and styles to use?
Different Interaction modes
“Tell” the system to do something
• Delegation mode
• Issue instruction
“Do” something on the system
• Control mode
• Acting
“Exploring” the system
• Navigation mode
• Browsing
Conceptual Models Based on interaction modes
1. Instructing
2. Conversing
3. Manipulating and navigating
4. Exploring and browsing
Conceptual Models Based on interaction modes
Instructing
describes how users carry out their
tasks through instructing the system
what to do. 1 way Process:
like tell the time, print a file, save a file
E.g. Commands in DOS or Unix,
E.g. Word processing, CAD, Email
E.g. vending machines
Conceptual Models Based on interaction modes
Conversing
User converses with the system, where the system acts as a dialogue
performer. 2 way Process
Range from simple voice recognition menu-driven systems to more
complex ‘natural language’ dialogues
E.g. help systems, search engines, timetables, advice-giving systems etc.
E.g. Voice or natural language based system
Conceptual Models Based on interaction modes
Manipulating and
navigating
Exploit’s user’s knowledge of how
they move and manipulate in the
physical world
Involves dragging, selecting,
opening, closing and zooming
actions on virtual objects
E.g. Video Games
E.g. Virtual Reality
Conceptual Models Based on interaction modes
Exploring and browsing
allows people to browse / navigate
through information
Similar to how people browse
information with existing media (e.g.
newspapers, magazines, libraries,
pamphlets)
E.g. CD-ROMs, DVD’s
E.g. web pages, Multimedia
Which conceptual model is best?
Manipulation is good for ‘doing’ types of tasks, e.g. designing, drawing,
playing (flying, driving), sizing windows
Issuing instructions is good for repetitive tasks, e.g. spellchecking, file
management
Having a conversation is good for children, computerphobic, disabled
users and specialized applications (e.g. phone services) or for FUN
What Conceptual Model does the following products
support?
Activity – 10 mins
iTunes Music Store
Photoshop
AIM/MSN Messenger
Aren't you Hungry?
How do user interfaces affect people?
User interfaces can motivate
users to:
learn or play,
to explore and be creative,
encourage users to be social,
provide a calm environment for
working,
engender feelings of trust, etc.
At the same TIME…
An application doesn’t work properly or crashes
A system doesn’t do what the user wants it to
A user’s expectations are not met (e.g. it is too slow)
A system doesn’t provide sufficient information
An error message is vague, obtuse, or condemning
An interface is unattractive (e.g. noisy, garish, patronising)
A system forces a user to restart after a long process
User interfaces can elicit negative responses too
Reasons include:
What’s wrong with this error message?
"Valid authentication credentials were not provided"
Hmm... I wonder if that means my password is wrong?
What is a "value state" I wonder?
Level of Frustration: High
Users feel helpless in
the face of an
incomprehensible
error message.
Cause: A system or application crashes and provides an unhelpful error message
Remedy: Provide useful information about how to fix a
problem in the error message.
Do you see any problem with this interface?
Level of Frustration: Mild
Users are annoyed at the effort gone into the gimmick
Cause: Expectations are not met and a user is presented with a gimmicky display.
Remedy: Avoid using gimmicks in an attempt to cover up a real
problem.
e.g. Only make a website live once the material has been created, people rarely
return to websites that have been “under construction” the last time they visited
Ok now we understand
interactions and
interfaces….
next what?
Types of Interfaces
Command-based Interface
Graphical User Interface
Natural User Interface
Voice user interface
Augmented Reality
Virtual Reality
Brain Computer Interface
Command Line Interface Design – 30 minutes
Design a Command Line Interface for a phone
1. analyze all basic functions of the phone on your desk
1. design a Command Line (incl. abbreviations) for this machine;
Natural User Interface Design – 30 minutes
Design a Natural User Interface for an ATM Machine
1. Identify and analyze all basic functions of the ATM Kiosk
1. Design a NUI with the aid of voice, touch etc
Recap
Recap
Recap
Process of Interaction Design
Need finding and establishing requirements
Develop a set of alternative designs
3 ACTIVITES – INTERACTION DESIGN
Interaction Design Basics
3 ACTIVITES
Process of Interaction Design
Build iterative prototypes for testing
Evaluate designs throughout the process
3 ACTIVITES – INTERACTION DESIGN
Quiz Time
The Process of Interaction Design
1. Identify needs and establish requirements
2. Develop a set of alternative designs
3. Build iterative prototypes for testing
4. Evaluate designs throughout the process
Identifying Needs and Establishing
Requirements
Needs and requirements are identified at the start
Users
people who will directly interact with the design.
Who is concerned with your product?
Stakeholders
people who will be affected by the design.
Good Designer?
Although it is tempting for a designer to design what they would want, but a
good designer is able to design for the needs of the users of a product.
Different types of requirements
Functional :
what should the product do?
Data:
what types of data should the product handle?
Environmental:
physical/social/organisational/technical
User:
characteristics of the target user group
Usability:
important usability goals and measures
Techniques for gathering requirements
Questionnaires
useful for asking specific questions from a number group of
people, questionnaires are often combined with other
techniques
Techniques for gathering requirements
Interviews
useful for exploring issues that arise as the result of asking
questions, but they are time-consuming
Techniques for gathering requirements
Focus Groups
good for gaining a consensus view of an issue and/or
highlighting areas of conflict/disagreement
Techniques for gathering requirements
Observations
shadowing people as they work with a system can
provide important insight into what people actually
do (compared to what they say they do)
Scenario
An informal narrative description
of a user performing a task that
allows the exploration of the
context, needs and requirements
Techniques for gathering requirements
Use Case
A description of how a user (actor) would interact with a system to
achieve a task, allowing the description of the interactions required
throughout
Techniques for gathering requirements
Studying Documentation
existing documentation can be a good source of information about
user activities
Techniques for gathering requirements
Observation – 30 minutes
1. Select a person performing an activity in a public space such as a restaurant, health
club, the student union, or a shopping center and observe them for a minimum of 10
minutes.
2. The person you observe must be a stranger to you. If you feel it is appropriate, you
may want to introduce yourself and ask if you can observe them, explaining that it is
part of a class assignment and assure them of confidentiality.
3. Make detailed notes while you observe. You must include descriptions of the physical
setting (make a sketch of the layout), the person, the actions of the person, and any
thoughts that occur to you about the work the individual is doing while you are
observing.
4. Create field notes from the data you collected.
Breather Time – 10 minutes
Mobile Information Systems
Part 2: Scenario Development– 30 minutes
Write a scenario for how someone would interact with your
MIS application.
Tell a short story about how someone would use your application in their
everyday life.
Breather Time – 10 minutes
Ways to develop alternative designs
Generating design ideas
Methods for generating design ideas
Cross-fertilisation of existing ideas
e.g. analogy, bisociation, case-based reasoning, mutation
Evolution of existing ideas
e.g. addition of new features, extrapolation of trends
Reproduction of existing ideas
e.g. application of ideas to new domains
Develop a set of alternative designs
Developing conceptual and detailed designs
Conceptual Design
Conceptual models for products that describe what a product should do and how
the product should behave
Detailed Design
Detailed models for products that describe aspects of an interface, e.g. colors, sounds,
images, icons, menus, etc.
Developing a Conceptual Model
Three perspectives
Interaction Mode
How the user invokes actions when interacting with the device
Interface Metaphor
Combining familiar knowledge with new knowledge in a way that helps the user
understand the system
Interaction Paradigm
Particular way of thinking about interaction design
Techniques used in Conceptual Design
Scenarios/Use Cases
• Basis for the overall design
• Basis for technical implementation
• Means of cooperation within design teams
• Means of cooperation across professional boundaries (multidisciplinary teams)
Prototyping
What functions will the product perform?
(how will tasks be divided up?)
How are the functions related to each other?
• Temporal (sequential or parallel)
• Categorization
What information needs to be available?
• What data is required to perform the task?
• How is this data to be transformed by the system?
Expanding the Conceptual Model
Mobile Information Systems
Part 3: Conceptual Design– 30 minutes
Work in a group, ideate and develop the Conceptual Design using the
scenarios which you developed
LUNCH
Prototyping
What is a prototype?
Limited representation of a product
design
• Scale models, etc.
• In interaction design it can be (among other
things):
• a series of screen sketches
• a storyboard, i.e. a cartoon-like series of
scenes
• a piece of software with limited
functionality
Why Prototyping
“People cannot describe what they want, but they are quick to recognize what they do
not like!”
• Interactive exploration with envisioned product
• Clarifies vague requirements with concrete communication between
stakeholders
• Answers questions and supports design decisions with forced reflection
• Tests feasibility & compatibility
• Sells product ideas
• Inspires innovation in “prototyping cultures”
Prototyping Types
• Low-Fi: Cheap to produce,
does not realistically simulate
the final product
Conceptual Design
• Hi-Fi: Increased similarity to
final product, possibly even
using the same “parts”
Physical Design
• Prototypes should shift
from Low-Fi to Hi-Fi as
project progresses
Mobile Information Systems
Part 4: Prototyping – 1 hour
Convert your ideas, concepts and functionalities into a medium paper prototype with
all affordances.
Evaluating
Observation of users
e.g. number of errors made using the design
Questionnaires of users
e.g. how appealing is the design
Objective evaluation
e.g. how well does the design match requirements
Mobile Information Systems
Part 5: Evaluating– 1 hour
Quick Assessment
Interaction design workshop

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Interaction design workshop

  • 2.
  • 3. Introduction to Interaction Design Cognitive and Conceptual Model 3 ACTIVITES – INTERACTION DESIGN
  • 5. User Interfaces & Effects on Users Interface Types 3 ACTIVITES – INTERACTION DESIGN
  • 6.
  • 7. Why bother about Interaction Design?
  • 8. What makes the DIFFERENCE between them?
  • 11. How do you define GOOD Interaction?
  • 13. easy
  • 15. In a NUTSHELL Interaction design is the field concerned with the design of interactive products that are easy, effective and enjoyable to use.
  • 17. Who is Involved in Interaction Design Interaction Designers Product Designers Graphic Designers Artists Animators Photographers Film Makers
  • 18. Interaction Design Roles Interaction Designers Involved in all aspects of interaction design Usability Engineers Focus on user-based evaluation of products Information Architects Plan and structure interactive products User-Experience Designers Conduct field studies to inform the design of products
  • 19.
  • 20. The Goals of Interaction Design Effectiveness Efficiency Safety Utility Learnability Memorability Enjoyability Aesthetics Usability Goals User Experience Goals
  • 21.
  • 22. Interaction Design Principles Visibility: Make important information visible. Feedback: Provide feedback about processes. Constraints: Restrict interactions in a context. Mapping: Effects of controls should be obvious. Consistency: Similar controls, similar effects. Affordance: Provide clues about use of controls.
  • 23. Usability Principles Visibility: Keep the user informed. Familiarity: Speak the user’s language. Freedom: Provide easy escape routes. Consistency: Use appropriate standards. Helpfulness: Help users recover from errors. Prevention: Prevent users from making errors.
  • 24. Recognition: Don’t make users rely on memory. Efficiency: Provide short-cuts for expert users. Minimalism: Avoid overloading users with info. Help: Provide users with helpful documentation. Usability Principles Contd…
  • 25. What’s the DIFFERENCE? “Design Principles and Usability Principles are very similar but they come from different disciplines and have different uses” The design principles are intended to be used as prescriptions during the design of interactive product. The usability principles are intended to be uses as guidelines during the evaluation of interactive products.
  • 26. Control Redesign – 30 minutes 1. Look for real world controls that need to be improved from among the enclosed list of contexts from the activity sheet 2. Redesign a control of your choice 3. Present the design as a poster in the workshop with details mentioned in the activity sheet
  • 27. Breather Time – 5 minutes
  • 29. Where does interaction design start? The User Interface? The System Architecture? The Computer Program? None of the Above
  • 30. Interaction design starts with the USERS...
  • 31. Hence its important to understand COGNITIVE and CONCEPTUAL Models
  • 33. Cognition is what goes on in our heads. Thinking Sensing Understanding learning reasoning planning imagining decision making problem solving using language
  • 38. Cognitive models are models of human cognition
  • 39. How are cognitive models developed? Psychologists and cognitive scientists study how humans perceive, think, act in laboratory tests
  • 40. What do cognitive models tell us? Cognitive models tell us about human cognitive strengths and weaknesses, i.e. what humans are good and bad at.
  • 42. Cognitive models can help interaction designers in a number of ways: Inform design decisions Help designers produce better designs Extend human capabilities Help designers produce systems that build on what humans are already good at Compensate for human weaknesses Help designers produce systems that can help people do things that that find difficult
  • 43. Cognitive Processes Cognitive is often described as processes Attention Paying attention to what’s important in the world Perception Perceiving and recognizing things in the world Memory Remembering useful things about the world
  • 44. Learning Learning new things about the world Using Language Listening, speaking, reading and writing Problem-Solving Planning, reasoning and decision-making
  • 45. Attention Selecting things to concentrate on Depends upon a person’s goals and the information available in the person’s situation Goals The goals that a person is trying to achieve can greatly affect what people will consider important. Information How information is presented can greatly effect what people attend to in an interface.
  • 46. Design Implications of Attention Make information salient when it’s needed Use techniques like animation, color, decoration, ordering, sequencing and layout to draw attention. Avoid cluttering up an interface Interfaces that are plain are much easier to use because it is easier for users to find important information.
  • 47.
  • 48. Perception Getting information from the environment Information is sensed and transformed into experiences through pattern recognition During perception sense data is combined Perceptions often involve multiple senses making multimedia a powerful interaction design too
  • 49. Design Implications of Perception Information needs to be represented in ways that are easily recognized • The meaning of icons and symbols should be obvious • Sounds should be easily distinguished from each other • Text should be easily distinguished from its background • Speech should be easily distinguished and understood • Tactile feedback should be distinct and appropriate
  • 50. Memory Recalling knowledge and experiences Memories are recalled to support cognition and take appropriate actions Memories do not store every detail Typically, memories of experiences do not contain every sight, smell, sound etc. Memories aren’t perfect We forget things we’d like to remember and we remember things we’d like to forget Context is important Context can greatly affect what we remember and can lead to the construction of false memories
  • 51. Strategies for Remembering Mnemonics Mnemonics turn unmemorable sequences into easily remembered phrases e.g. Many people find it difficult to remember the order of the compass directions in a clockwise order is NESW, especially the positions of east and west, a mnemonic is “Never Eat Shredded Wheat”
  • 52. Design Implications of Memory Do not overload the user’s memory with complicated procedures Keep procedures short and make them consistent Design interfaces that promote recognition rather than recall Menus, icons, organisation, feedback, etc. Provide users with useful ways to help them support their memory Folders, labels, colors, flags, tags, timestamps, icons, etc.
  • 53. Learning Learning can be through first-person “doing”or third- person “reading” People find learning through doing to be much easier than learning through reading
  • 54. Design interfaces to encourage exploration Allow users to explore possibilities and undo mistakes Design interfaces that constrain and guide Guide users to help them select appropriate actions Design interfaces to encourage learning Provide users with helpful context-sensitive information Design Implications of Learning
  • 55. Activity – 10 minutes Draw a sketch with all the following objects being a part of it 1. House 2. Tree 3. Flight 4. Car 5. Truck
  • 56. We understand objects based on their normal appearances in our everyday life This is how we interpret
  • 57. • All objects in the picture are shown in a random order • these kinds of pictures are difficult to interpret
  • 58. Mobile Information Systems Part 1: Need Finding/Brainstorming – 30 minutes 1. Urban elders retrieving location information about friends and family members in support of opportunistic rendezvous. 2. Commuters sharing, seeking, and retrieving information in support of their commute. 3. Mobile workers (plumber, realtor, in-home yoga instructor, etc.) looking for a place to be (food/coffee) between jobs. 4. Moms retrieving status information on their kids from across their online social networking services and communication channels. Working in teams of three or four, students will explore the issues and design challenges around mobile information systems. Teams will design interfaces that allow a unique set of users to navigate information in the completion of one the following tasks:
  • 59. Breather Time – 5 minutes
  • 61. while interacting with any system a person has a concept of what the system is: what its components are, what properties they have and and what interactions they can enter into.
  • 62. CONCEPTUAL MODEL… A conceptual model is a high level description of: “the proposed system in terms of a set of integrated ideas and concepts about what it should do, behave and look like, that will be understandable by the users in the manner intended” • Many kinds and ways of classifying them • We describe them in terms of core activities and objects • Also in terms of interface metaphors
  • 63. Conceptual models include mental models, information processing, external cognition
  • 64. Always keep in mind when making design decisions how the user will understand and remember the underlying conceptual model
  • 65. Components Concepts that people are exposed to through the product task–domain objects, their attributes, and operations (e.g. saving, revisiting, organizing) Metaphors and analogies understand what a product is for and how to use it for an activity Relationship and mappings between these concepts
  • 66. First steps in formulating a conceptual model • What will the users be doing when carrying out their tasks? • How will the system support these? • What kind of interface metaphor, if any, will be appropriate? • What kinds of interaction modes and styles to use?
  • 67. Different Interaction modes “Tell” the system to do something • Delegation mode • Issue instruction “Do” something on the system • Control mode • Acting “Exploring” the system • Navigation mode • Browsing
  • 68. Conceptual Models Based on interaction modes 1. Instructing 2. Conversing 3. Manipulating and navigating 4. Exploring and browsing
  • 69. Conceptual Models Based on interaction modes Instructing describes how users carry out their tasks through instructing the system what to do. 1 way Process: like tell the time, print a file, save a file E.g. Commands in DOS or Unix, E.g. Word processing, CAD, Email E.g. vending machines
  • 70. Conceptual Models Based on interaction modes Conversing User converses with the system, where the system acts as a dialogue performer. 2 way Process Range from simple voice recognition menu-driven systems to more complex ‘natural language’ dialogues E.g. help systems, search engines, timetables, advice-giving systems etc. E.g. Voice or natural language based system
  • 71. Conceptual Models Based on interaction modes Manipulating and navigating Exploit’s user’s knowledge of how they move and manipulate in the physical world Involves dragging, selecting, opening, closing and zooming actions on virtual objects E.g. Video Games E.g. Virtual Reality
  • 72. Conceptual Models Based on interaction modes Exploring and browsing allows people to browse / navigate through information Similar to how people browse information with existing media (e.g. newspapers, magazines, libraries, pamphlets) E.g. CD-ROMs, DVD’s E.g. web pages, Multimedia
  • 73. Which conceptual model is best? Manipulation is good for ‘doing’ types of tasks, e.g. designing, drawing, playing (flying, driving), sizing windows Issuing instructions is good for repetitive tasks, e.g. spellchecking, file management Having a conversation is good for children, computerphobic, disabled users and specialized applications (e.g. phone services) or for FUN
  • 74. What Conceptual Model does the following products support? Activity – 10 mins
  • 79. How do user interfaces affect people?
  • 80. User interfaces can motivate users to: learn or play, to explore and be creative, encourage users to be social, provide a calm environment for working, engender feelings of trust, etc.
  • 81. At the same TIME…
  • 82. An application doesn’t work properly or crashes A system doesn’t do what the user wants it to A user’s expectations are not met (e.g. it is too slow) A system doesn’t provide sufficient information An error message is vague, obtuse, or condemning An interface is unattractive (e.g. noisy, garish, patronising) A system forces a user to restart after a long process User interfaces can elicit negative responses too Reasons include:
  • 83. What’s wrong with this error message?
  • 84. "Valid authentication credentials were not provided" Hmm... I wonder if that means my password is wrong?
  • 85. What is a "value state" I wonder?
  • 86. Level of Frustration: High Users feel helpless in the face of an incomprehensible error message. Cause: A system or application crashes and provides an unhelpful error message
  • 87. Remedy: Provide useful information about how to fix a problem in the error message.
  • 88. Do you see any problem with this interface?
  • 89. Level of Frustration: Mild Users are annoyed at the effort gone into the gimmick Cause: Expectations are not met and a user is presented with a gimmicky display. Remedy: Avoid using gimmicks in an attempt to cover up a real problem. e.g. Only make a website live once the material has been created, people rarely return to websites that have been “under construction” the last time they visited
  • 90. Ok now we understand interactions and interfaces…. next what?
  • 99. Command Line Interface Design – 30 minutes Design a Command Line Interface for a phone 1. analyze all basic functions of the phone on your desk 1. design a Command Line (incl. abbreviations) for this machine;
  • 100. Natural User Interface Design – 30 minutes Design a Natural User Interface for an ATM Machine 1. Identify and analyze all basic functions of the ATM Kiosk 1. Design a NUI with the aid of voice, touch etc
  • 101. Recap
  • 102. Recap
  • 103. Recap
  • 104.
  • 105. Process of Interaction Design Need finding and establishing requirements Develop a set of alternative designs 3 ACTIVITES – INTERACTION DESIGN
  • 107. Process of Interaction Design Build iterative prototypes for testing Evaluate designs throughout the process 3 ACTIVITES – INTERACTION DESIGN
  • 109. The Process of Interaction Design 1. Identify needs and establish requirements 2. Develop a set of alternative designs 3. Build iterative prototypes for testing 4. Evaluate designs throughout the process
  • 110. Identifying Needs and Establishing Requirements Needs and requirements are identified at the start
  • 111. Users people who will directly interact with the design. Who is concerned with your product? Stakeholders people who will be affected by the design.
  • 112. Good Designer? Although it is tempting for a designer to design what they would want, but a good designer is able to design for the needs of the users of a product.
  • 113. Different types of requirements Functional : what should the product do? Data: what types of data should the product handle? Environmental: physical/social/organisational/technical User: characteristics of the target user group Usability: important usability goals and measures
  • 114. Techniques for gathering requirements Questionnaires useful for asking specific questions from a number group of people, questionnaires are often combined with other techniques
  • 115. Techniques for gathering requirements Interviews useful for exploring issues that arise as the result of asking questions, but they are time-consuming
  • 116. Techniques for gathering requirements Focus Groups good for gaining a consensus view of an issue and/or highlighting areas of conflict/disagreement
  • 117. Techniques for gathering requirements Observations shadowing people as they work with a system can provide important insight into what people actually do (compared to what they say they do)
  • 118. Scenario An informal narrative description of a user performing a task that allows the exploration of the context, needs and requirements Techniques for gathering requirements
  • 119. Use Case A description of how a user (actor) would interact with a system to achieve a task, allowing the description of the interactions required throughout Techniques for gathering requirements
  • 120. Studying Documentation existing documentation can be a good source of information about user activities Techniques for gathering requirements
  • 121. Observation – 30 minutes 1. Select a person performing an activity in a public space such as a restaurant, health club, the student union, or a shopping center and observe them for a minimum of 10 minutes. 2. The person you observe must be a stranger to you. If you feel it is appropriate, you may want to introduce yourself and ask if you can observe them, explaining that it is part of a class assignment and assure them of confidentiality. 3. Make detailed notes while you observe. You must include descriptions of the physical setting (make a sketch of the layout), the person, the actions of the person, and any thoughts that occur to you about the work the individual is doing while you are observing. 4. Create field notes from the data you collected.
  • 122. Breather Time – 10 minutes
  • 123. Mobile Information Systems Part 2: Scenario Development– 30 minutes Write a scenario for how someone would interact with your MIS application. Tell a short story about how someone would use your application in their everyday life.
  • 124. Breather Time – 10 minutes
  • 125. Ways to develop alternative designs Generating design ideas Methods for generating design ideas Cross-fertilisation of existing ideas e.g. analogy, bisociation, case-based reasoning, mutation Evolution of existing ideas e.g. addition of new features, extrapolation of trends Reproduction of existing ideas e.g. application of ideas to new domains
  • 126. Develop a set of alternative designs Developing conceptual and detailed designs Conceptual Design Conceptual models for products that describe what a product should do and how the product should behave Detailed Design Detailed models for products that describe aspects of an interface, e.g. colors, sounds, images, icons, menus, etc.
  • 127. Developing a Conceptual Model Three perspectives Interaction Mode How the user invokes actions when interacting with the device Interface Metaphor Combining familiar knowledge with new knowledge in a way that helps the user understand the system Interaction Paradigm Particular way of thinking about interaction design
  • 128. Techniques used in Conceptual Design Scenarios/Use Cases • Basis for the overall design • Basis for technical implementation • Means of cooperation within design teams • Means of cooperation across professional boundaries (multidisciplinary teams) Prototyping
  • 129. What functions will the product perform? (how will tasks be divided up?) How are the functions related to each other? • Temporal (sequential or parallel) • Categorization What information needs to be available? • What data is required to perform the task? • How is this data to be transformed by the system? Expanding the Conceptual Model
  • 130. Mobile Information Systems Part 3: Conceptual Design– 30 minutes Work in a group, ideate and develop the Conceptual Design using the scenarios which you developed
  • 131. LUNCH
  • 132. Prototyping What is a prototype? Limited representation of a product design • Scale models, etc. • In interaction design it can be (among other things): • a series of screen sketches • a storyboard, i.e. a cartoon-like series of scenes • a piece of software with limited functionality
  • 133. Why Prototyping “People cannot describe what they want, but they are quick to recognize what they do not like!” • Interactive exploration with envisioned product • Clarifies vague requirements with concrete communication between stakeholders • Answers questions and supports design decisions with forced reflection • Tests feasibility & compatibility • Sells product ideas • Inspires innovation in “prototyping cultures”
  • 134. Prototyping Types • Low-Fi: Cheap to produce, does not realistically simulate the final product Conceptual Design • Hi-Fi: Increased similarity to final product, possibly even using the same “parts” Physical Design • Prototypes should shift from Low-Fi to Hi-Fi as project progresses
  • 135. Mobile Information Systems Part 4: Prototyping – 1 hour Convert your ideas, concepts and functionalities into a medium paper prototype with all affordances.
  • 136. Evaluating Observation of users e.g. number of errors made using the design Questionnaires of users e.g. how appealing is the design Objective evaluation e.g. how well does the design match requirements
  • 137. Mobile Information Systems Part 5: Evaluating– 1 hour