HCI: Qualities in design-good or a bad design
Ali Anjum University of Södertörn Interactive Media Design Alianjum2000@hotmail.com
ABSTRACT Quality of life improves when the quality of the products and everything related to our everyday life improves. To feel real quality in life we use products with standard qualities. In order to keep progressing in the quality of product we need to know the properties of real quality for different context. This quality is measured from the user’s experiences about the products. Here I am going to elaborate the quality factors for digital artefacts especially for a specific game selected. I will explain the usable qualities from my personal experience as well as from different author’s point of view and assess a specific design in light of use qualities suggested in several articles. INTRODUCTION Human experience regarding use of any product is a very vast topic and it is not possible to judge or put these experiences in calculated traditional points. In any product development or design process user experience is playing a vital role these days. Designers, engineers and researchers are trying to analyse human interaction experiences to apply those experiences in future design and development of the products. Here I am going to discuss the concept of usability in experience oriented interactive systems and their problems in the context of computer games. More specifically interactive qualities of interactive artefacts for games will be the major topic.
USABILITY APPLICATION IN MORE EXPERIENCE ORIENTED INTERACTIVE SYSTEMS Usability is the most important part of any product that comes into the market. From previous observations it has been concluded that easy usability was the key factor for the popularity and the success of the digital as well as interactive products. Nokia mobiles is an example of producing mobile phones with user friendly interactive concept and this has been the reason for their success in the market and this reason of success is well known by the users themselves (ordinary man) without any research or analysis but through their personal experiences. When we talk about experience oriented interactive systems like games, applications or artefacts to some extent I agree with Sengers who suggested in his article that “one should focus on shaping the actual (not modelled) experience of user…..one way to do this is to focus on the user’s strength: an ability to engage in complex interpretation using a vast amount of cultural background knowledge”. So in order to understand user experience detailed knowledge about cultural background is a better idea instead of short term usability testing. “Human behaviour is rich, complex, messy, and hard to organize into rules and formal models” . This is true that it is not possible to calculate the actions, reaction, emotions and feelings or what exactly humans are feeling about something. Some times even users themselves cannot explain the experience they face. “Human emotion relates to so many complex interactions that no modelling will ever be able to detect them” . Human beings have a lot of different angles of their personalities depending on different moods, attitude, cultures etc. So it is impossible to give a specific direction to human behaviour. But at this point I claim that usability is the factor that can be the leading point for the traditional user experience model. As there are several factors that every human likes and always appreciates.
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In order to study those experiences different method like ethnography must be taken in account. actability. I use to play this game with my friends as well as online on different servers where I didn’t know other players physically but in gaming world. Other quality of the game lies in its originality. anticipation. In my opinion a game is what is meant to be real fun and while playing that one should forget every thing around him and forgets all his/her worries. relevance. It is the master piece of interaction and collaboration activity. Here I will express my personal experience about the game that I liked the most through out my life and I thing this is the game with 100% qualities in it. rare functionality. The most important quality of any design is that this should be understandable and should be adopted by larger audience form different cultures backgrounds and social surroundings. Now the question arises that what factors a designer must apply in designing the game to make the quality aspect 100% sure. atmosphere as well as locations of the game are so real that one feels to be fighting in the real world. transparency. The popularity of design among all parts of world is the result of design backed up by accurate user experience and usability. In result traditional factors should be derived to be used in designing process for future for better results. It gave very comfortable experience of play with the use of mouse and key board at the same time. And for that game must have interactive Qualities that enable the player to immerse in the game subconsciously. flexibility Structural qualities (engineers): efficiency. Autonomy. usefulness seductively. elegance. Those are the qualities that a designer must be aware of while designing the game. Medal of Honour is first person shooter multiplayer as well as solo player computer game. reactions. ASSESSMENT OF GAME IN THE LIGHT OF QUALITIES IN ARTICLES Interaction design is about creating conditions for good use of digital designs. These are the qualities that can be very much fruitful for initial phase of the design process in order to develop a sense of direction and desirable qualities can be refined into more specific goal . But the only way to learn those conditions is to understand the relations between design choices and usability results . pliability. Interaction designers are concerned with creating conditions for good use but they don’t know what those conditions really are . In the start it was little bit of difficulty to remember the keys for secondary action but due to other qualities of the game this problem was covered and within the weak I was aware of all primary as well as secondary keys of the key board to perform different actions. According to my personal experience this game has ability to attract the player towards itself. I am playing different games since my schooling life and have been attached to games even emotionally. In my opinion it is an example of a very good design and to support that I will add my own opinion that it I don’t know in what part of the world this game was designed and what group of people was studied for getting idea about user experience and usability in design process but all
I know is that I play it and can smell the understanding of user experience and user understanding by designer of this game. immersion Actions and outcomes on social level: identity. To identify use qualities of a digital design Lowgren has proposed some use qualities of digital design and by pulling some of the threads of different conditions and related them with each other. To understand the conditions in which interaction and usability of the design is according to the real demand of the target audience it is important to understand and study the usability results and experiences of the users and perceive user requirement specifications from the combination of those experiences and other usability testing al together.Easy usability can be the primary feature of every experience oriented interactive systems.
Interaction (handling and perception): fluency. Creation of distance between the user and digital design: surprise. Key board was very much supportive for different actions of the games as keyboard has a lot of keys to perform several actions. The actions. functional minimalism. PERSONAL INTERACTION EXPERIENCE WITH MOHA Aesthetic Interactivity is very much popular feature while talking about games these days. These qualities are: Motivation: Pliability. These qualities are grouped in five clusters depending on their properties.
2004. I look at the game and observed it in light of these qualities. Norwell. Qualities in the product are progressing day by day due to these findings. 2009 from http://www. Blythe.pdf 3. Now I realize the reason for this behaviour was due to this quality of game that was applied while designing the game. draft 1. 2009 from
. Fluency is also present in this game as in the game situations starts with fresh environment after certain time during the game and this quality creates condition for fluent use. Retrieved October 8. The use qualities of digital designs. I remember that when I use to start playing I just thought of playing it for one hour but when I end up playing it I found myself wasting four or five hours playing the game and still I thought of saying ok one more last time and this dialogue became part of the game when ever I played this game. Oct 21. 2002. J. A. When I followed the process I found almost all the qualities mentioned above present in the game to different extent. According to Lowgren a game has highly pliability if a player says one more time.funology. Overbeeke. One of the successes of Moha in my personal opinion is its sound effects which are very close to real sound of shooting and other actions. P. M. Monk. Retrieved October 8. Retrieved October 8. It’s about the sound effects and music in the game world which helps different game qualities like immersion and pliability etc to be effective with full force.pdf 2. If this is the case than MOHA is full of this quality as I remember playing it myself. (2004).
1. Study of effect of the designs on humans and their reactions can be a plus point for designers.sics. In From Brows to Trust: Evaluating Embodied Conversational Agents.scu. As in my opinion game is and should meant to be fun and enjoyment oriented and if a game has usable conditions relevant and useful for fulfilling such conditions of fun and enjoyment than that means that game has quality of relevance and usefulness suggested by Lowrgen. Published in Kluwer’s Human-Computer Interaction Series – volume 7.se/~kia/papers/hook1. Edited by Zsófia Ruttkay and Catherine Pelachaud. F. K. Further more researchers an designers are doing very well job in the field of user experience and application of user experiences in their designs and these can be seen and felt by users in their everyday life in the form of quality product and as a result of quality of life. 2009 from http://epl.0. In this sense MOHA is relevant digital artefact as it offers the involvement which fulfils the fun requirement of the user. (2004).engineer ing-experience. User-Centred Design and Evaluation of Affective Interfaces. Like immersion can be crated by putting well established sound effect according to user’s cultural and social
experiences. Immersion is also one of the qualities proposed by Lowgren and I found this quality in the proposed game as well. 19-29. (2002).The artefact that I choose for this article was game called MOHA. Sound in the gaming world can be developed and designed by learning and studying human reactions toward sound and creating real sound effect derived from nature and real world. Löwgren. A. Eds. After every session I always say to myself one more time. Wright. MA. This fresh environment condition to create fluency in digital context is suggested by Lowgren by giving the example of project of students in 2001. The engineering of experience. Kluwer Academic Publishers.edu/~stsvalues/readings/sengers. and P. In Funology: From Usability To Enjoyment. Sengers. In order to assess the design in terms of qualities found in the article. CONCLUSION In conclusion I want to state that designers must keep fun aspect of the games as primary quality of the artefact and look for the user experience and derive the quality specification for design process from user experience in the context of fun and enjoyment psyche of human behaviour. As in the game we have to search for opponents to shoot at them this makes player immerse in the game completely to concentrate on each and every corner of the game location to avoid being shot instead of shoot. C. Höök. ADDITIONAL QUALITIES There is one quality that I did not found in the articles I red and which I think plays very important role for application of all the other qualities along. I picked several qualities one by one and looked for its presence in the game to make an assessment about the design of the game I have had personal experience with. K.