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Material: www.id-book.com
Over view
• Subject: Interaction design - ID
• ~15 chapters in 15 weeks
• Learning materials
– www.id-book.com
– book: Interaction Design

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Over view
• Learning outcomes
No Learning outcome
LO1 (Ch2,3) Giải thích được các đặc điểm chính trong mô hình nhận thức
của con người
LO2 (Ch7,8) Vận dụng được các kỹ thuật biểu diễn dữ liệu thu thập được để
phân tích bài toán
LO3 (Ch11) Vận dụng được một trong các kỹ thuật prototype cấp thấp để
thiết kế ý niệm

• Evaluation
10% 20% 10% 10% 50%
W4 – Mid-term W12 - W14- Final exam
teamwork in exam teamwork in teamwork
class class project
LO1 (Ch2,3) x x x
LO2 (Ch7,8) x x x
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LO3 (Ch11) x x x

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Introduction
1.1 Introduction
1.2 Good and Poor Design
1.3 What Is Interaction Design
1.4 The User Experience
1.5 The Process of Interaction Design
Chapter 1 1.6 Interaction Design and the User Experience
WHAT IS INTERACTION DESIGN?

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Introduction Introduction
• ID: designing interactive products to support
the way people communicate and interact in
their everyday and working lives.

Usable

easy enjoyable
effective

engagement
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Introduction 1.2 Good and poor design


1.1 Introduction
1.2 Good and Poor Design
1.3 What Is Interaction Design
1.4 The User Experience
1.5 The Process of Interaction Design
1.6 Interaction Design and the User Experience
www.baddesigns.com

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1.2 Good and poor design -


Why is this vending machine so bad?
• Need to push button
first to activate reader

• Normally insert bill first


before making selection

• Contravenes well
known convention
www.baddesigns.com

Vending machine
Reup: https://youtu.be/-yqZllJAE-k
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Source: https://www.youtube.com/watch?v=OuVISqo4aQ0
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1.2 Good and poor design -


Why is this vending machine so bad? 1.2 Good and poor design

• Need to push button


first to activate reader

• Normally insert bill first


before making selection

• Contravenes well
known convention Source: https://vimeo.com/19930744
www.baddesigns.com

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1.2 Good and poor design

• Marble answering machine (Bishop, 1995)


• Based on how everyday objects behave


Easy, intuitive and a pleasure to use
Only requires one-step actions to perform core tasks
answering machine
Reup: https://youtu.be/eKfYDK20tMM
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1.2 Good and poor design 1.2 Good and poor design
• Why is the TiVo remote so much better designed than
standard remote controls?
– Peanut shaped to fit in hand
– Logical layout and color-coded, distinctive buttons
– Easy to locate buttons

TiVo remote control


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1.2 Good and poor design -


What to design
• Need to take into account:
– Who the users are
– How the users are going to be used
– What activities are being carried out
– Where the interaction is taking place

• Need to optimize the interactions users have


with a product:
– So that they match the users’ activities and needs

http://minuum.com/who-forgot-the-smart-tv/ www.id-book.com 20

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Starbucks machine
Reup: https://youtu.be/nhASRsJiXb0
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1.2 Good and poor design - Introduction


Principles on understanding users’ needs
– Need to take into account what people 1.1 Introduction
are good and bad at
1.2 Good and Poor Design
– Consider what might help people in the
way they currently do things 1.3 What Is Interaction Design
– Think through what might provide 1.4 The User Experience
quality user experiences 1.5 The Process of Interaction Design
– Listen to what people want and get
them involved 1.6 Interaction Design and the User Experience
– Use tried and tested user-based
techniques during the design process
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1.3 What is interaction design -


1.3 What is interaction design?
Goals of interaction design
• “Designing interactive products to • Develop usable products
support the way people communicate and – Usability means easy to learn, effective to use and
interact in their everyday and working provide an enjoyable experience
lives.” • Involve users in the design process
– Preece, Sharp and Rogers (2015)

• “The design of spaces for human


communication and interaction.”
– Winograd (1997)

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1.3 What is interaction design -


Which kind of design? ID
• Number of other terms used emphasizing
aspects of what is being designed, e.g.
– user interface design, software design, user-centred
design, product design, web design, experience interface
design (UX) and interactive system design design interactive
system design
• Interaction design is the umbrella term covering software
all of these aspects user-experience
design design (UX)
– fundamental to all disciplines, fields, and approaches
concerned with researching and designing computer- user-centered web design
based systems for people design product
design
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1.3 What is interaction design -


Relationship between ID, HCI and
other fields
Academic disciplines contributing to ID:
– Psychology
– Social Sciences
– Computing Sciences
– Engineering
– Ergonomics Informatics
(https://www.youtube.com/watch?v=ofnpBtO1-gA)

Ergonomics Informatics
https://www.youtube.com/watch?v=ofnpBtO1-gA
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1.3 What is interaction design - 1.3 What is interaction design -


Relationship between ID, HCI and Working in multidisciplinary teams
other fields
• Many people from different backgrounds involved
Design practices contributing to ID: • Different perspectives and ways of seeing and
– Graphic design talking about things
– Product design • Benefits
– more ideas and designs generated
– Artist-design
• Disadvantages
– Industrial design – difficult to communicate and progress forward the designs
– Film industry (see https://www.sesamestreet.org/) being create

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1.3 What is interaction design -


What do professionals do in the ID business? Activity 1.1
• interaction designers - people involved in the design of all the
interactive aspects of a product Who do you think should be involved in
• usability engineers - people who focus on evaluating products,
developing:
using usability methods and principles
1. A public kiosk providing information about
• web designers - people who develop and create the visual the exhibits available in a science
design of websites, such as layouts
museum?
• information architects - people who come up with ideas of
how to plan and structure interactive products 2. An interactive educational website to
• user experience designers (UX) - people who do all the above
accompany a TV series?
but who may also carry out field studies to inform the design of
products

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https://www.sesamestreet.org/

Public kiosk 35

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My favorite sneakers
Source: https://www.sesamestreet.org/videos?vid=25675
1.3 What is interaction design -
ID consultants

Reup: https://youtu.be/5k61HPeKeSk www.id-book.com 38

Introduction 1.4 The User Experience (UX)


1.1 Introduction • How a product behaves and is used by people in
the real world
1.2 Good and Poor Design – the way people feel about it and their pleasure and satisfaction
when using it, looking at it, holding it, and opening or
1.3 What Is Interaction Design closing it
1.4 The User Experience – “every product that is used by someone has a user experience:
newspapers, ketchup bottles, reclining armchairs, cardigan
1.5 The Process of Interaction Design sweaters.” (Garrett, 2010)
– “all aspects of the end-user's interaction with the company,
1.6 Interaction Design and the User Experience its services, and its products. (Nielsen and Norman, 2014)

• Cannot design a user experience, only design


for a user experience
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1.4 The User Experience (UX)


• Many aspects of the user experience
– Usability
– the functionality
– the aesthetics (tính thẩm mỹ)
– the content
– the look and feel
– the sensual and emotional appeal (sự hấp
dẫn, cảm xúc)

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1.4 The User Experience (UX) Activity 1.2


• Many aspects of the user experience The iPod phenomenon
Apple's classic (and subsequent) generations of iPods (e.g.
- fun Touch, Nano, Shuffle) have been a phenomenal success.
- health How do you think this happened?
- social capital (the social resources that
develop and are maintained through social
networks, shared values, goals, and norms)
- cultural identity (e.g. age, ethnicity, race,
disability, family status, occupation,
education)

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Introduction
1.1 Introduction
1.2 Good and Poor Design
1.3 What Is Interaction Design
1.4 The User Experience
1.5 The Process of Interaction Design
• Quality user experience from the start
1.6 Interaction Design and the User Experience
• Simple, elegant, distinct brand, pleasurable,
must have fashion item, catchy names, cool, etc.

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Chapter 1 - INTRODUCTION

Chapter 2 - UNDERSTANDING AND CONCEPTUALIZING INTERACTION


1.5 The Process of Interaction Design Chapter 3 - COGNITIVE ASPECTS

Chapter 4 - SOCIAL INTERACTION

4 basic activies Chapter 5 - EMOTIONAL INTERACTION

Chapter 6 - INTERFACES
• Establishing requirements (chapter 10) Chapter 7 - DATA GATHERING

• Developing alternatives (chapter 11) Chapter 8 - DATA ANALYSIS, INTERPRETATION, AND PRESENTATION

Chapter 9 - THE PROCESS OF INTERACTION DESIGN


• Prototyping (chapter 11) Chapter 10 - ESTABLISHING REQUIREMENTS

• Evaluating (chapter 13, 14, 15) Chapter 11 - DESIGN, PROTOTYPING, AND CONSTRUCTION

Chapter 13 - INTRODUCING EVALUATION

Chapter 14 - EVALUATION STUDIES: FROM CONTROLLED TO NATURAL SETTINGS

Chapter 15 - EVALUATION: INSPECTIONS, ANALYTICS, AND MODELS


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Core characteristics of Why go to this length?


interaction design
• Help designers:
• Users should be involved through the
development of the project – understand how to design interactive products that fit
with what people want, need and may desire
– appreciate that one size does not fit all
• Specific usability and user experience e.g., teenagers are very different to grown-ups
goals need to be identified, clearly – identify any incorrect assumptions they may have
documented and agreed at the beginning of about particular user groups
e.g., not all old people want or need big fonts
the project
– be aware of both people’s sensitivities and their
capabilities
• Iteration is needed through the core activities
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Are cultural differences important?


Anna, IKEA online sales agent

• 5/21/2015 versus 21/5/2015? • Designed to be


different for UK and US
– Which should be used for international services and customers
online forms?
• What are the differences
and which is which?
• Why is it that certain products, like the iPod, are
• What should Anna’s
universally accepted by people from all parts of appearance be like
the world whereas websites are reacted to for other countries,
differently by people from different cultures? like India, South Africa,
or China?

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Introduction Usability goals


1.1 Introduction • effective to use (effectiveness)
1.2 Good and Poor Design • efficient to use (efficiency)
1.3 What Is Interaction Design • safe to use (safety)
1.4 The User Experience
• having good utility (utility)
1.5 The Process of Interaction Design
• easy to learn (learnability)
1.6 Interaction Design and
the User Experience
• easy to remember how to use
(memorability)
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User experience goals


Desirable aspects
satisfying helpful fun
enjoyable motivating provocative (cuốn hút)
engaging challenging surprising
pleasurable enhancing sociability rewarding
exciting supporting creativity emotionally fulfilling
entertaining

Undesirable aspects
boring unpleasant
Frustrating (bực bội) patronizing (ra vẻ kẻ cả)
making one feel guilty making one feel stupid
annoying
childish (ấu trĩ) gimmicky (cường điệu)

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BOX 1.3
Beyond usability: designing to persuade 5 most common design principles

• Visibility
• Feedback
• Constraints
• Consistency
• Affordance

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http://darkpatterns.org

Visibility Visibility
…you need to insert your room card in the slot by the
buttons to get the elevator to work!
• This is a control panel for an elevator

• How does it work? How would you make this action more visible?
• make the card reader more obvious
• Push a button for the floor you want?
• provide an auditory message, that says what
to do (which language?)
• Nothing happens. Push any other
button? Still nothing. What do you • provide a big label next to the card reader
that flashes when someone enters
need to do?
• make relevant parts visible
www.baddesigns.com • It is not visible as to what to do! • make what has to be done obvious
www.baddesigns.com

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What do I do if I am wearing black? Feedback

Invisible automatic controls • Sending information back to the user about what has
been done
can make it more difficult
to use • Includes sound, highlighting, animation and
combinations of these

– e.g. when screen button clicked on provides sound or red


highlight feedback:

“ccclichhk”

Another solution

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Constraints

• Restricting the possible actions that can


be performed
• Helps prevent user from selecting
incorrect options
• Physical objects can be designed to
constrain things
– e.g. only one way you can insert a key into a lock

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Logical or ambiguous design? How to design them more logically


(i) A provides direct
• Where do you plug the mouse? adjacent mapping
between icon and
• Where do you plug the connector
keyboard?

• Top or bottom connector? (ii) B provides color coding


www.baddesigns.com to associate the
connectors with the
• Do the color coded icons help? labels
www.baddesigns.com
www.baddesigns.com

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Consistency When consistency breaks down


• Design interfaces to have similar operations and • What happens if there is more than one
use similar elements for similar tasks command starting with the same letter?
– e.g. save, spelling, select, style
• For example:
– always use ctrl key plus first initial of the command for • Have to find other initials or combinations of
an operation – ctrl+C, ctrl+S, ctrl+O keys, thereby breaking the consistency rule
– e.g. ctrl+S, ctrl+Sp, ctrl+shift+L

• Main benefit is consistent interfaces are easier


• Increases learning burden on user, making them
to learn and use more prone to errors
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Affordance Key points


• Interaction design is concerned with designing
Virtual affordances interactive products to support the way people
communicate and interact in their everyday and working
lives
- How do the following screen
objects afford? • It is concerned with how to create quality user
experiences
- What if you were a novice user?
- Would you know what to do with • It requires taking into account a number of
interdependent factors, including context of use, type of
them?
activities, cultural differences, and user groups
• It is multidisciplinary, involving many inputs from wide-
reaching disciplines and fields

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Activity 1.4
One of the main design principles for website design
is simplicity.
Nielsen proposes that designers go through all of their
design elements and remove them one by one.
If a design works just as well without an element, then
remove it. Do you think this is a good design
principle?
If you have your own website, try doing this and
seeing what happens. At what point does the
interaction break down?

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