Professional Documents
Culture Documents
Lecture 2 Interaction Design 07032023 110409pm
Lecture 2 Interaction Design 07032023 110409pm
Interaction Design
Designing usable interactive products to support people in
their everyday and working lives.
I
“ nteraction Design is the creation of a dialogue
between a person and a product, system, or
service. This dialogue is both physical and
emotional in nature and is manifested in the
interplay between form, function, and technology
as experienced over time.”
– John Kolko, Author of Thoughts on Interaction Design (2011)
What is Interaction Design?
1. Fitts Law
2. Hicks Law
3. Miller’s Law
4. Tesler’s Law
5. Languages of Interaction design
6. Norman’s Seven stages of Action
Fitts Law
To ensure that the time taken by the pointing device
to reach an object on the screen should be
minimum
How to apply it in practice?
Shorten the distance between action A and action B
Fitts Law
Fitts Law
• The bigger the distance to the target, the longer it will take for the
pointer to move to it. In other words, closer targets are faster to
acquire.
• The larger the target, the shorter the movement time to it. In other
words, bigger targets are better.
Fitts Law
Fitts Law (Two-Component Model)
• An initial movement, rapid and relatively coarse, which is
intended to move the pointer in the direction of the target
• A final movement, which is slower and intended to secure
accuracy (for example, ensure that the target is acquired
correctly)
Fitts Law (Applications to UX)
• The implications of Fitts’s law can be grouped into 2 distinct
categories, corresponding to the two variables that affect the
movement time: target size and distance to target.
https://www.nngroup.com/articles/touch-target-size/
Fitts Law (Applications to UX) Optimizing Distance to Target
https://www.nngroup.com/articles/icon-usability/
Fitts Law (Applications to UX) Infinite Targets Along Screen Edges
Fitts Law (Applications to UX) Infinite Targets Along Screen Edges
Fitts Law (Applications to UX) Infinite Targets Along Screen Edges
HICK’S LAW
Hick’s law dictates that the greater the number of choices, the
longer it takes to make a decision.
• Control display
• Drop down menus
• Contact pages
• Sign up forms
• Button selection
• Navigation menus
How to Implement Hick’s Law
1. Reduce the options for time-critical tasks.
How to Implement
Hick’s Law
2. Break down
complex
processes into
smaller steps.
How to Implement Hick’s Law
3. Highlight recommended options.
Miller’s Law
“Users prefer
your site to work
the same way as
all the other sites
they already
know.”
Miller’s law: Good UX vs Bad UX (Cognitive Load)
Case Study: Microsoft Office 2007
The Company Microsoft, the world’s largest software company. The
Problem In the early 2000s, it was clear to many inside Microsoft
that something had to be done about their best-selling, nearly
universal software suite Microsoft Office. The original interaction
and interface design, created a decade before, was not scaling well.
New features were being hidden by the interface, and even features
users had requested and had been put into new versions of the
product couldn’t be found by those very same users. The software
appeared bloated, inefficient, and unwieldy. For example, 50 menu
items and 2 toolbars from Microsoft Word 1.0 had ballooned to
260 menu items and over 30 toolbars by Word 2003.
Case Study: Microsoft Office 2007
Case Study: Microsoft Office 2007
Microsoft Office 2007 has literally 1000 enhancements to it, all of
which take up less screen space than previous versions.
The new design has been a best-seller, and the headline for the
review in the New York Times read “From Bloated to Sleek.”
Tesler’s Law of Conservation of Complexity:
In the mid-1980s, Apple computer scientist and then vice
president at Apple.
“Productivity rise
when a computer
and its users interact
at a pace that
ensures neither has
to wait on the other.”
Pareto’s Principle or the 80/20 Rule
“Users have a
propensity to best
remember the first
and last items in a
series.”
Three Laws of Interaction Design
• A computer shall not harm your work or, through
inaction, allow your work to come to harm.
A computer shall
not harm your
work or, through
inaction, allow
your work to
come to harm.
Three Laws of Interaction Design
A computer shall
not harm your
work or, through
inaction, allow
your work to
come to harm.
Three Laws of Interaction Design
A computer shall
not waste your time
or require you to do
more work than is
strictly necessary.
Three Laws of Interaction Design
An interface should be
humane; it should be
responsive to human
needs and considerate
of human frailties.
Three Laws of Interaction Design
An interface should be
humane; it should be
responsive to human
needs and considerate
of human frailties.