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Hci 102 Chapter 2
Hci 102 Chapter 2
BOX 2.1
Four Approaches to Interaction Design
Dan Saffer (2010) suggests four main approaches to interaction design, each of which is based
on a distinct underlying philosophy:
User-centered design
Activity-centered design
Systems design
Genius design.
Unfortunately, in the past, developers often relied solely on their own judgment or consulted with
only a select group of individuals, such as managers or experts, to inform their design decisions.
However, involving these "proxy" users or experts does not necessarily provide the same
perspective as the target user who will use the product or system on a regular basis.
Figure 2.1 The double diamond of design
Involving users in the design process allows for direct feedback and insights into how users
interact with the product or system in their daily lives. This feedback can inform the design process
What Is Involved In Interaction Design?
and help to create a product that is more intuitive, efficient, and enjoyable to use.
Design involves making trade-offs to balance conflicting requirements, such as deciding how much
choice to give users versus how much direction to offer in a system. Generating alternative solutions
By prioritizing user involvement in the design process, designers can create products that are more
is important in most design disciplines, including interaction design. Involving users in the design
likely to be adopted and used successfully. Ultimately, involving users in the design process is crucial
process requires effective communication and capturing designs in a form that allows for review
to creating products that meet the needs of the user and result in a positive user experience.
and improvement. This can be achieved through a combination of techniques, such as sketches,
diagrams, and prototypes, which are especially important when working with non-specialists.
Interaction design is a process of designing digital products, services, and systems that are
intuitive, easy to use, and effective. It involves creating user experiences that are seamless,
efficient, and satisfying.
User involvement has been shown to have a positive effect on user satisfaction and system use. Examples of User Involvement:
However, the level and type of user involvement need careful consideration and balance. Here are Online Feedback Exchange (OFE) Systems
some key findings from recent research on user involvement in interaction design: Crowdsourcing design ideas
Citizen engagement
User involvement has a positive effect on user satisfaction and system use (Uli Abelein et Participatory design
al., 2013).
User participation can increase developer satisfaction for new products, but user The circumstances of the project affect what is realistic and appropriate. If the end-user groups are
satisfaction is higher when participation is low (Ramanath Subrayaman et al., 2010). identifiable, for example, the product is for a particular company, then it is easier to involve them.
High levels of user involvement can generate conflicts and increased reworking (Ramanath If, however, the product is intended for the open market, targeted activities and online feedback
Subrayaman et al., 2010). systems may be employed.
The kind of product being developed, the kind of user involvement possible, the activities
in which they are involved, and the application domain all have an impact on the BOX 2.2
effectiveness of user input (Bano and Zowghi, 2015).
Involving users at earlier stages of innovation results in more creative ideas, whereas User Involvement After Product Release
involving users at later stages mainly results in suggestions for service improvement (Peter Once a product has been released, a different kind of user involvement is possible-one that captures
Richard et al., 2014). data and user feedback based on day-to-day use of the product. The prevalence of customer
The levels and types of user involvement require careful consideration and balance (Kurt reviews has grown considerably in recent years, and they significantly affect the popularity and
Schmitz et al., 2018). success of a product (Harman et al., 2012). These reviews provide useful and far-ranging user
feedback.
2.2.3 DEGREES OF USER INVOLVEMENT
User involvement in the development process can take many forms, from full-time engagement to 2.2.4 What Is a User-Centered Approach?
targeted participation in specific activities. Here are some key considerations to keep in mind when The real users and their goals, not just technology, are the driving force behind product
determining the degree of user involvement for a project: development. As a consequence, a well-designed system will make the most of human skill and
judgment, will be directly relevant to the activity in hand, and will sup- port rather than constrain
Different degrees of user involvement are possible, ranging from fully engaged throughout the user. This is less of a technique and more of a philosophy.
all iterations of the development process to targeted participation in specific activities (Uli
Abelein et al., 2013). When the field of HCI was being established, John Gould and Clayton Lewis (1985) laid down three
Co-opting individual users onto the design team can be both beneficial and challenging, as principles that they believed would lead to a "useful and easy to use computer system."
they may become out of touch with their user community if fully engaged or have a high These principles are as follows:
workload if part-time (Uli Abelein et al., 2013). 1. Early focus on users and tasks: The first step in designing a user-centered product is to
User engagement throughout development can provide continuous input, but specific understand who the users will be by studying their cognitive, behavioral,
activities may limit the user's input (Uli Abelein et al., 2013). anthropomorphic, and attitudinal characteristics. This involves observing users doing their
Techniques like personas can help keep users' concerns at the forefront of developers' normal tasks, studying the nature of those tasks, and involving users in the design process.
minds when user involvement is limited (Uli Abelein et al., 2013).
This principle can be expanded and clarified through the following five further
Interaction design is a process that involves the creation of digital products that meet the needs principles:
of users. User involvement is a key component of this process, and there are different degrees of
user involvement that can be used to inform the design process. Principle 1: Users' tasks and goals are the driving force behind the development.
Principle 2: Users' behavior and context of use are studied, and the system is designed to
Degrees of User Involvement: support them.
Fully engaged throughout all iterations of the development process Principle 3: Users' characteristics are captured and designed for.
Targeted participation in specific activities Principle 4: Users are consulted throughout development from earliest phases to the
Small groups of individual users in face-to-face contexts latest.
Hundreds of thousands of potential users and stakeholders online Principle 5: All design decisions are taken within the context of the users, their activities,
and their environment.
2. Empirical measurement: During development, reactions and performance of intended 210). The classic lifecycle model for interaction design shows how the four activities of interaction
users to printed scenarios, manuals, etc., are observed and measured. Later, users interact design are related and incorporates the three principles of user-centered design.
with simulations and prototypes, and their performance and reactions are observed,
recorded, and analyzed. The four activities of interaction design are discovering requirements, designing alternatives,
3. Iterative design: Design and development are iterative, with cycles of design-test- prototyping, and evaluating. These activities are iterative, and the final product emerges in an
measure-redesign being repeated as often as necessary. When problems are found in user evolutionary fashion from an initial idea to the finished product.
testing, they are fixed, and then more tests and observations are carried out to see the
effects of the fixes. Different lifecycle models have different emphases on activities, relationships, and outputs.
2.2.5 Four Basic Activities of Interaction Design Understanding the lifecycle model for interaction design is important to be able to perform the
activities effectively and to engineer a usable product that meets the prescribed user experience
The four basic activities for interaction design are as follows: and usability criteria and changing nature of the user experience.
3. Prototyping Handout
- Prototyping is part of the Develop phase of the double diamond. It involves designing Figure 2.5 A simple interaction design lifecycle model
the behavior of interactive products as well as their look and feel. The most effective
way for users to evaluate such designs is to interact with them, and this can be
achieved through prototyping.
Design Principles
4. Evaluating Handout Design principles are used by interaction designers to aid their thinking when designing for the
- Evaluating is the process of determining the usability and acceptability of the product user experience. Design principles are derived from a mix of theory-based knowledge, experience,
or design. It is measured in terms of a variety of usability and user-experience and common sense. They tend to be written in a prescriptive manner, suggesting to designers what
criteria. to provide and what to avoid at the interface—if you like, the dos and don’ts of interaction design.
More specifically, they are intended to help designers explain and improve their designs.
The framework for RITW studies (Figure 2.7) includes four key activities: designing, prototyping,
evaluating technology and ideas, and considering relevant theory. These activities focus on
designing, prototyping, and evaluating technology and ideas and are one way in which requirements
may be discovered. Any one RITW study may emphasize the elements of the framework to a
different degree.
Figure 2.6 The five phases of the Google Design Sprint The first activity, technology, is concerned with appropriating existing infrastructures/devices, such
as Internet of Things toolkits or mobile apps, or developing new ones for a given setting, such as a
The first phase, Setting the Stage, is where the team chooses the right design challenge, gathers the novel public display. The second activity, design, covers the design space of an experience, such as
right team, and organizes the time and space to run the sprint. This involves selecting the challenge iteratively creating a collaborative travel planning tool for families to use or an augmented reality
to be addressed, gathering the team, and planning the sprint schedule. game for playing outdoors.
The second phase, Unpack, is focused on making a map of the challenge and choosing a target, that The third activity, in situ study, is concerned with evaluating in situ an existing device/tool/service or
is, a part of the challenge that can be achieved in a week. This phase helps to identify the key issues, novel research-based prototype when placed in various settings or given to someone to use over a
questions, and concerns related to the challenge, and narrow down the focus of the sprint. period of time. The fourth activity, theory, involves investigating a theory, idea, concept, or
observation about a behavior, setting, or other phenomenon using existing ones or developing a
The third phase, Sketch Competing Solutions, is dedicated to generating solutions to the problem. new one or extending an existing one.
The emphasis is on individual creativity rather than group brainstorming, and the team members
work independently to come up with their own ideas. The ideas are then shared with the group, and Overall, RITW is a valuable approach to developing and evaluating technology solutions in real-
the team selects the most promising solutions. world settings. It allows researchers to observe how people react to technology and how they
change and integrate it into their everyday lives.
The fourth phase, Decide on the Best, is focused on critiquing the solutions generated in the
previous phase and choosing the one most likely to meet the sprint’s challenge. The team produces
a storyboard to illustrate the solution and ensure everyone is aligned on the direction.
The fifth phase, Build a Realistic Prototype, is where the team turns the storyboard into a realistic
prototype that customers can test and provide feedback on. This is where the team creates
something tangible that people can interact with and provide feedback to help refine the solution
further.
The final phase, Test with Target Customers, is focused on getting feedback from five customers and
learning from their reactions. This phase provides real-world feedback on the prototype and helps
to ensure that the solution meets the needs of customers.
Box 2.4 The Research in the Wild (Adapted from Rogers and Marshall (2017))
Research in the Wild (RITW) is an approach to developing and evaluating technology solutions in 2.3 Some Practical Issues
everyday living. The focus of RITW is to create and evaluate new technologies and experiences in
situ, meaning in real-world settings rather than in the laboratory. The approach supports designing Practical application of user-centered design and the simple lifecycle of interaction design
prototypes that experiment with new technological possibilities that can change and even disrupt introduced.
behavior, rather than ones that fit in with existing practices.
These issues include:
The results of RITW studies can be used to challenge assumptions about technology and human Who are the users?
behavior in the real world and to inform the re-thinking of Human-Computer Interaction (HCI) What are the users’ needs?
How to generate alternative designs The TechBox is a collection of engineering and design materials that is used by IDEO, a creative
How to choose among alternatives design company, to inspire and facilitate brainstorming sessions. The TechBox is divided into
How to integrate interaction design activities with other lifecycle models categories such as Amazing Materials, Cool Mechanisms, Interesting Manufacturing Processes,
Electronic Technologies, and Thermal and Optical. Each item in the TechBox is labeled with its name
Who are the users? and category, and there is an online catalog that provides further information about each item,
Identifying users is important for designing and developing products that meet their needs and including its origins and potential uses.
preferences. Identifying users can be complex and may require considering a diverse range of The TechBox is maintained by a curator in each of IDEO's offices, and anyone can submit new items
factors such as user demographics, contexts of use, and stakeholder interests. Identifying the for consideration. As items become outdated or commonplace, they are removed from the TechBox
stakeholders for a project helps to decide who to involve as users and to what degree, but to make room for new and more interesting materials. Overall, the TechBox is a valuable resource
identifying relevant stakeholders can be tricky. for IDEO's designers, providing them with the inspiration and tools they need to create innovative
designs and solve complex problems.
The method is called extreme because it pushes a key set of good practices to the limit; that is, it is
good practice to test often, so in XP the development is test-driven, and a complete set of tests is
executed many times a day. It is good practice to talk to people about their requirements, so rather
than having weighty documentation, XP reduces documentation to a minimum, thus forcing
communication, and so on.