Professional Documents
Culture Documents
Interaction and
Design – COMP1649
• Background requirements: Brief definition of some key terms: what is smart gym
equipment, what are connected devices and how is this discussion embedded in a wider
societal context of technology adoption and expected future uses of technology.
• Literature reviews: Discussion of different frameworks for interaction design, Cognitive
Psychology and Interaction Design. I have to discuss about how them apply to this
coursework.
• Design Process: Based on Literature reviews studied before, I have to research and discuss
how my coursework will be built.
• Prototypes of Coursework: After defined the requirements and Conceptual model, I will
build the prototype from Low → High Fidelity Prototype.
• Research study: In this step I need to present the design of a research study including the
question(s) that my research study attempts to answer. Then evaluate what I can do.
• Conclusion.
• Users are joined to the team at the beginning of design process. Activities are assessed
for feasibility based on their impact on the end user.
• Clarification required. The design team needs to understand the user's needs for their
product and make adjustments to improve the effectiveness of that product.
• User’s feedback loop in the product life cycle. The design team needs to collect and
analyze user needs continuously and regularly. This helps to increase the practicality of
the product.
• Iterative design process. The design team is constantly improving products to suit the
context and needs of the user.
However, UCD is not always applied to large systems because it is impractical (the number of
users, the segment is too large). Focusing on information about the needs and purposes of the
user makes the product narrowly defined and developed. So UCD is a valuable approach, but it's
just an approach to design. (Saffer, 1900-01-01)
3.1.2. Goal-Directed Design
Goal-Directed Design aims to create the best product design by focusing on the user's goals and
achieving those goals, not only towards the user's goals, but also towards the design about the
product's behavior, visual appearance, and physical appearance.
Origins of Design Targeted Company founder, software inventor Alan Cooper. He will ask himself
why he will be doing a certain task in the first place, what he will know at the start of the mission
and what he is more likely to find out as he goes on. He has been developing the method since
1995. His years of work, research, thought processes and rationale have become more and more
clear to help convince them to adopt a particular design direction.
This approach creates a framework in which designers can do what they do best. By 2000 or later,
Goal-Directed Design Components are a set of best tools and methods developed and studied
based on hands-on experience. The method consists of four components: principles, patterns,
processes, and practices. (Goodwin, 2009)
Project Planning
Implementation
Research
Support
Framework Requirement
Definition Definition
The design process involves: the stages and technologies employed in designing and
organizing design thinking, using it to develop people, scenarios and requirements, and then
using it to develop and optimize a design solution. This process may be phased out in such a
way that it is financially appropriate or the contexts of the product.
o Project planning: Before using resources for a project, the project should include
structural outlines, implementation practices, activities, risks, and expected
outcomes from which to plan. Plans will be added or changed in phases but the
most important thing is that the project is started.
o Research: Research helps you understand problems and make better product
decisions and definitions. Research will help the design progress develop faster
because then you have the data and clear evidence of related issues.
o Modeling: Model is the most important thing because it brings together the
characteristics and needs of the user to help the designer evolve according to his
ideas. Each group user will have group personalities, sample behaviors, and goals.
Designers do not need to design for all users, but only design to meet the needs
of the representative.
o Requirement Definition: This is last step in to data analysis. Based on the personas,
environment, behavior and the goals of the users, the designer can determine
what their requirements are.
o Framework Definition: When you do this, you already know the user group and
the destination of your product. The framework is then in place to support the
behavior, specifications, and standards of the product.
o Detailed Design: The design detail scenario is configured when defined product
scopes. Design details are further developed and refined the design during the
The Norwegian Iron and Metal Workers Union (NJW) launched one of the first PD projects in
cooperation with researchers from the Norwegian Computing Center from 1970 to 1973. The
objective was to involve workers in the design of a computer-based planning and control system
for their workplaces. A plan was designed, based on a participatory approach and the integration
of workers' knowledge, with a number of activities for the trade unions, including working
groups, to discuss and find solutions through action programs, assessments of existing
information systems and proposals for changes. (Nygaard & TerjeBergo, 1975)
To have a design approach, designers had to practice many times over the years and had to
maintain relationships, interactions and trust between stakeholders. Kensing and Greenbaum
mentioned four principles: situation-based actions, mutual learning, tools and techniques, and
alternative visions about technology. (Kensing & Greenbaum, 2012)
• Situation-based actions:
Situation-based action follows the work that people participate in the design process,
whether in the design work or other actions (individual or collective actions & technology,
skills to share between participate). So the design is performed by humans and nonhumans
with embodied and situated action.
• Mutual learning:
When participating in the design process, co-designers allow learning from each other. For
example, workers and designers are involved in a design process. Workers are allowed to
learn from designers of technologies and techniques related to products. Designers learn how
to design a production process in the most effective way. It's the way to maximize
Activity-centric design allows designers to focus closely on the workflow and stay on the right
track for the purpose of the product. Therefore, it is well-suited for creating complex actions,
products with a large and varied user base. Activities are made up of actions - called tasks. The
purpose of a mission is to engage in processes to complete an activity. Each task is a moment in
the life of the activity, and many of those moments can be aided by design. Some tasks have
enough parts so that they are considered side activities to themselves. For example, when we
want to make a phone call, one of the first tasks we have to do is find the right number to call.
There are many ways to find a phone number: call your assistant to find, look up the phone
number, call back from the call log, and more. Each of these solutions to the task of finding a
number is itself a task. So is finding phone numbers a task or an activity? (Saffer, 1900-01-01)
Finally, Activity-Centered Design helps designers rely on “activity” to focus on the tasks, actions
and the purpose of the products.
• User-Centered Design takes the user as the center of the design. During the design
process, the user needs to be emphasized to design, develop and maintain a product
rather than adapting the user to it. So, Products are inspired by users' needs and develop
products to adapt to users. But in my opinion, a good design if it doesn't meet human
needs is not competitive and difficult to develop, and it just comes from the needs of the
user. People are living and developing, they have to adapt and learn so it doesn't matter
if we develop a product that is responsive and serves the future. Why? Humans are living,
things are dead, and things die, it is difficult to adapt and serve humans. Therefore, it is
unnatural so it is very difficult to achieve great achievements.
• Goal-directed design can be divided into six stages, namely, research, modeling,
definition of needs, definition of the framework, design refinement and design support.
In the research phase, the designer must put aside his subjective opinion to understand
the user comprehensively, preferably "pointless" to achieve subjective research. During
the research phase, it is necessary to apply qualitative research methods to avoid the
formation of subjective results that do not satisfy the majority of users actually think. In
the future, with the number of highly developed companies, there will be design
interactions in any design. Your gestures are going to exist between all of them interacting
in a blink of an eye, or even inadvertently it would be an interactive way. Interaction is a
relationship or behavior that carries out the transfer of information, so the design of
interaction is actually an act of design. The goal-oriented design is geared towards the
relationship between users and objects.
In conclusion, I will apply Goal-Directed Design to this coursework. Because my application is
forward-centered, there are currently not a large number of users so User-centered Design
cannot be applied. During the research to develop design prototypes in this coursework, I will
find the human relationship with the objects in the product.
• Experiential Cognition: The form of cognition formed from life around people. Direct
observation and memory of the daily situations, actions, and outcomes of human life and
production. The experiential cognition is very rich because it is changed daily.
• Reflective Cognition: A form of cognition abstract of everyday rules and activities.
Reflective cognition is based on experiential cognition, so it synthesizes theories, reflects
the nature of each event. Therefore, Reflective is more precise and systematic.
Cognitive Psychology is the branch of psychology devoted to the scientific study of the mind.
Cognitive psychologist tries to build cognitive models like the human brain. This model will handle
processes including perception, attention, learning, memory, reading, speaking and listening .
(Neisser, 1967)
(McLeod, 2015)
• Perception:
Perception is the process of receiving information from the external environment affecting
the senses (sight, hearing, taste, smell and touch) of humans. From there, those impacts are
received and processed, then summarized into experience. In addition to the 5 senses,
perception also includes the body movement processes through the movement of the
muscles and joints of the human body. (Sharp, et al., 2019)
• Learning:
Learning is tied to memory. It involves the accumulation of skills and knowledge that would
not be possible without memory. Likewise, people won't be able to remember everything
unless they've learned them. In cognitive psychology, learning is assumed to be random or
intentional. Random learning happens without any learning purposes. Examples include
learning about the world like facial recognition, streets, and objects, and what you did today.
Purposeful learning, on the other hand, is goal oriented with the goal of being able to
remember it. Examples include studying for exams, learning foreign languages and learning
to design, development software. (Sharp, et al., 2019)
• Memory:
Through many events and actions, the actions are taken over by the senses and brought to
the brain. Since then, Perception's work is summarized into experience by each type of case,
each person. The memory process will be filtered, because if we remember all the things we
have been through, our brain will be overloaded. How does this filtering work? Initially, the
encoding process takes place, determining what information is noticed in the environment
and how it is interpreted. The extent to which it occurs affects people's ability to recall that
information in the future. The more attention you pay to something and the more you
process it by thinking about it and comparing it to other knowledge, the more likely it is to be
remembered. (Sharp, et al., 2019)
• Fitt’s Law: “It is easier and faster to hit larger target closer to you than smaller target
further from you” (Hudkar, 2017). The size and position of the object are important in
interactive design.
• Gestalt laws: Gestalt laws are simple principle which tell us how different element are
perceived when combining them in a certain way or order and numbers of different
aspect of human thought and human vision. (Hudkar, 2017)
o Law of Similarity: When objects have similar shapes, sizes, and colors, we consider
them to be related.
o Law of Continuation: This law means that the human eye often looks straight or
curved and images are continuous rather than discrete images.
o Law of Closure: When an object is not completely covered, but the human brain
uses the learned experiences and knowledge to fill it.
o Law of Proximity: The law of proximity indicates that elements which are close to
each other tend to be perceived as a group or single unit.
o Law of Figure & Ground: The human brain can rely on color and size to distinguish
an object and the area around it.
• Hick’s Law: “Increasing the number of choices will increase decision time” (Hudkar, 2017).
This helps the designer to categorize the options and clear the flow. Making it easy for
users to access, saving time and energy, it is important to improve decision-making
power.
• Miller’s Law: “An average person can hold 7 (+/- 2) numbers of items in their working
memory” (Hudkar, 2017). It helps designers stream data for the application to increase
the efficiency of customer memory. In addition, it also helps to improve the client's ability
to understand the application.
Below are the results of the process of learning and quoting from books and from my personal
point of view about the application of psychology to design to create products. We will discuss 3
issues: Learning, Attention, Perception.
• Fitt’s Law: In this coursework, I use this principle to put the most important courses in the
middle and bigger than the other images. Other important pieces of content include:
Heart rate graphs, calorie charts and other types of controls.
• Gestalt Law:
o Law of Similarity: When the images of the courses are placed together, they are
a group of bodybuilding genres. For example: Lose fat, get fitter, gain muscle, etc.
o Law of Continuation: In this design, I do not use short distances to avoid boring
users.
o Law of Proximity: The elements are so close together that they are grouped
together - information of the courses. The icons in the menu bar are arranged
close together to form a group of menu icons.
o Law of Figure & Ground: In my coursework, I divide the pieces of content
according to their color and size.
• Miller’s Law: In this coursework, I have divided the data stream (Home, Workout,
Exercise, Data after train, etc.), avoid overloading the user's memory to increase memory
efficiency, the highlight of the application for the customer.
Prototypes help stakeholders discuss and evaluate product ideas. With it, members of the
design team can discuss, exchange and find out-of-the-box design ideas. Prototypes respond
and assist designers in developing product ideas. Or you can discuss with customers and users
about the first impression of the product. Therefore, prototypes are very important in the
product development process, it is more important to rely on prototypes to evaluate the
technical feasibility of an idea. In addition, it also helps stakeholders to statistics and manage
risks during product development. (Preece, et al., 2002)
Low-Fidelity Prototype:
A low-fidelity prototype is neither the same as the final product nor offers the functionality. It
can be made from paper, wood, or cardboard instead of an electronic or metal screen. The Low-
fidelity prototype shows only a limited number of functions, or it represents only functions but
not work. Low-fidelity prototypes are made from simple materials because they are used to
outline and add to the scope of the product. These materials allow designers to modify or
supplement the idea. Although it does not fully showcase the functionality of the product, it is
an important step in the design process as the Low-fidelity prototypes enable designers to
explore flexible product ideas and development. (Preece, et al., 2002)
High-Fidelity Prototype:
A high-fidelity prototype looks more like the final product and usually provides more functionality
than a low-fidelity prototype. Teams design usually create high-fidelity prototypes when they
have a solid understanding of what they are going to build and they need to either test it with
real users or get final-design approval from stakeholders. (Preece, et al., 2002)
• Instructing: The system receives instructing from the user and works. There are many
ways Instructing is done such as: entering commands, selecting menu items, gestures,
pressing buttons or using function buttons, etc.
• Conversing: Where to convert conversations between users with the system. Users can
communicate with the system via an interface, voice or text.
• Manipulating: Where users interact with objects that designers create in virtual or real
space by manipulating them. Through many interactions with objects, users will easily
remember interactions with them.
• Exploring: Where users move through a virtual environment or a physical space. Virtual
environments include 3D worlds and augmented and virtual reality systems. They enable
• Research:
In the 21st century, people are chasing technology, money forgetting health is the foundation of
everything. With health, people can do what they like, what they want to meet the increasing
living needs. Therefore, workouts are an indispensable factor for people today, when a person
has a proper and regular workouts regime, that person always has a good health to work and
live. According to Worldwide survey of fitness trends for 2020 by Walter R. Thompson, Ph.D.,
FACSM, Human demand for exercise is increasing. Not only are the traditional workout exercises,
but the need to practice applying modern technologies and equipment is gradually increasing
because of its convenience. (Thompson, et al., 2019)
Figure 13 Age of survey: Worldwide survey of fitness trends for 2020 by Walter R. Thompson,
Ph.D., FACSM
As you can see in the photos above, most people in any job need exercise. Anyone who works at
any job or at any age also has a need to exercise regularly, this proves that exercise is an essential
need of people today. The trend of exercisers is gradually towards private and technology
adoption. Why? Concern about weight or body shape, lack of experience in training makes people
want to practice alone, with smart devices(Rank 1) suggesting or at least having a personal
training (Rank 5) or a small group(Rank 3).
o Tempo Screen:
Tempo intends to become the barbell's Peloton. It's a 42-inch high screen with a 3D image
recognition that detects and informs you how to operate. The massive upright HD display allows
you to feel like your fitness instructor is straight here now with you whenever you remain
competitive with each other in live and on-demand courses. Tempo's Microsoft Kinect IoT devices
monitor you 30 times a second and warn you if your form is incorrect. This is all accommodated
• Modeling:
According to Worldwide survey of fitness trends for 2020 by Walter R. Thompson, Ph.D., FACSM,
I have compiled and summarized the personas for my products. Based on the two products
above, we can see that the price for such a smart product is very high, which will not be suitable
for all human classes in society. My product is designed for the future and regardless of rich or
poor, everyone has the right to exercise for good health. So below are some of the features of
users wishing to use my products:
Figure 18 Personas 1
• Development Support:
In this coursework, I just need to generate prototypes from low-high fidelity prototypes, so the
support I won't cover. I need to maintain the main structural features of my design while keeping
its central concept intact.
4.1.2. Interaction mode & types for this course work
As we discussed in sections 3.3, 3.3.3. There are 5 Interaction types and basic interaction mode.
Now, we will discuss how interaction types work in this coursework. There are a lot of cases in
this coursework that apply interaction types but I just give the most prominent cases so that you
can understand the nature of my system best.
• Instructing: The system receives instructing from the user and works (3.3.3). In my
coursework, When the user touches the menu bar, the user presses the start workout
button or enters his / her information into the screen, the screen will process those
interactions and return the results as expected. User wants: Visit the desired page, start
timer workouts.
• Conversing: Where to convert conversations between users with the system(3.3.3). In this
coursework, users can interact with the screen by touching, holding and inputting into
4.1.3. Metaphor
Metaphors are considered the central component of a conceptual model. Metaphors gathers
visual images, actions and procedures in the user interface. When the user interacts with the
application, the user will gain knowledge about it without having to learn from scratch. When
metaphors are applied to the system, it helps users to quickly access and familiarize themselves
with the application's interface and understand how to interact with the application to produce
the expected results. For example, when referring to the computer, everyone envisions that the
screen that appears after booting is "Desktop", where there is no data called "File", the place to
manage data files is called "Folder", And where unnecessary data is called "Recycle Bin". (Sharp,
et al., 2019)
4.2. Conceptual model for this course work
Based on the theory of interaction design 3.3, I have formed a Conceptual model of ShinYi Smart
gym, including Metaphor, Connection, Type of interaction and interaction so that users can know
which connections the system works through, which functions, which types of interaction and
which metaphors are available. This is the step for the user to understand the system in most
detail. Below is the Conceptual model of ShinYi Smart Gym.
A mood board is a collage or composition of images, visuals and other objects, often created for
the purposes of design or presentation. Mood boards can help designers to figure out how to
create unified styles or themes for a design project.
Based on the user needs of the persona and the color of the gym, I analyzed those issues and
built a mood board for the ShinYi- Smart gym prototype.
Why did I choose the main color above for the system? This color is the trend of 2020 (Anon.,
2020) and is loved by many users. More importantly, in section 4.1.1 Personas mentioned these
colors, I chose them as the main color for ShinYi-Smart gym.
Storyboards are used to present scenes as users interact with your application. It is also
considered a comic version of your product because it is a set of squares that draw sections of
the product displayed case by case.
I designed a Storyboard for the ShinYi-Smart gym so that the person looking at it could
understand some of the system's scenes as it worked.
Speaker strip
Figure 32 Paper prototype - Main page of Large screen Figure 31 Paper prototype - Detail information of Course
Figure 34 Paper prototype - Workouts for the week Figure 33 Paper prototype - Workout of each day
Figure 35 Paper prototype - Exercises of the workout day Figure 36 Paper prototype -Training.
Figure 39 High Fidelity Prototype - Performance data on Figure 38 High Fidelity Prototype - Performance data on
Mobile App 1 Mobile App 2
Figure 43 High Fidelity Prototype - Control large screen by Figure 42 High Fidelity Prototype - Update information of user
Mobile App
Figure 47 High Fidelity Prototype - Workouts page on Large Figure 46 High Fidelity Prototype - Exercises page on Large
Screen Screen
Figure 49 High Fidelity Prototype - Setting on large screen Figure 48 High Fidelity Prototype - Course detail on large screen
Figure 51 High Fidelity Prototype - List day of Week Figure 50 High Fidelity Prototype - List workout of day
Figure 53 High Fidelity Prototype - List exercises of a workout Figure 52 High Fidelity Prototype – Ready? scan body & heart
rate
6. RESEARCH STUDY
Evaluation is an indispensable stage in the design process, it helps designers better understand
their products from the user's point of view, or look at their own products. This is the stage of
collecting data and analyzing the process of users using a product, interacting with a prototype,
application or finished product. The review process focuses on the usability, the product's
performance, and the user interaction on the product. This phase is to improve interaction, the
quality of products suitable for real life.
According to (Sharp, et al., n.d.), they classify evaluations into three broad categories, depending
on the setting, user involvement, and level of control. There are 3 types of evaluations: controlled
settings directly involving users, natural settings involving users, any settings not directly
involving users.
I choose directly involving users evaluation method for this course work. Because I selected Goal-
directed design main framework for ShinYi-Smart gym, so directly involving users will fit to
• What?
o I want users to interact with the high prototype in this coursework to assume that
users enjoy practicing with my product. Users will be able to try out my product
to feedback the functionality and user experience on the high prototype.
• Who?
o The participants of my study will be those mentioned in section 4.1.4, who are 14-
60 years old who are in need of exercise at home to have a good health.
o During the pandemic covid-19 I could not do the offline research, and with the
budget of a final year student paying a lot of fees, I would do the research online.
I will use social media and Axure Cloud to find potential clients to volunteer in my
research.
• How?
o I will build questionnaire and Axure for deployment on social networks. Also I have
to research the user needs including (interaction rule, color trend 2020 or theme,
layout trend).
o Once I have collected the data, I will analyze it and compare it with my product.
Finally I will conclusion and product development plans.
6.1. Questionnaire:
Because of the online research, I used Google Form to build questionnaire, then published it on
social media to find potential users and volunteer to join.
Questionnaire at: https://forms.gle/57o6UYHFgGoamjct9
Demo high prototype by Axure cloud at: https://fsr1yt.axshare.com
Demo high prototype at YouTube: https://youtu.be/pAbFpsY8crE
Some things that interest users with this study and high prototype: Need to workout (52.2%), smart
device in the future (52.2%) and private training (43.5%)
According to the figure 67 above, we can see most of the interactions and hardware activities
that make the user feel comfortable and satisfied, but we can see the Layout of Large screen,
Sensor heart rate and Performance data chart is not appreciated by users.
You can see that the user has suggested gesture function, voice control more function and color-
blind mode for color blind persons.
• Sensor is not really stable because of new technology, so there are many limitations.
• Performance data chart has not helped users understand clear parameters.
• There is no gesture function.
• Voice control has many limitations.
• There is no color-blind mode.
In addition to the above problems, the high prototype of ShinYi-Smart gym products is working
well, users feel excited and comfortable when using the service on the system.
Based on the above issues: I was planning to maintenance and upgrade ShinYi's high prototype -
Smart gym:
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