Professional Documents
Culture Documents
Shermeen Adnan
Interaction Design Basics
• design:
– what it is, interventions, goals, constraints
• the design process
– what happens when
• users
– who they are, what they are like …
• scenarios
– rich stories of design
• navigation
– finding your way around a system
• iteration and prototypes
– never get it right first time!
Interactions and Interventions
• design interactions not just interfaces
– not just the immediate interaction
• e.g. stapler in office – technology changes interaction
style
– manual: write, print, staple, write, print, staple, …
– electric: write, print, write, print, …, staple
the user
The Process of Design
The waterfall model – Activities
Requirements
Requirements
specification
specification
Architectural
Architectural
design
design
Detailed
Detailed
design
design
Coding
Coding and
and
unit
unit testing
testing
Integration
Integration
and
and testing
testing
Operation
Operation and
and
maintenance
maintenance
The life cycle for interactive systems
cannot assume a linear
Requirements
Requirements
sequence of activities
specification
specification
as in the waterfall model
Architectural
Architectural
design
design
Detailed
Detailed
design
design
Coding
Coding and
and
unit
unit testing
testing
lots of feedback!
Integration
Integration
and
and testing
testing
Operation
Operation and
and
maintenance
maintenance
The Process of Design
• Often HCI professionals complain that they are
called in too late.
– A system has been designed and built, and only
when it proves unusable do they think to ask how
to do it right!
– In other companies usability is seen as equivalent
to testing called checking
The Process of Design
• Many design processes, we use the Universal Methods of Design one
• Planning, scoping, and definition
– What do we want to do?
• Exploration, synthesis, and design implications
– Would it work? Would it solve the problem?
• Concept Generation
– Create a prototype and try it out
• Evaluation, refinement, and production
– Build it, test it, fix it
• Launch and monitor
– See if it works in the real world and perform ongoing review
The design process of interactive systems
• Requirements
– What the system should do, what properties it should have.
• Envisionment
– “Making ideas visible”: software prototypes, cardboard models, scenarios, sketches…
• Conceptual Design
– Designing the system in the abstract: identify PACT elements. ‘who’ and‘what’, rather
than ‘how’
• Physical Design
– How things will work; look and feel
Prototyping
and Envisionment Requirements
Scenarios Evaluation
user
testing
Physical Design Conceptual Design
Scenarios
• stories for design
– communicate with others
– validate other models
– understand dynamics
• linearity
– time is linear - our lives are linear
– but don’t show alternatives
scenarios …
• what will users want to do?
• step-by-step walkthrough
– what can they see (sketches, screen shots)
– what do they do (keyboard, mouse etc.)
– what are they thinking?
• express dynamics
– screenshots – appearance
– scenario – behaviour
linearity
Scenarios – one linear path through system
Pros:
– life and time are linear
– easy to understand (stories and narrative are natural)
– concrete (errors less likely)
Cons:
– no choice, no branches, no special conditions
– miss the unintended
• So:
– use several scenarios
– use several methods
The design process of interactive systems
• Scenario
– A set of stories about (P)eople carrying out (A)ctivities, in
(C)ontext, using (T)echnology.
– Provide the ability to move back and forth between:
• The specific and the general technology and human needs
– Helps to make the reasons behind design decisions
explicit:(eg. “Difficult to find a time to meet” “Interface
should highlight overlapping free periods of time”)
• Four kinds of scenarios:
Use Cases Concrete Scenarios Conceptual Scenarios User Stories
The design process of interactive systems
The design process of interactive systems
Service z
Actor b
Abstract away
differences and
irrelevancies
User Stories Conceptual Scenarios Concrete Scenarios Use Cases
“I’m a male high school teacher, and I try to impress upon my students
the effects of deforestation. I tell them the statistics about how much
rainforest is disappearing per day, and what effect that’s having on the
region, and the world. The students don’t seem to respond much to
numbers and words, but they do to images and video.”
Collect
data
• probe packs
– items to prompt responses
• e.g. glass to listen at wall, camera, postcard
– given to people to open in their own environment
they record what is meaningful to them
• used to …
– inform interviews, prompt ideas, enculture designers
Navigation design
local structure – single screen the systems
global structure – whole site
info and help management messages
rt
sta
add user
levels
• widget choice
– menus, buttons etc.
• screen design
• application navigation design
• environment
– other apps, O/S
The web …