What is interaction design? Eileen Kraemer CSCI 4800/6800 University of Georgia
Jan 01, 2016
Problem:
Many products that people interact with have not been designed with the user in mind.
Result:Users fail to accomplish task or achieve
less-than-optimal resultTask requires more time and resources than
necessary
Good interaction design …
Produces products that are:Easy to learnEffective to useProvide an enjoyable user experience
Questions to ask when designing interactive products:
Who is going to be using them?Where are they going to be used?What kinds of activities will users
perform when interacting with the product?
Preparing yourself to produce “good” interaction designs:
study literature on “principles of good design” study literature on ranges of user abilities –
perceptual, cognitive, etc. learn techniques for measuring such abilities
learn techniques for needs analysis, requirements analysis, task analysis, implementation, evaluation
learn techniques for “user-centered design” learn techniques for creating/managing multi-
disciplinary teams
Overlaps w/ other disciplines
Software engineering focus is on production of the software
artifactInteraction design
focus is on the user experienceAnalogy:
civil engineering vs. architecture
Academic Disciplines related to Interaction Design
ErgonomicsPsychology/Cognitive ScienceInformatics
The study of the application of computer and statistical techniques to the management of information
EngineeringComputer Science/Software EngineeringSocial Sciences
Sociology, Anthropology
Brief History of Interaction Design
Early on: by engineers, for engineers switches, dials
Later (70s, early 80s) VDUs (monitors), personal workstations non-engineer users high-level programming languages psychologists explore human capabilities re:
computer-based tasks WIMP (windows, icons, menus, pointers) GUI
research
Brief History of Interaction Design
Mid-80snew technologies:
speech recognition, multimedia, info viz, VR focus on education, training
interactive learning environments, educational software, training simulators
educational technologists, developmental psychologists, training experts become involved
Brief History of Interaction Design
1990s:Technology advances:
networking, mobile computing, IR sensing “ubiquitous computing”single user focus -> multi-user focus
Brief History of Interaction Design
2000s:Technology advances:
RF-tags, large interactive screens, information appliances
For now, focus is back on engineers, who need to create middleware that allows various HW devices to easily communicate with one another
Also on “seamless” integration of computing into everyday tasks
The Interaction Design Process
Identify needs / establish requirements users must be involved establish specific usability and user experience
goals Develop alternative designs that meet those
requirements Build interactive versions (prototypes) for evaluation Evaluate the prototypes
based on the established usability and user experience goals
... repeat
Goals of interaction design
Usability goals: effectiveness
does the system do what its supposed to do? efficiency
related to productivity of experienced user safety
are users protected from “dangerous” or undesirable situations? utility
does the system provide the right kind of functionality to permit users to do what they need/want to do?
learnability How easy is it/how long does it take a) to get started w/ basic tasks, b) to
learn wider range of needed operations? memorability
Once learned, how easy is it to remember how to use system? Usability criteria:
% of users able to successfully perform task(on first try, after training, after elapsed time) time to complete a task, time to learn a task, number of errors in completing a task.
Goals of interaction design
User experience goals deal less with “productivity” type tasks; focus is more on
entertainment, education, home use, etc. satisfying enjoyable fun entertaining helpful motivating aesthetically pleasing supportive of creativity rewarding emotionally fulfilling
subjective measures of user satisfaction, relative subject duration See: Ben Bederson’s talk on “Interfaces for Staying in the Flow” at :
http://www.cs.umd.edu/~bederson/talks See paper that introduces notion of relative subjective duration
Design principles - Sources
Don Norman’s The Design of Everyday Things and Emotional Design: Why we love (or hate) everyday
things , and some chapters from this new book Prologue: The Three Teapots Attractive Things Work Better Epilogue: We Are All Designers
Tog’s (Bruce Tognazzini’s) First Principles of Interaction Design
Design Principles from The Design of Everyday Things
visibility (and placement) Functions that are out of sight are difficult to find, know how to
use Positioning of controls can indicate or obscure their function
Feedback Info back to user on success of tasks, state of system
Constraints Restricting the kind of user interaction currently available
Mapping The relationship between contorl and their effects
Consistency Similar tasks controlled by similar operations and elements
Affordance An attribute of an object that allows people to know how to use it.
Heuristics and Usability Principles
(Nielsen 2001) 1. Visibility of system status2. Match between system and the real world3. user control and freedom4. consistency and standards5. help users recognize, diagnose, and recover from
errors6. error prevention7. recognition vs. recall8. flexibility and efficiency of use9. aesthetic and minimalist design10. help and documentation