What is Interaction Design?
What is interaction design?
• Designing interactive products to
  support people in their everyday
  and working lives
      – Sharp, Rogers and Preece (2002)
• The design of spaces for human
  communication and interaction
      – Winograd (1997)
 Goals of interaction design
• Develop usable products
  – Usability means easy to learn,
    effective to use and provide an
    enjoyable experience
• Involve users in the design process
Example of bad and good design
  – Elevator controls and labels on the bottom
    row all look the same, so it is easy to push
    a label by mistake instead of a control
    button
  – People do not make same mistake for the
    labels and buttons on the top row. Why
    not?
  From: www.baddesigns.com
Why is this vending machine
           so bad?
                           • Need to push
                             button first to
                             activate reader
                           • Normally insert
                             bill first before
                             making selection
                           • Contravenes well
                             known convention
From: www.baddesigns.com
           What to design
• Need to take into account:
  – Who the users are
  – What activities are being carried out
  – Where the interaction is taking place
• Need to optimise the interactions users
  have with a product
  – Such that they match the users activities
    and needs
Understanding users’ needs
– Need to take into account what
  people are good and bad at
– Consider what might help people in
  the way they currently do things
– Listen to what people want and get
  them involved
– Use tried and tested user-based
  methods
              Activity
• How does making a call differ
  when using a:
  – Cell phone
  – Public phone box?
• Consider the kinds of user, type of
  activity and context of use
What is an interface?
         ?
 Evolution of HCI ‘interfaces’
• 50s - Interface at the hardware level for
  engineers - switch panels
• 60-70s - interface at the programming level -
  COBOL, FORTRAN
• 70-90s - Interface at the terminal level -
  command languages
• 80s - Interface at the interaction dialogue
  level - GUIs, multimedia
• 90s - Interface at the work setting -
  networked systems, groupware
• 00s - Interface becomes pervasive
   – RF tags, Bluetooth technology, mobile
     devices, consumer electronics, interactive
     screens, embedded technology
From HCI to Interaction Design
• Human-computer interaction (HCI) is:
  “concerned with the design, evaluation and
  implementation of interactive computing systems for
  human use and with the study of major phenomena
  surrounding them” (ACM SIGCHI, 1992, p.6)
• Interaction design (ID) is:
  “the design of spaces for human communication and
  interaction”
           – Winograd (1997)
• Increasingly, more application areas, more technologies
  and more issues to consider when designing ‘interfaces’
   Relationship between ID, HCI
          and other fields
Academic
disciplines
                                            Design practices
(e.g. computer
                                            (e.g. graphic design)
science,
psychology)
                       Interaction
                       Design
                 Interdisciplinary fields
                 (e.g HCI, CSCW)
Relationship between ID, HCI
       and other fields
• Academic disciplines contributing
  to ID:
  – Psychology
  – Social Sciences
  – Computing Sciences
  – Engineering
  – Ergonomics
  – Informatics
Relationship between ID, HCI
       and other fields
• Design practices contributing to
  ID:
  – Graphic design
  – Product design
  – Artist-design
  – Industrial design
  – Film industry
Relationship between ID, HCI
       and other fields
• Interdisciplinary fields that ‘do’
  interaction design:
  –   HCI
  –   Human Factors
  –   Cognitive Engineering
  –   Cognitive Ergonomics
  –   Computer Supported Co-operative Work
  –   Information Systems
   How easy is it to work in
   multidisciplinary teams?
• More people involved in doing
  interaction design the more ideas and
  designs generated…but…
• The more difficult it can be to
  communicate and progress forwards the
  designs being created
Interaction design in business
• Increasing number of ID consultancies, examples of well
  known ones include:
   – Nielsen Norman Group: “help companies enter the
     age of the consumer, designing human-centered
     products and services”
   – Swim: “provides a wide range of design services, in
     each case targeted to address the product
     development needs at hand”
   – IDEO: “creates products, services and environments
     for companies pioneering new ways to provide value
     to their customers”
 What do professionals do in the
         ID business?
• interaction designers - people involved in the design
  of all the interactive aspects of a product
• usability engineers - people who focus on evaluating
  products, using usability methods and principles
• web designers - people who develop and create the
  visual design of websites, such as layouts
• information architects - people who come up with
  ideas of how to plan and structure interactive products
• user experience designers - people who do all the
  above but who may also carry out field studies to inform
  the design of products
What is involved in the process
    of interaction design
• Identify needs and establish
  requirements
• Develop alternative designs
• Build interactive prototypes that can be
  communicated and assessed
• Evaluate what is being built throughout
  the process
     Core characteristics of
       interaction design
• users should be involved through the
  development of the project
• specific usability and user experience
  goals need to be identified, clearly
  documented and agreed at the
  beginning of the project
• iteration is needed through the core
  activities
        Usability goals
• Effective to use
• Efficient to use
• Safe to use
• Have good utility
• Easy to learn
• Easy to remember how to use
      Activity on usability
• How long should it take and how
  long does it actually take to:
  – use a VCR to play a video?
  – use a VCR to pre-record two
    programs?
  – use an authoring tool to create a
    website?
   User experience goals
– Satisfying       - rewarding
– Fun              - support creativity
– Enjoyable        - emotionally fulfilling
– Entertaining          …and more
– Helpful
– Motivating
– Aesthetically pleasing
– Motivating
Usability and user experience
            goals
• How do usability goals differ from user
  experience goals?
• Are there trade-offs between the two
  kinds of goals?
  – e.g. can a product be both fun and safe?
• How easy is it to measure usability
  versus user experience goals?
         Design principles
• Generalizable abstractions for thinking
  about different aspects of design
• The do’s and don’ts of interaction
  design
• What to provide and what not to
  provide at the interface
• Derived from a mix of theory-based
  knowledge, experience and common-
  sense
                         Visibility
                     • This is a control panel for an
                       elevator.
                     • How does it work?
                     • Push a button for the floor you
                       want?
                     • Nothing happens. Push any
                       other button? Still nothing.
From:                  What do you need to do?
www.baddesigns.com
                     It is not visible as to what to do!
                  Visibility
        …you need to insert your room card in the slot by the
        buttons to get the elevator to work!
        How would you make this action more visible?
      • make the card reader more obvious
      • provide an auditory message, that says what to do
        (which language?)
      • provide a big label next to the card reader that
        flashes when someone enters
• make relevant parts visible
• make what has to be done obvious
                Feedback
• Sending information back to the user
  about what has been done
• Includes sound, highlighting, animation
  and combinations of these
  – e.g. when screen button clicked on provides
    sound or red highlight feedback:
           “ccclichhk”
               Constraints
• Restricting the possible actions that can
  be performed
• Helps prevent user from selecting
  incorrect options
• Three main types (Norman, 1999)
  – physical
  – cultural
  – logical
       Physical constraints
• Refer to the way physical objects
  restrict the movement of things
  – E.g. only one way you can insert a key into
    a lock
• How many ways can you insert a CD or
  DVD disk into a computer?
• How physically constraining is this
  action?
• How does it differ from the insertion of
  a floppy disk into a computer?
       Logical constraints
• Exploits people’s everyday common
  sense reasoning about the way the
  world works
• An example is they logical relationship
  between physical layout of a device and
  the way it works as the next slide
  illustrates
Logical or ambiguous design?
                           • Where do you plug
                             the mouse?
                           • Where do you plug
                             the keyboard?
                           • top or bottom
                             connector?
                           • Do the color coded
                             icons help?
From: www.baddesigns.com
  How to design them more
          logically
                           (i) A provides direct
                              adjacent mapping
                              between icon and
                              connector
                           (ii) B provides color
                              coding to
                              associate the
                              connectors with
                              the labels
From: www.baddesigns.com
      Cultural constraints
• Learned arbitrary conventions
  like red triangles for warning
• Can be universal or culturally
  specific
Which are universal and which
   are culturally-specific?
            Mapping
• Relationship between controls and
  their movements and the results
  in the world
• Why is this a poor mapping of
  control buttons?
              Mapping
• Why is this a better mapping?
• The control buttons are mapped better
  onto the sequence of actions of fast
  rewind, rewind, play and fast forward
   Activity on mappings
– Which controls go with which rings
  (burners)?
          A   B    C   D
Why is this a better design?
              Consistency
• Design interfaces to have similar
  operations and use similar elements for
  similar tasks
• For example:
  – always use ctrl key plus first initial of the
    command for an operation – ctrl+C, ctrl+S,
    ctrl+O
• Main benefit is consistent interfaces are
  easier to learn and use
   When consistency breaks
           down
• What happens if there is more than one
  command starting with the same letter?
  – e.g. save, spelling, select, style
• Have to find other initials or
  combinations of keys, thereby breaking
  the consistency rule
  – E.g. ctrl+S, ctrl+Sp, ctrl+shift+L
• Increases learning burden on user,
  making them more prone to errors
      Internal and external
           consistency
• Internal consistency refers to designing
  operations to behave the same within an
  application
  – Difficult to achieve with complex interfaces
• External consistency refers to designing
  operations, interfaces, etc., to be the
  same across applications and devices
  – Very rarely the case, based on different
    designer’s preference
      Keypad numbers layout
• A case of external inconsistency
(a) phones, remote controls   (b) calculators, computer keypads
       1   2   3                      7    8    9
       4   5   6                       4   5    6
      7    8    9                      1   2   3
           0                           0
  Affordances: to give a clue
• Refers to an attribute of an object that allows
  people to know how to use it
   – e.g. a mouse button invites pushing, a door handle
     affords pulling
• Norman (1988) used the term to discuss the
  design of everyday objects
• Since has been much popularised in
  interaction design to discuss how to design
  interface objects
   – e.g. scrollbars to afford moving up and down, icons
     to afford clicking on
  What does ‘affordance’ have to
    offer interaction design?
• Interfaces are virtual and do not have
  affordances like physical objects
• Norman argues it does not make sense to talk
  about interfaces in terms of ‘real’ affordances
• Instead interfaces are better conceptualised as
  ‘perceived’ affordances
   – Learned conventions of arbitrary mappings between
     action and effect at the interface
   – Some mappings are better than others
               Activity
– Physical affordances:
  How do the following physical objects
   afford? Are they obvious?
             Activity
– Virtual affordances
  How do the following screen objects
   afford?
  What if you were a novice user?
  Would you know what to do with them?
       Usability principles
• Similar to design principles, except
  more prescriptive
• Used mainly as the basis for
  evaluating systems
• Provide a framework for heuristic
  evaluation
Usability principles (Nielsen 2001)
•   Visibility of system status
•   Match between system and the real world
•   User control and freedom
•   Consistency and standards
•   Help users recognize, diagnose and recover
    from errors
•   Error prevention
•   Recognition rather than recall
•   Flexibility and efficiency of use
•   Aesthetic and minimalist design
•   Help and documentation
              Key points
• ID is concerned with designing
  interactive products to support people
  in their everyday and working lives
• ID is multidisciplinary, involving many
  inputs from wide-reaching disciplines
  and fields
• ID is big business even after the
  dot.com crash!
              Key points
• ID involves taking into account a
  number of interdependent factors
  including context of use, type of task
  and kind of user
• Need to strive for usability and user
  experience goals
• Design and usability principles are
  useful heuristics for analyzing and
  evaluating interactive products