Introduction to HCI & IxD Human Computer Interaction, Spring 2014 by Dela A. Kumahor
Human Computer Interaction | ˈhjuːməәn kəәmˈpjuːtəә ɪntəәrˈakʃ(əә)n | !
noun A discipline concerned with the design, implementation, evaluation of interactive computing systems for human use, and with the study of major phenomena surrounding them.
Human
Computer
Interaction
http://vimeo.com/48488802
Interaction Design |ˌintəәrˈakSHəәn dəәˈzīn| ! !
noun the practice of designing the structure, behavior, and user interactions with digital products, environments, systems, and services
The outcome of Interaction Design is a User Experience.
http://www.youtube.com/watch?v=D7hkukXrPx0
“ ” Any sufficiently advanced technology is indistinguishable from magic. !
– Arthur C. Clarke –
Can we design experiences?
No. But we can design for experiences.
No. But we can design for experiences.
No. But we can design for experiences. User Experience goals ‣
satisfying
‣
motivating
‣
surprising
‣
enjoyable
‣
‣
challenging
‣
engaging
supportive of creativity
‣
cognitively stimulating
enhancing sociability
‣
boring
‣
rewarding
‣
frustrating
‣
fun
‣
annoying
‣
provocative
‣
pleasurable
‣
exciting
‣
entertaining
‣
helpful
‣
informational
‣
1. Strategy Concept / User research
2. Scope Requirements / Content
3. Structure Site Map / Screen Flow
4. Skeleton Wireframes
5. Surface Visual Design
The User Experience Honeycomb by Peter Morville
Valuable. Must deliver value to our sponsors and improve customer satisfaction. Usable. Ease of use. Necessary but not sufficient. Useful. Must serve a user need. Desirable. Users should want it. Image, identity, brand, emotional design. Accessible. For people with disabilities. Credible. Users should trust it to do what it promises to do. Findable. Users should be able to find what they need. Navigability.
Usability goals These are more objective than the User Experience goals ‣ Effective to use (effectiveness) ‣ Efficient to use (efficiency) ‣ Safe to use (safety) ‣ Have good utility (utility) ‣ Easy to learn (learnability) ‣ Easy to remember how to use
(memorability)
IxD is a young field, still defining itself and figuring out its place among sister disciplines such as information architecture (IA), industrial design (ID), visual (or graphic) design, user experience (UX) design, and human factors. Most of the disciplines fall at least partially under the umbrella of user-experience design, the discipline of looking at all aspects of the user’s encounter with a product, and making sure they are in harmony.
The disciplines surrounding IxD Saffer, 2010
Cognitive Psychology
‣ information processing ‣ capabilities ‣ limitations ‣ cooperative working ‣ performance prediction Social Psychology
‣ social & organizational structures Ergonomics/Human Factors
‣ hardware design ‣ display readability Linguistics
The disciplines surrounding IxD Saffer, 2010
‣ natural language interfaces …
Human-Computer Interaction is the general area for the study of relations between people and technology, including context. Interaction Design is about the doing of HCI, i.e. designing the interactions between people and technology. It takes into consideration aspects such as aesthetics, emotions, usefulness, etc.
The disciplines surrounding IxD Saffer, 2010
“ ”
I am not sure whether computers are just tools. When you look at your iPhone to get directions, are you asking the phone where to go or is the phone telling you where to go? !
You cannot draw a strict line between active and passive information exchange. !
– George Dyson –
Design principles ‣ Generalized 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 and, experience and common-sense
Design principles 1. Visibility
The more visible functions are, the more likely users will be able to
2. Feedback
know what to do next. In contrast,
3. Constraints
when functions are "out of sight,"
4. Affordance
it makes them more difficult to
5. Consistency
Norman, 1988
find and know how to use.
Design principles 1. Visibility
The more visible functions are, the more likely users will be able to
2. Feedback
know what to do next. In contrast,
3. Constraints
when functions are "out of sight,"
4. Affordance
it makes them more difficult to
5. Consistency
Norman, 1988
find and know how to use.
Design principles 1. Visibility
Feedback is about sending back information about what action
2. Feedback
has been done and what has
3. Constraints
been accomplished, allowing the
4. Affordance
person to continue with the
5. Consistency
activity. Various kinds of feedback are available for interaction design-audio, tactile, verbal, and combinations of these.
Norman, 1988
Design principles 1. Visibility
Feedback is about sending back information about what action
2. Feedback
has been done and what has
3. Constraints
been accomplished, allowing the
4. Affordance
person to continue with the
5. Consistency
activity. Various kinds of feedback are available for interaction design-audio, tactile, verbal, and combinations of these.
Norman, 1988
Design principles 1. Visibility
The design concept of constraining refers to
2. Feedback
determining ways of restricting
3. Constraints
the kind of user interaction that
4. Affordance
can take place at a given moment.
5. Consistency
Norman, 1988
There are various ways this can be achieved.
Design principles 1. Visibility
The design concept of constraining refers to
2. Feedback
determining ways of restricting
3. Constraints
the kind of user interaction that
4. Affordance
can take place at a given moment.
5. Consistency
Norman, 1988
There are various ways this can be achieved.
Design principles 1. Visibility
An attribute of an object that allows people to know how to use
2. Feedback
it. At a very simple level, to afford
3. Constraints
means "to give a clue". When the
4. Affordance
affordances of a physical object
5. Consistency
Norman, 1988
are perceptually obvious it is easy to know how to interact with it.
Design principles 1. Visibility
An attribute of an object that allows people to know how to use
2. Feedback
it. At a very simple level, to afford
3. Constraints
means "to give a clue". When the
4. Affordance
affordances of a physical object
5. Consistency
Norman, 1988
are perceptually obvious it is easy to know how to interact with it.
Design principles 1. Visibility
Designing interfaces to have similar operations and use similar
2. Feedback
elements for achieving similar
3. Constraints
tasks. In particular, a consistent
4. Affordance
interface is one that follows rules,
5. Consistency
Norman, 1988
such as using the same operation to select all objects.
Jakob Nielsen’s 10 usability heuristics The 10 most general principles for user interface design. They are called "heuristics" because they are more in the nature of rules of thumb than specific usability guidelines.
1. Visibility of system status 2. Match between system and real world 3. User control and freedom 4. Consistency and standards 5. Error prevention 6. Recognition rather than recall 7. Flexibility and efficiency of use 8. Aesthetic and minimalist design 9. Help users recognize, diagnose, recover from errors 10. Help and documentation http://www.nngroup.com/articles/ten-usability-heuristics/
Tog’s First Principles of Interaction Design 1. Anticipation
12. Learnability
2. Autonomy
13. Metaphors, Use of
3. Color blindness
14. Protect user’s work
4. Consistency
15. Readability
5. Defaults
16. Track state
6. Efficiency of the User
17. Visible navigation
7. Explorable 8. Interfaces 9. Fitt’s Law 10. Human Interface objects 11. Latency Reduction
http://www.asktog.com/basics/firstPrinciples.html
“ ”
If we want users to like our software !
we should design it to behave like a likeable person: respectful, generous and helpful. !
– Alan Cooper –
“ ” Designers shooting for usable is like a chef shooting for edible. !
– Aaron Walter –