Interaction design quick tour 1

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INTERACTION DESIGN - QUICK TOUR - 1 L .F.M.I. 2014

Transcript of Interaction design quick tour 1

Page 1: Interaction design quick tour 1

L.F.M.I. 2014

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INTERACTION DESIGN

- QUICK TOUR -

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GOOD AND BAD DESIGN

Old Design

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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 optimize the interactions users have with a product

• So that they match the users’ activities and needs

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WHAT IS INTERACTION DESIGN?• Designing interactive products to support the way people communicate and interact in their

everyday and working lives

Sharp, rogers and preece (2011)

WHAT IS HCI?• Human-computer interaction is a discipline 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)

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GOALS OF INTERACTION DESIGN

• Develop usable products

• Increase user experience

• Design practices contributing to id:

Graphic design

Product design

Artist-design

Industrial design

Film industry

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RELATIONSHIP BETWEEN ID, HCI & OTHER FIELD

• Interdisciplinary fields in interaction design:

• HCI

• Ubiquitous computing

• Human factors

• Cognitive engineering

• Cognitive ergonomics

• Computer supported co-operative work

• Information systems

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WHAT DO PROFESSIONAL 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 (UX) - people who do all the above but who may also carry out field studies to inform the design of products

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HUMAN AS A USER- QUICK TOUR -

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WHAT IS COGNITION?• It involves cognitive processes, like thinking, remembering, learning, daydreaming, decision

making, seeing, reading, writing and talking.

• Core cognitive aspects

• Attention

• Perception and recognition

• Memory

• Learning

• Reading, speaking and listening

• Problem-solving, planning, reasoning and decision-making

Most relevant to IDx

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USER MODELS

• Interaction

• Important to study the cognitive activity

• What users can or cannot do!

• Helps identify and explain problems

• Cognitive user models explain

• Observed human behaviour

• Predict human performance

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COGNITIVE MODEL : GOMS• Goals

What a user wants to achieve

• Operations

Basic actions which user has to perform to use the system

• Methods

Methods available to perform task

Consist of a series of steps of operations

• Selection rules

Used to decide upon which method to do specific task

Attempts to predict which method will be used by a user11

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EXERCISE

•How would you go about closing a window? In that case that you’re playing a game in a full screen window is it different (assuming the game exit is not working)?

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ANSWERElement Description

Goal Closing a window when game exit is not workingOperation Use MENU method

Use CTRL+W methodMethod USE-MENU-METHOD

. MOVE-MOUSE-TO-FILE-MENU . PULL-DOWN-FILE-MENU . CLI CK – OVER- CLOSE-OPTION USE- C TRL-W- METHOD . PRESS – CONTROL – W- KEYS

Rule Rule 1: Select USE-MENU-METHOD unless another rule applies Rule 2: If the application is GAME, select C TRL-W- METHOD

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MENTAL MODELS• Users develop an understanding of a system through learning and using it.

CONCEPTUAL MODELS• Need to first think about how the system will appear to users (i.e. how they will understand it)

• Enables “designers to straighten out their thinking before they start laying out their widgets” (p. 28)

• Provides a working strategy and a framework of general concepts and their interrelations

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INTERACTIVE

TECHNOLOGIES- QUICK TOUR -

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INPUT DEVICE

• PURPOSE :

ENTERING DATA INTO A COMPUTER SYSTEM

ISSUING INSTRUCTIONS (COMMAND) TO A COMPUTER

TRANSFORMS DATA FROM THE USER INTO A FORM THAT A COMPUTER SYSTEM CAN PROCESS

Input device

categories

Keys and button

Pointing devices

Audio – voice/speech

Visual (camera & scanner)

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TEXT ENTRY DEVICES

Keyboard : QWERTY Keyboard : DVORAK Ergonomic Keyboard

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TEXT ENTRY DEVICES – ERGONOMIC KEYBOARD

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HANDWRITING RECOGNITION• Text can be input into the computer, using a pen and a digesting tablet (eg: PDA & tablet with

stylus)

SPEECH RECOGNITION• Most successful when:

• single user – initial training and learns peculiarities

• limited vocabulary systems

• Problems with• external noise interfering• imprecision of pronunciation• large vocabularies• different speakers

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POINTING DEVICES• Control the movement of the cursor on a display screen.

• Six interaction tasks can be performed by pointing or manipulation devices:

Select (point and click)

Position (drag and click)

Orient (rotate)

Path (indicate path; position & orient combined)

Quantify (indicate exact spot)

Text (set insertion point for text)

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POINTING DEVICES

DIRECT

• Light pen

• Touch screen

• Stylus

INDIRECT

• Mouse

• Trackball

• Joystick

• Graphic tablet

• Touchpad

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A NEW IDEA

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CHOOSING DEVICES

• Match physiological & psychological characteristics

• Appropriate for task

• Suitable for the work & environment

• Left and/or right handed

• All kinds of special needs, from slight long sight to severe motor/visual/ cognitive disability

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ALTERNATIVES

Brain activity input - this neural network system distinguishes 5 brain patterns - for up, down, L, R & click

Gaze input - via reflections of laser beam aimed at retina. Here with pointing via data glove

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DISPLAY TECHNOLOGY

• Monochrome displays

• RGB shadow-mask displays

• Raster-scan cathode-ray tube (CRT)

• Liquid-crystal displays (lcds) • Plasma panel • Light-emitting diodes (leds) • Electronic ink• Braille displays

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GAME CONSOLE

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