Interaction design quick tour 1
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Transcript of Interaction design quick tour 1
L.F.M.I. 2014
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INTERACTION DESIGN
- QUICK TOUR -
L.F.M.I. 2014
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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L.F.M.I. 2014
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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L.F.M.I. 2014
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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