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CS3040 Mobile interaction design

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CS3040 Mobile Design &
Development
Mobiles for People
Professor Jo Lumsden
j.lumsden@aston.ac.uk
learning outcomes…
at the end of this lecture (together with additional reading), you
should:
be conscious of the fact that many of today’s products and services fail to
deliver key qualities
be able to see beyond the skin-deep appeal of mobile systems to consider
them on the basis of quality
be encouraged to strive to address real user needs, conscious of the
spectrum of usability issues that have to be addressed
be able to identify opportunities for novel, useful, and usable mobile
products
appreciate the impact of usefulness, usability, and user experience in
mobile design and mobile system acceptance
understand how design guidelines apply in the mobile context
understand the essence of the technology acceptance model
CS3040 Mobile Design & Development: Design Lecture 3
2
introduction…
“the old computing was about what computers could do; the new
computing is about what users can do”
(Shneiderman, 2002)
need to focus on users’ abilities to be creative, to self-determine,
and to cope
most people lead full, busy, and interesting lives – so will not
adopt a technology unless there is good reason to do so
new product will resonate with people if it allows them to achieve
something significant whilst fitting in with other things that fill
their lives
products should be pleasing, charming, delightful and enjoyable
and NOT annoying, bland, frustrating and dull
we need to design things that are useful and usable and that
provide an overall enlightening user experience
CS3040 Mobile Design & Development: Design Lecture 3
3
useful…
our motivation = discovering things that people really want to do
– things that they just can’t do without
seek to produce services that users want to use repeatedly and are happy
to spend their money on
text messaging seems a difficult activity (even with modern
improvements) yet people do it repeatedly and enjoy it – why?
Heckel’s Law: the quality of the user interface of an appliance
is relatively unimportant in determining its adoption by users if
the perceived value of the appliance is high
Heckel’s Inverse Law: The importance of the user interface
design in the adoption of an appliance is inversely proportional
to the perceived value of the appliance
(Derrett, 2004)
CS3040 Mobile Design & Development: Design Lecture 3
4
useful contd.…
Heckel’s Law – one take is that interaction design adds little
value to a product’s overall worth BUT the laws talk about
interface and not interaction
interface design is focused on the detailed look-and-feel
interaction design is more far-reaching – it’s about understanding the goals
people want to achieve with the technology and then designing the
technology to meet these goals in as effective and engaging a way as
possible
evolving uses
in early days, role of mobiles was to empower and equip “road warriors”
today, mobiles are used across the board for work and leisure
CS3040 Mobile Design & Development: Design Lecture 3
5
useful contd.…
for designers, exciting but problematic nature of mobiles is that
they don’t conform to work-centred notion of computing
business-type goals and tasks are relatively easy to analyse and represent
mobiles reach out to non-business areas of people’s lives, blurring
boundaries between work and leisure
life is about more than speedy decisions and quick transactions
– people are involved in activities over long periods of time,
being creative and reflective...and mobiles can support this
when developing mobile services, don’t focus on fast-paced,
always-on, always-connected interaction...how could you help
users slow down with more relaxed styles and systems?
CS3040 Mobile Design & Development: Design Lecture 3
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usable...
how often have you lost interest in an app or mobile service
soon after downloading/subscribing to it?
users repeatedly abandon devices/apps
usability refers to the way you control and operate the system –
the “how” of design – and often it is poor
poor usability comes in 2 forms:
ease of use: whether the device or service is usable in itself –
devices/applications are often just difficult to use/operate
fit-in-context: whether the device or service works in harmony with the
things around it
poor usability can arise when there is a lack of thought about how the
mobile might integrate with other resources and the wider world in
which they work/move around
CS3040 Mobile Design & Development: Design Lecture 3
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mobiles that are intrinsically usable...
to help designers, Norman identifies four principles of good
practice that promote ease-of-use essentials
(Norman, 1988)
ensure a high degree of visibility – allow the user to work out the current
state of the system and the range of actions possible
provide feedback – give continuous, clear information about the results of
actions
present a good conceptual model – allow the user to build up a true
picture of the way the system holds together, the relationships between its
different parts and how to move from one state to the next
offer good mappings – aim for clear, natural relationships between actions
the user performs and the results they achieve
CS3040 Mobile Design & Development: Design Lecture 3
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mobiles that are intrinsically usable contd....
Ben Shneiderman’s Eight Golden Rules of Interface Design
(Shneiderman, 1998)
strive for consistency
enable frequent users to use shortcuts
offer informative feedback
design dialogues to yield closure
give users a sense of a beginning, middle and end in their interactions
strive to prevent errors and assist when errors are made
allow “undo”
make users feel they are in control of a responsive system
reduce short-term memory load
CS3040 Mobile Design & Development: Design Lecture 3
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mobiles that are intrinsically usable contd....
living up to usability ideals when designing mobiles can be
challenging...visibility & feedback
...how do you make a system’s functions visible and give good
feedback when the device has a small screen and/or users
can’t always give it their full attention?
example: when a mobile phone’s battery level is low, device
alerts user by playing jingle and displaying full-screen warning
message (further reducing power level available!); owner may
not even benefit from this if out of earshot/eyesight...how could
the user be better warned?
CS3040 Mobile Design & Development: Design Lecture 3
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mobiles that are intrinsically usable contd....
living up to usability ideals when designing mobiles can be
challenging...visibility & feedback contd.
visibility and feedback are not dependent on visual display
haptic or auditory I/O provide additional opportunities
content shouldn’t be the only concern
need to ensure that device controls are also made clear
visibility is not about being all-seeing
don’t have to present everything at once
CS3040 Mobile Design & Development: Design Lecture 3
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mobiles that are intrinsically usable contd....
living up to usability ideals when designing mobiles can be
challenging...conceptual model
perceived affordances of an object = way users believe they can
interact with it
multi-purpose nature of mobile phones can impede users’ ability
to derive accurate affordances
CS3040 Mobile Design & Development: Design Lecture 3
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mobiles that are intrinsically usable contd....
living up to usability ideals when designing mobiles can be
challenging...conceptual model contd.
look at other things people use when mobile
see whether their attributes can help inform design
employ terminology that makes sense to the user
some mobile services still appear as if they have been designed for network
engineers!
CS3040 Mobile Design & Development: Design Lecture 3
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mobiles that are intrinsically usable contd....
living up to usability ideals when designing mobiles can be
challenging...mappings
mobiles offer chances to extend notion of direct manipulation
things users want to do and how they do them can be more closely coupled
mappings between what user needs to do and how to do it has
to be very clear though
example: in the peephole display, user lifts up the handheld
towards them to see less detail (to zoom out) and move the
device away from them to zoom in, getting more detail
so, in a map application, raising the handheld towards your face would show
you more of an area overview; lowering would allow you to see more of the
street level information
is that a good mapping?
CS3040 Mobile Design & Development: Design Lecture 3
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mobiles that are intrinsically usable contd....
usable in life...
even when a device is easy to operate and provides good
feedback, the test comes when it is deployed in the complex,
messiness of real situations
when a user calls on its services in everyday use, it might still disappoint
dramatically
a system can appear impressive, reasonable and effective when
watching a demo, working through a manual soon after a
purchase, etc....
...but, when it has to be used in the wild, the usability can break
down quickly
CS3040 Mobile Design & Development: Design Lecture 3
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mobiles that are intrinsically usable contd....
usable in life contd....
in carrying out everyday activities, users will draw on a number
resources…
finding your way around a new town?
deciding on what restaurant to eat at?
information ecology = “system of people, practices, values and
technologies in a particular local environment; in information
ecologies, focus is not on technology, but on human activities
that are served by technologies”
(Nardi & O’Day, 1999)
sustainability and quality of our lives with mobiles depends on
ensuring that all the resources we need work well together
CS3040 Mobile Design & Development: Design Lecture 3
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user experience...
two ways of improving the overall user experience:
the identity of a product – the message the device sends to users, and the
way it makes them feel
the need to extend the influence of interaction design beyond the
technology to the whole package presented to the user – i.e., marketing,
customer care, charging plans, etc.
aim is to present user with experience that is solid, distinct,
understandable, trustworthy, and satisfying
strong identity: making computing disappear is about tidying
away the technology so users’ needs remain at the foreground...
...it doesn’t mean that products shouldn’t have clear,
discernable, likeable identities...when users are using a mobile,
they should know they are using it and enjoy the experience!
CS3040 Mobile Design & Development: Design Lecture 3
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user experience contd....
strong identity contd....
iPod = landmark model of how physical elements can give
product a strong identity
excellent mappings: movement used to scroll gives a good
sensation; gesture has direct and clear mapping – i.e., action
and its results are obviously linked (e.g., moving your finger
clockwise means “more”, anticlockwise “less”)
consistency: while the wheel is used to control a large number of
features, the uncomplicated mapping always holds – there is a
high degree of consistency in the way it works
CS3040 Mobile Design & Development: Design Lecture 3
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user experience contd....
interview with senior manager of interaction design at Nokia
revealed...
user experience comes in 3 levels:
visceral response: in the first 10th of a second, how does the product look
and feel?
behavioural response: does the product allow user to build a sort of
relationship with it? – straightforward to initially pick up basics and then
some ways to extend skills with the right amount of challenge at the right
time?
overall, want products that are not ‘clunky’ but that provide smooth,
enjoyable sense
reflective & social side: how does the product help people to view
themselves? – social value comes from whole range of factors, from
coolness and branding through to functionality
CS3040 Mobile Design & Development: Design Lecture 3
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user experience contd....
revisit success of texting...
costs
low intrusion
can read and respond to message whenever they like and can decide on
pace of response
expressiveness & meaning
carefully crafted texts can be highly expressive and convey significant
meaning
turn-taking
technology is social – people can contribute in controlled, equal way
privacy
allows degree of private communication (can’t be overheard like voice)
linear directness of creating & sending message overcomes
usability issues of text entry and limited message length
hard to go wrong when so few wrong turns to take!
CS3040 Mobile Design & Development: Design Lecture 3
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technology acceptance...
range of models have been developed that predict the likely
uptake of an innovation
individual’s beliefs about
benefits of the technology
• relative advantage
• compatibility
• complexity
• trialability
• observability
• image
• trust
opinions of others on the
technology
• friends
• work group
• family
• opinion leaders
positive/negative
attitude about the
technology itself
decision to
adopt/reject
positive/negative
attitude using the
technology in their
social setting
CS3040 Mobile Design & Development: Design Lecture 3
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technology acceptance contd....
mapping of interaction design terminology/concepts to
technology acceptance model terminology
interaction design terminology technology acceptance model terminology
usefulness
relative advantage
intrinsic usability of service
complexity; compatibility (with previous
services/technology); observability
ecological usability
compatibility (with life/culture); observability;
image; trust; opinion of friends, family and
other groups
user experience
trialability; observability; image; trust; reaction
of friends, family and other groups
CS3040 Mobile Design & Development: Design Lecture 3
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design tips…
design proposal must contain at least 2 functions that will
encourage users to carry their device with them
ignore notions like “user-friendly” that encourage dumbing down
of designs – focus instead on “user accommodating”, “user
appealing”, and “user appreciated”
check all design proposals against well known design guidelines
when designing, be ecological – think about other resources
available to users
CS3040 Mobile Design & Development: Design Lecture 3
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key points…
successful mobile products are ones that are useful and usable
– as well as providing a coherent, comprehensive user
experience
if a mobile doesn’t provide highly valued functionality, it won’t be
used – no matter how well designed its UI is
a mobile’s usability is affected by:
its intrinsic ease of use – way it presents its functionality, the feedback given
to users, etc.
how well it fits with other resources at the users’ disposal
users’ perceptions of mobile’s usability is affected by more than
just its quality – also factored are customer support, interaction
with network services, explanation of pricing, etc.
CS3040 Mobile Design & Development: Design Lecture 3
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Individual Reading:
Jones, M., & Marsden, G., (2006), Mobile Interaction Design, John Wiley &
Sons Ltd. Chapter 2*
* slides prepared using companion teaching materials
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