**What is interactive design** **Good vs bad design – primarily related to the products usability** Bad – infuriating to use, confusing, too many steps, difficult to use, not obvious what to do. Good – aesthetically pleasing, only one step to do thing, simple design, easy to read **Interactive design definition** – designing interactive products to support the way people communicate and interact in their every day and working lives. OR create user experiences that enhance and augment the way people work, communicate and interact. **User experience** – central to ID. Means how a product behaves and is used by people in the real world. How a person feels about a product and their pleasure and satisfaction when using it, holding it, opening and closing it. **Process of Interactive Design– 4 activities** 1. Establish requirements 2. designing alternatives 3. prototyping 4. evaluating **Usability goals – concerned with meeting specific usability criteria** 1. effective to use – **effectiveness** – how good the product is at doing what it needs to do 2. efficient to use – **efficiency** – refers to how a system supports users to carry out their tasks 3. safe to use – **safety** – system prevents users from hurting themselves or accidental deletion of profiles 4. having good utility – **utility** – allows users to do exactly what they want eg. Drawing program that allows all sorts of shapes 5. easy to learn – **learnability** – how easy is the system to learn to use 6. easy to remember how to use – **memorability** – how easy it is to remember to use **User experience goals – concerned with explicating the nature of the user experience** **desirable – satisfying, enjoying, engaging, pleasurable, helpful, challenging** **undesirable – boring, frustrating, annoying, childish, unpleasant** **Design principles** 1. **visibility** – functions visible so the user knows what to do next 2. **feedback** – products designed so that they give feedback to the user who then knows what to do next. 3. **constraints** – restrict users to specific tasks at a certain time. Grey out the functions that are currently not available 4. **consistency** – design interfaces that have similar operations and use similar elements for achieving similar tasks. 5. **affordance** – refers to an attribute of an object that allows people to know how to use it. E.g a button on a mouse, people know to push it. \*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\* **Understanding and conceptualizing interaction** Define the problem space - understand and conceptualise what is currently the user experience/product and how it is going to be improved or changed. Having a good understanding of the problem space helps design teams to then be able to conceptualize the design space. Once a conceptual model has been agreed upon and formulated it can then become a shared blueprint. **Conceptual models – core components** 1. **metaphors and analogies** – that convey to people how to understand what a product is for and how to use it for the activity 2. concepts that people are exposed to through the product, including the task-domain objects they create and manipulate, their attributes and the operations that can be performed on them. 3. relationships between those concepts 4. mappings between the concepts and the user experience the product is designed to support or invoke. Eg revisit websites through a list of visited websites. **Formulating a conceptual model** 1. what will the user be doing when carrying out their tasks 2. how will the system support these 3. what kind of interface metaphor, if any, will be appropriate 4. what kinds of interaction modes and styles to use? Eg of a conceptual model – shopping on an online shop. Place items in a shopping cart, proceed to checkout. **Interface Metaphors** Use metaphors to explain to others what they are doing or trying to do **e.g.** using a search engine, poking someone, leaving a message on their wall. They are used in 3 ways – 1. As a way of conceptualise what we are doing **e.g.** surfing the web 2. As a conceptual model instantiated at the interface **e.g.** desktop metaphor 3. As a way of visualizing an operation **e.g.** an icon of a shopping cart **Interaction types** 1. **Instructing** – where users issue instructions to a system, could be giving instructions to a system to remind the user of an appointment or to print a file. 2. **Conversing** – where users have a dialog with a system, system is designed to respond like another human being. 3. **Manipulating** – where users interact with objects in a virtual or physical space by manipulating them, able to zoom in or zoom out, stretching and shrinking, actions which are not possible in the real world. Also a user can see the visible action like dragging a file across a screen. Benefits of direct manipulating are helping beginners learn functionality rapidly, enable experienced users to work rapidly on a wide range of tasks, reduce users experiences of anxiety, and helping users gain confidence and mastery and feel in control. 4. **Exploring** – where users move through a virtual environment or a physical space. **E.g.** move through a 3D representation of a building 5. **Responding** - where users gets a feedback from the system Paradigms, Theories, Models and Frameworks – other sources of inspiration and knowledge that are used to inform design and guide research **Paradigms** – refers to a general approach that has been adopted by a community of researchers and designers for carrying out their work. To follow a particular paradigm means adopting a set of practises that a community has agreed upon. **Theories** – is a well substantiated explanation of some aspect of a phenomenon **Model** – is a simplification of some aspect of Human computer interaction intended to make it easier **Framework** – is a set of interrelated concepts and/or a set of specific questions that is intended to inform a particular domain area. \*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\* **Social Interaction** **Face to face conversation vs remote conversation** e.g. using a telephone. Asynchronous and synchronous technologies that have been developed and experimented with to support and interaction at a distance are collectively referred to as computer mediated communication CMC. **Telepresence** – these have been designed to allow a person to feel as if they were present or to give the appearance that they were present in the other location by projecting their body movements, actions, voice and facial expressions to the other location or person. **Co-presence** – numerous shareable interfaces have been developed to enable more than one person to use them at the same time. **Mechanisms used in face to face interaction** – 1. Coordination – like moving a piano – they continually updating each other as they progress 2. Awareness – knowing who is around, what is happening and who is talking to whom. 3. Shareable interfaces – people prefer to share a table-top as opposed to sitting in front of a vertical display. Emergent social phenomena – it is the inherent social nature of human beings, people will always need to collaborate and communicate with one another and the diverse range of applications, web-based services, and technologies that have emerged are enabling them to do so in more extensive and diverse ways. \*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\* **Emotional Interaction** Emotional interaction is concerned with how we feel and react when interacting with technologies. It studies the emotional side from the finding out about a new product to the point where we get rid of it. Expressive forms like emoticons, sounds, icons, and virtual agents have been used at the interface to a) convey emotional states b) elicit certain kinds of emotional responses in users Frustrating interfaces – elicit negative emotional responses such as anger or disgust. Often resulted due to bad design, no design, inadvertent design, or ill-thought-out design. 1. Gimmicks – frustration can happen when clicking on a link and you get a message that the page is still under construction. 2. Error messages – often not easily understood. 3. Waiting – websites that take forever to download are frustrating. 4. Upgrading – upgrading of software. 5. Appearance – overloaded with graphics, flashing animations, childish design Persuasive Technologies and Behavioural change: Persuasive technology – technology to draw peoples attention to certain kinds of information in an attempt to change what they do or think. Anthropomorphism – is the propensity people have to attribute human qualities to animals and objects. Zoomorphism – is the shaping of an object or design in animal form. Models of emotion – Emotional design model – has 3 levels 1. Visceral – responds rapidly, making judgements about what is good or bad, pleasurable or not 2. Behavioural - most human activities occur here – such as talking, driving and typing 3. Reflective - conscious thought where people generalize across events or step back from the routine. Pleasure model – 4 types of pleasure 1. Physio-pleasure – bodily pleasures such as touch 2. Socio-pleasure – enjoyment of being in the company of others 3. Psycho-pleasure – peoples emotional and cognitive reactions to a product 4. Ideo-pleasure – refers to peoples values Technology as experience framework – 4 core threads 1. Sensual thread – sensory engagement 2. Emotional thread – sorrow, anger, joy 3. Compositional thread – concerned with the narrative part of an experience as it unfolds and the way a person makes sense of them. 4. Spatio-temporal thread – refers to space and time in which our experiences take place and their effect upon those experiences. \*\*\*\*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\*\*\*\* Data gathering 5 key issues – 1. Setting goals 2. Identifying participants 3. Relationship with participants – very important that it is clear and professional 4. Triangulation – term used to define an investigation from two different perspectives 5. Pilot studies – small trial run of the main study Data recording 1. Notes plus a still camera 2. Audio plus a still camera 3. Video Interviews 1. Unstructured – open ended and no set questions – exploratory. Interviewee may suggest things not considered by the interviewer. All interviews wont be the same though 2. Structured - predetermined questions. Questions may have predetermined answer lists 3. Semi-structured – combination of unstructured and structured 4. Focus groups – interview groups of people – allows sensitive or diverse issues to be raised 5. Also telephone and online interviews Plan an interview 1. Develop interview questions – use open questions when doing exploratory but closed questions when the answers are known. 2. Unstructured interview will consist of open questions. 3. Don’t use compound questions but rather separate into two questions. Running an interview 1. Make use interviewee understands the purpose of the interview and is comfortable. 2. Introduce oneself 3. Ask easy questions to start 4. Questions asked in a logical order 5. Cool off questions if tension has arisen 6. Closing session Questionnaires Use questionnaire if you think the motivation to complete is high without assistance else use an interview. Structure of questionnaire • Use some contextual questions to start that are relevant eg. How long you been in the company • Think about the order of the questions as prior questions can influence the answers • Question and response format • May be appropriate to select only one or multiple answers Sometimes better to ask to locate answer in a range Check boxes and ranges – choosing sex provides two answers and a choice of one. For age one wouldoften use a range Rating scales – likert scales – used for measuring opinions, attitudes and beliefs eg 1 – 5 or agree to disagree (place positive option first) - Semantic differential scale – explore a range of bipolar attitudes eg list two itemswith a scale between them where one places an x which is closer on in the middle. Administer questionnaire Reach a suitable group and get a reasonable response rate, get higher response rate for a selected group of participants and low for widespread groups. Online questionnaires Reach large number of geographically dispersed people quickly. Can be email or web based. Web based can be interactive and include buttons etc. Get faster response rate and the results can be automatically uploaded into a database. Develop web based questionnaire 1. Develop on paper 2. Develop strategy to get to target population 3. Produce an error free version from the paper one 4. Make sure it is accessible from multiple browsers 5. Make sure you can identify the sender to avoid duplication if he submits twice 6. Pilot test it thoroughly Observation 1. Direct observation in the field – often difficult for people to explain what they do so easier toobserve it. Structured framework for observation in the field – Who? Where? What? An observer can be either passive – in that he just purely observes or he can a participant observer – in that he attempts to become a full member of the group he is studying. You need to focus on everyone in the group you are observing. Some you will get on better with than others. Also observing is tiring but essential that you write up notes at the end of each day to ensure no data is lost. Ethnography – its main feature compared to other approaches of data gathering is that it aims to observe a situation without imposing any a priori structureor framework upon it, and to view everything as strange. Activity or job descriptions, rules and procedures, recordings o talk talking place, photographs, videos, workflow diagrams, process maps are all materials that can be used in an ethnographic study. 2. Direct observation in controlled environments – observation in a purpose built environment. Cameras can be used to record different things eg facial expressions, mouse and keyboard movements, and body language. Can use the think aloud technique, where the interviewee verbalises everything he is doing and thinking Indirect observation – tracking users activities. Two techniques are used – diaries and interaction logs. • Diaries – users asked to write what they did, when they did it, how they found it easy or hard, and what their reactions were. • Interaction logs and web analytics – system records exactly what the user is doing. Interaction logs are unobtrusive. Web analytics involves collecting, analysing and report data that tracks a users behaviour when interacting with a website. Choosing and combining techniques Focus of the study – techniques used must be compatible with the goal of the study. Participants involved – characteristics of the target group for the product will affect the kind of data gathering technique used. May not be feasible to use a focus group if users are widespread. Some users may not be able to give adequate time to the study. Depends what is being discussed could sway from questionnaire to rather an interview. Nature of technique – Does the chosen technique require special equipment – does the person using it have the knowledge on how to use it. Available resources – sending out a questionnaire may be practical – but does someone on the team have the knowledge on how to do it? Can it be completed effectively in the required timeline. \*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\* The process of Interactive Design 4 approaches to design – 1. User centred – focus on user, users needs and goals 2. Activity centred – focus on behaviour surrounding particular tasks 3. Systems design – structured design process focus on context and ideal for complex designs 4. Genius design – relies solely on the experience and creative flair of a designer Importance of involving users - Involve users otherwise they may feel cheated by promises that have not been fulfilled and this will then cause resistance and even rejection. Better to exceed expectations. Another reason for involving users is ownership. Users who are involved and feel that they have contributed to a products development are more likely to feel a sense of ownership towards it and support its use. Degrees of user involvement – can be full time or part time and be for the duration of the project or for a limited time only. Otherwise users can just be kept abreast of developments and not directly involved. User-cented approach – 3 principles by Gould and Lewis 1. Early focus on users and tasks – observe users doing their normal tasks, studying the nature of those tasks and the involving users in the design process 2. Empirical measurement – observe and measure the reaction by users at all stage of development 3. Iterative design – as problems are found and fixed, observations done again to see the effect of fixes. Design and development cycle is iterative, with design-test-measureredesign being repeated as often as necessary Early focus on users and tasks – broken into 5 principles 1. Users tasks and goals are the driving force behind the development 2. Users behaviour and context of use are studied and the system is designed to support them. 3. Users characteristics are captured and designed for 4. Users are consulted throughout development from earliest phases to the latest and their input is seriously taken into account 5. All design decisions are taken within the context of the users, their work, and their environment 4 activities of interactive design 1. Establish requirements – gleaned through data gathering and analysis 2. Designing alternatives – broken into 2 sub activities – conceptual design – produce a conceptual model for the product – physical design – considers the detail of the product including colours, sounds, images to use, menu design and icon detail 3. Prototyping – users interact with prototypes to evaluate the designs 4. Evaluating - -process of determining the usability and acceptability of the product or design that is measured in terms of a variety of criteria, such as amount of errors, how appealing it is, matches requirements etc Lifecycle model – term used to represent a model that captures a set of activities and how they are related. Practical issues Who are the users – the people who interact directly with the product to achieve a task. Primary – hands on users, secondary – occasionally use the system, and tertiary may be the people who will influence its purchase. Stakeholders – people who will be affected by the system and who have a direct or indirect influence on the system requirements. What do we mean by needs – How do you generate alternative designs – How do you choose amongst alternatives – How do you integrate interactive design activities with other lifecycle models – Contextual inquiry – it is tailored to gather data that can be used in design and it follows an apprenticeship model – the designer works as an apprentice to the user. Has four principles – Context principle – emphasizes the importance of going to the workplace and seeing what happens Partnership principle – states that the developer and the user should collaborate in understanding the work Interpretation principle – observations must be interpreted in order to be used in design Focus principle – keep the data gathering focused on the goals. Data gathering guidelines 1. Focus on identifying the stakeholders needs 2. Involve all the stakeholder groups 3. Involving only one representative from each stakeholder group is not enough. Each one may have their own perspective. 4. Support the data gathering sessions with suitable props eg task descriptions and prototypes if available. Brainstorming – rules for using Involve participants from a wide range of disciplines Don’t ban silly stuff – unconventional ideas often turn into useful requirements Use catalysts for further inspiration Keep records Sharpen the focus – start off with a particular focus so you can pull it back to this idea if the discussion wanders off topic Use warm up exercises – particularly if they haven’t worked together before. Task description - 3 types Scenarios – an informal narrative description. Describes human activities or tasks in a story that allows exploration and discussion of contexts, needs and requirements. Use cases – also focus on user goals – but the emphasis here is on user-system interaction rather than the users task itself. Use case is associated with an actor and it is the actors goal in using the system that the use case wants to capture. Essential use cases – combat the limitations of scenarios and use cases – they represent abstractions from scenarios. They represent a more general case than a scenario embodies, and try to avoid the assumptions of traditional use case. Task Analysis – used mainly to investigate an existing situation, not to envision new products. Information gleaned from task analysis establishes a foundation of existing practises on which to build new requirements or design new tasks. Most widely used form of task analysis is Hierarchical Task Analysis (HTA) – Involves breaking down a task into subtasks, and then into sub-sub tasks and so on. These are then grouped together as plans that specify how the task might be performed in an actual situation. Graphical version of this shows each step as a block. Hierarchical relationship between tasks is shown using a vertical line. If a task is not decomposed any further then a thick horizontal line is drawn underneath the corresponding task. Eg hiring a dvd from a dvd shop. \*\*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\*\* Evaluation Studies DECIDE – a framework to guide evaluation D – Determine the goals E – Explore the questions C – Choose the evaluation methods I – Identify the practical issues D – Decide how to deal with the ethical issues E – Evaluate, analyse, interpret and present the data Why evaluate – users expect more than just a working system – they also want a pleasing and engaging experience. Well designed products sell – so companies need to invest in evaluation. What to evaluate – from prototypes to complete systems, a particular screens function to the whole workflow. From aesthetics to safety features. Where to evaluate – Evaluation can take place anywhere. A new online system could be tested in a laboratory, whereas a new toy might need to be evaluated by children playing with it in a natural environment. These are know as wild studies. When to evaluate – depends if it is a new system/product or just modified ones. New system/product, companies will have spent a lot of money on establishing the user requirements which could lead to screen mockups or prototypes. These will be evaluated to check that the developer has interpreted the user requirements correctly. These evaluations are known as formulative evaluations. Summative evaluations are done once the system/product is complete to check if it is a success. Types of evaluations – 3 categories 1. Controlled settings involving users – users activities are controlled in order to test hypotheses and measure certain behaviours. 2. Natural settings involving users – no control over user activities in order to determine how the product would be used in the real world. 3. Any settings not involving users – consultants and researchers critique, predict and model aspects of the interface in order to identify the most obvious user problems. \*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\* \*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\* Evaluation: Inspections, Analytics and Models Inspections – Heuristic Evaluation and Walkthroughs Heuristic evaluation is a usability inspection method in which experts, guided by a set of usability principles known as heuristics, evaluate whether user-interface elements, such as dialog boxes, menus, navigation structure, online help, and so on, conform to tried and tested principles. Strive for consistency. Consistent sequences of actions should be required in similar situations: identical terminology should be used in prompts, menus, and help screens; and consistent color, layout, capitalization, fonts, and so on should be employed throughout. Exceptions, such as required confirmation of the delete command or no echoing of passwords, should be comprehensible and limited in number. Cater to universal usability. Recognize the needs of diverse users and design for plasticity, facilitating transformation of content. Novice to expert differences, age ranges, disabilities, and technological diversity each enrich the spectrum of requirements that guides design. Adding features for novices, such as explanations, and features for experts, such as shortcuts and faster pacing, can enrich the interface design and improve perceived system quality. Offer informative feedback. For every user action, there should be system feedback. For frequent and minor actions, the response can be modest, whereas for infrequent and major actions, the response should be more substantial. Visual presentation of the objects of interest provides a convenient environment for showing changes explicitly. Design dialogs to yield closure. Sequences of actions should be organized into groups with a beginning, middle, and end. Informative feedback at the completion of a group of actions gives operators the satisfaction of accomplishment, a sense of relief, a signal to drop contingency plans from their minds, and an indicator to prepare for the next group of actions. For example, e-commerce websites move users from selecting products to the checkout, ending with a clear confirmation page that completes the transaction. Prevent errors. As much as possible, design the system such that users cannot make serious errors; for example, gray out menu items that are not appropriate and do not allow alphabetic characters in numeric entry fields. If a user makes an error, the interface should detect the error and offer simple, constructive, and specific instructions for recovery. For example, users should not have to retype an entire name-address form if they enter an invalid zip code, but rather should be guided to repair only the faulty part. Erroneous actions should leave the system state unchanged, or the interface should give instructions about restoring the state. Permit easy reversal of actions. As much as possible, actions should be reversible. This feature relieves anxiety, since the user knows that errors can be undone, and encourages exploration of unfamiliar options. The units of reversibility may be a single action, a dataentry task, or a complete group of actions, such as entry of a name-address block. Support internal locus of control. Experienced users strongly desire the sense that they are in charge of the interface and that the interface responds to their actions. They don't want surprises or changes in familiar behavior, and they are annoyed by tedious data-entry sequences, difficulty in obtaining necessary information, and inability to produce their desired result. Reduce short-term memory load. Humans’ limited capacity for information processing in short-term memory (the rule of thumb is that we can remember ‘seven plus or minus two chunks’ of information) requires that designers avoid interfaces in which users must remember information from one screen and then use that information on another screen. It means that smartphones should not require re-entry of phone numbers, website locations should remain visible, multiple-page displays should be consolidated, and sufficient training time should be allotted for complex sequences of actions. Stages of heuristic evaluation: The briefing session – where experts are told what to do. The evaluation period – in which experts spend 1-2 hours independently inspecting the product using the heuristics for guidance. The experts need to make 2 passes through the interface. The debriefing session – evaluators come together to discuss their findings and to prioritize the problems they found and suggest solutions.
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