Laws of Interaction Design Moore’s Law Attributed to Gordon Moore, co-founder of Intel, Moore's Law is the empirical observation made in 1965 that the number of transistors on an integrated circuit for minimum component cost doubles every 24 months Essentially every two years, computers will have more power for less cost which is currently still happening. or designers, this means that device designers will have access to this ongoing advances in technology Design for this future! Moore's Law Means More Performance. Processing power, measured in millions of instructions per second (MIPS), has steadily risen because of increased transistor counts. Source: http://www.intel.com/technology/mooreslaw/ Fitt’s Law Implications for IxD Fitts' law • The time it takes to move from • Clickable objects like buttons need to be reasonable sizes as a starting position to a final the size of the target matters target is determined by two factors: – The distance to the target, and • The edges and corners of screens are excellent places to – The size of the target position things like menu bars and buttons • The larger the targe, the faster – they are huge targets because it can be pointed to they basically have infinite • The closer the target, the height or width faster it can be pointed to – The mouse will stop no matter what Resources • Web Based Test of Fitts Law • Pop up menus that appear next to the object that a person is – http://www.tele-actor.net/fitts/ working on – can usually be • Tog’s Test opened more quickly than can – http://www.asktog.com/col pull down menus at the top of umns/022DesignedToGiveFi the screen. These require tts.html travel to another part of the screen Hick’s Law Hicks Law • The time it takes for users to make decisions is determined by the number of possible choices they have • Hicks law claims that a user will more quickly make choices from one menu of 10 items than from two menus of 5 items each, because of the way items are eliminated • Hick’s law also states that the time it takes to make a decision is affected by: – Familiarity with the choices, and – Format of the choices eg; sounds, words, videos or buttons? Design Implications • It is better for products to give users many choices simultaneously instead of organising the choices into hierarchical groups – eg drop down menus • (How controversial is this?) Magical Number 7 Miller’s Magical #7 • The human mind is best able to remember information in chunks of seven items “plus or minus two” • We have difficulty with our short term memory when there is an information overload Design Implications • This does not mean that there should only be 7 items on the screen at one time • Take care not to overload a user’s short term memory capacity when designing a product • How does this relate to Hick’s Law Original Paper: http://www.well.com/user/smalin/miller.html Law of Conservation Complexity Conservation of Complexity • Some complexity is inherent to every process. • There is a point beyond which you cant simplify a process any further; you can only move the inherent complexity from one page to another • Eg: in an e-mail message your email address and the address of the person you are sending the mail is required. The email client takes care of the user’s address, the user is only responsible for one Design Implications • All processes have elements that cannot be made simpler • Look for reasonable places to move the complexity in the products you are creating. – The burden of complexity needs to be shared as much as possible by the products interaction designers make Resources • Laws of Interaction Design: an interview with Larry Tessler – http://www.designingforinteraction. com/tesler.html • The complexity Paradox – http://www.asktog.com/columns/0 11complexity.html Poka Yoka Principle Poka Yoke Principle • Originating with Japanese industrial engineer Shigeo Shingo at Toyota this principle means "fool-proofing" a design to ensure the user will not make a mistake. Examples • a normal 3.5" floppy disk: the top-right corner is shaped so that the disk cannot be inserted upside-down. • The new iPod Shuffle stops playing music when the earphone jack is unplugged. When the earphones are plugged back in, the music resumes right where it left off. Design Implications • Ensure proper conditions exist before a process begins preventing problems from occurring the first place • When preventions is not possible, problems should be stopped as early as possible in the process. Resources • Poka Yoke: Mistake-Proofing Fool-Proofing - Failsafing – http://www.saferpak.com/poka _yoke.htm Direct and Indirect Manipulation • Direct manipulation Schneiderman) refers to the process in which , by selecting a digital object with a finger or with a mouse of some other input device, we can then do something to the object move it, turn it, drag it , change its colour etc • Direct manipulations is more easily learned as it maps directly to our physical experiences • Good for manipulating 3D objects in digital space • Indirect manipulation, we use a command or menu that isn't directly a part of the digital object to alter that object • Eg Ctrl A or Select all Design Implications • Need to decide how digital objects in products can be manipulated: directly, indirectly or both Feedback and Feedforward Feedback • An indication that something has happened • Should occur early and often • Every action by a person who engages with a product or service should be accompanied by some acknowledgement of the action • If there is no immediate feedback, users will repeat the action they just did – can cause serious errors • Appropriate feedback is the challenge for the designershow will the product/serice respond; in what manner?Simple or complex? Feedforward • The user knows what will happen before the they perform an action • Can be a straightforward message: eg pushing this button will submit your order • Or simple hyper text cues • Allows users to perform an action with confidence because it givesm them an idea o f what will happen next, • Harder to design into products and services than feedback.