Design Part I
Design Part I
Interaction Design
Basics– Part I
HCI Focus of Design
goals - purpose
who is it for, why do they want it
constraints
materials, platforms
trade-offs
Goal
What is the purpose of the design we are intending to
produce?
Who is it for?
Why do they want it?
However, this would not allow you to show friends, and might be
dangerous if you were watching an attention-grabbing part of the
movie as you cross the road.
Golden Rule Of Design
Part of the understanding we need is about the circumstances and
context of the particular design problem. However, there are also more
generic concepts to understand. The designs we produce may be
different, but often the raw materials are the same. This leads us to the
golden rule of design:
understand computers
limitations, capacities, tools, platforms
understand people
psychological,
Social and organizational aspects
and their interaction …
To err is human
accident reports ..
aircrash, industrial accident, hospital mistake
enquiry … blames … ‘human error’
but …
concrete lintel breaks because too much weight
blame ‘lintel error’ ?
… no – design error
we know how concrete behaves under stress
human ‘error’ is normal
we know how users behave under stress
so design for it!
treat the user important as well as physical materials!
Central message …
The User
The core of interaction design: put the user first, keep the user in the center and
remember the user at the end.
The process of design
Often HCI professionals complain that they are called in
too late.
A system has been designed and built, and only when it proves
unusable do, they think to ask how to do it right!
In other companies' usability is seen as equivalent to testing
called checking
The process of design
scenarios
what is task analysis
wanted guidelines
principles
interviews analysis precise
ethnography specification
design
what is there
vs. dialogue implement
what is wanted notations and deploy
evaluation
prototype
heuristics architectures
documentation
help
Steps …
requirements
what is there and what is wanted …
analysis
ordering and understanding
design
what to do and how to decide
iteration and prototyping
getting it right … and finding what is really needed!
implementation and deployment
making it and getting it out there
Requirements
What is wanted?
The first stage is establishing what exactly is needed. As a
precursor to this it is usually necessary to find out what is
currently happening.
For example, how do people currently watch movies? What sort
of personal appliances do they currently use?
Requirements
There are several techniques used for this in HCI:
interviewing people,
videotaping them,
looking at the documents and objects that they work with,
observing them directly.
Analysis
The results of observation and interview need to be
ordered in some way to bring out key issues and
communicate with later stages of design.
Design
We need to record our design choices in some way and
there are various notations and methods to do this,
including those used to record the existing situation.
Its about designing the concept of the system called
conceptual design.
Iteration and prototyping
Humans are complex and we cannot expect to get
designs right first time.
We therefore need to evaluate a design to see how well it
is working and where there can be improvements.
Implementation and deployment
We need to create and deploy the design.
This will involve writing code, perhaps making hardware,
writing documentation and manuals
… but how can I do it all ! !
limited time design trade-off
usability?
findingproblems and fixing them?
deciding what to fix?
probe packs
items to prompt responses
e.g. glass to listen at wall, camera, postcard
given to people to open in their own environment
they record what is meaningful to them
used to …
inform interviews, prompt ideas, enculture designers
Use your imagination
Even if you would like to involve many users throughout
your design exercise this will not always be possible.
It may be too costly, it may be hard to get time with them
(e.g. hospital consultant), it may be that there are just too
many (e.g. the web).However, even if you cannot involve
actual users you can at least try to imagine their
experiences.
Scenarios
stories
for design
use and reuse
Scenarios
stories for design
communicate with others
validate other models
understand dynamics
linearity
time is linear - our lives are linear
but don’t show alternatives
Scenarios …
what will users want to do?
step-by-step walkthrough
what can they see (sketches, screen shots)
what do they do (keyboard, mouse etc.)
what are they thinking?
On the player the LCD screen says “downloading now”, a percent done indicator and small
whirling icon. … … …
Scenario – movie player
During lunchtime Ranvir takes out his movie player, plugs in his earphones and starts to
watch. He uses the arrow keys to skip between portions of the film and decides that, yes,
Deepika would like it.
Then he feels a tap on his shoulder. He turns round. It is Deepika. He had been so absorbed
he hadn’t noticed her. ‘What are you watching’, she says.
‘Here, listen’, he says and flicks a small switch. The built-in directional speaker is loud
enough for both Ranvir and Deepika to hear, but not loud enough to disturb other people in
the canteen.
Deepika recognizes the film from trailers, ‘surprised this is out yet’ she says. ‘Well
actually . . .’, Ranvir confesses, ‘you’d better come with me to see it’. ‘I’ll think about it’, she
replies.
Also play act …
mock up device
pretend you are doing it
internet-connected Swiss army knife …
explore cognition
what are the users thinking
explore architecture
what is happening inside
Use scenarios to ..
communicate with others
designers, clients, users
validate other models
‘play’ it against other models
express dynamics
screenshots – appearance
scenario – behaviour
Mapping of Scenarios to Design
Linearity
Scenarios – one linear path through system
Pros:
life and time are linear
easy to understand (stories and narrative are natural)
concrete (errors less likely)
Cons:
no choice, no branches, no special conditions
miss the unintended
So:
use several scenarios
use several methods
Navigation design
start
main remove
confirm
screen user
add user
levels
widget choice
menus, buttons etc.
screen design
application navigation design
environment
other apps, O/S
The web …
• page design
screen design
navigation design
• site structure
• the web, browser,
environment
external links
Physical devices
• physical layout
screen design
navigation design
• modes of device
• the real world
environment
Think about structure
within a screen
later ...
local
looking from this screen out
global
structure of site, movement between screens
wider still
relationship with other applications
Local structure
Much of interaction involves goal-seeking behavior.
Users have some idea of what they are after and a partial
model of the system. In an ideal world if users had perfect
knowledge of what they wanted and how the system
worked they could simply take the shortest path to what
they want, pressing all the right buttons and links.
Goal seeking
goal
start
Goal seeking
goal
start
goal
start
goal
start
live links
to higher
levels
Beware the big button trap
It is hard to choose appropriate labels that mean the same for everyone,
especially when the breadth of the screen hierarchy is fixed by the maximum
number of buttons. So it is no wonder that people get confused. However,
there is usually plenty of room for additional explanation in a smaller font,
possibly just the next level of button labels, or a sentence of explanation. It
may not look as pretty, but it may mean that people actually find the
information they are looking for.
Hierarchical diagrams
the system
misuse of Miller’s 7 ± 2
short term memory, not menu size
optimal?
many items on each screen
but structured within screen
see /e3/online/menu-breadth/
Think about dialogue
what does it mean in UI design?
• marriage service
general flow, generic – blanks for names
pattern of interaction between people
• computer dialogue
pattern of interaction between users and system
but details differ each time
Network diagrams
main remove
confirm
screen user
add user
main remove
confirm
screen user
add user
Network diagrams cntd.
what leads to what
what happens when
including branches
main remove
confirm
screen user
add user