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Chapter 1 INTERACTION DESIGN
Chapter 1 INTERACTION DESIGN
DESIGN
Objectives
The main aims of this chapter are to:
✘ Explain the difference between good and poor
interaction design.
✘ Describe what interaction design is and how it
relates to human–computer interaction and other
fields.
✘ Explain the relationship between the user experience
and usability.
Objectives
✘ Describe what and who is involved in the process of
interaction design.
✘ Enable you to evaluate an interactive product and
explain what is good and bad about it in terms of the
goals and core
✘ Principles of interaction design
Interaction Design Aim
✘Interaction Design
■ concerned with the theory,
research, and practice of
designing user experiences for
all manner of technologies,
systems, and products
Is interaction design beyond HCI?
DESIGNERS
✘ They should know many different things about users,
technologies, and interactions between them
✘ they need to understand how people act and react to
events
✘ how they communicate and interact with each other
✘ create engaging user experiences
✘ understand how emotions work, what is meant by
aesthetics, desirability, and the role of narrative in human
experience.
Who Is Involved in Interaction Design?
DEVELOPERS
✘ Understand the business side,
the technical side, the
manufacturing side, and the
marketing side.
USER EXPERIENCE (UX)
✘ 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
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What do professionals do in the
35
Interaction Design business?
✘ INFORMATION ARCHITECTS
- people who come up with ideas of how to plan and
structure interactive products
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USER EXPERIENCE (UX)
✘Color-blindness
✘Dyslexia
✘Physical Impairment
Interaction Design and
the User Experience
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49 User Experience Goals
Undesirable aspects
boring unpleasant
frustrating patronizing
making one feel guilty making one feel stupid
annoying cutesy
childish gimmicky
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Usability is broken down into the
following goals:
✘ effective to use (effectiveness)
✘ efficient to use (efficiency)
✘ safe to use (safety)
✘ having good utility (utility)
✘ easy to learn (learnability)
✘ easy to remember how to use
(memorability).
Design Principles
✘ used by interaction designers to
aid their thinking when designing
for the user experience.
■ Feedback
■ Findability
Design Principles
✘ derived from a mix of theory-
based knowledge, experience,
and common sense
Designing for
Human Factors
a n s a r e
Hum r t a in
e d f o r c e
hardw i r .
be h a v i o r
ty pe s o f
We’re inheren
tly
and we’re inhe good at some things…
rently not goo
d at others.
Can you read this?
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Visibility and Feedback
1 2 3 7 8 9
4 5 6 4 5 6
7 8 9 1 2 3
0 0
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Design Principles
✘ Visibility
✘ Feedback
✘ Constraint
✘ Consistency
✘ Affordance
■ refer to an attribute of an object
that allows people to know how
to use it.
Affordances
✘ Affordance is a property of the object. They provide strong
clues to the operation of things.
✘ Examples
✗ Door plates
✗ Knobs
✗ Button
Affordances
Affordances
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What does ‘affordance’ have to offer
80
interaction design?
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What is Human Factors?