2. overview
Interaction design is about creating intervention in
complex situation using technology of many
components; including PC software, the web and
physical devices
3. Interaction VS Product
It is not about the product/ artifact, but about
understanding and choosing how it is going to affect
the way people do/ work
5. What is Design?
A
simple definition is:
achieving GOALS within CONSTRAINTS
o
o
Goals: what is the purpose of the design we
are intending to produce? Who is it for?
Constraints: what materials must we use?
What standard must we adopt? How mch
can it cost? How much time do we have to
develop it? Are there health and safety
issue?
6. Design is a trade-off
Choosing
which goals or constraints can
be downgraded so that others can be
met
Accepting limitation of human and of
design
The best design are where the designer
understand the trade-off and the factors
affecting them
7. Golden rule of design
Understand
In
1.
your materials
HCI, the materials is obviously
The human
(psycological, social, human error)
2.
The computer
(Limitations, capacity, tools, platforms)
8. To err is human
People
make mistake, slips, error,
omissions
But people are remarkably adaptable
As a designer you can give better training
and documentation, but the product and
its interaction design you created is the
most important
11. a. Interaction Starts with?
It
starts with getting to know the users and
their context (Requirement – what is
wanted):
What is needed by users?
Find out who they are? What they like?
12. b. 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
Including task analysis
c. Design
A
step to transfer what you want into how
to do it
13. d. Iteration and prototyping
Most
of the time, we don’t get the design
right at the first time
Comprise design evaluation
e. Implementation and
Deployment
When
the designer happy with their
product, then it is time to create it
14. Your time is limited!
You
can’t trapped in design cycle for like
ever!!
there is a trade-off between the length of
the design period and the quality of the
final design
the real problem is not to find faults,
instead the issue is: which usability
problems is it worth fixing?
16. How do you get to know them?
Who are they?
Probably NOT like you!
Ask them about what really happen and needed; using
structured interview, open-ended duscussion, or ask them to join
the design process
Watch them!
Obvious for you, but most of the time not for the user
Talk to them!
Young or old? Experienced or newbie? It’s harder to design
generic computer system
Sherlock Holmes’s Quote: “You see, but you do not observe!”
Use you imagination!
If I were my User, then?
18. Scenarios
Rich
story of information
can be used and reused throughout
design
Help us see what users will want to do
Give us step-by-step walkthrough of users’
interaction; including what they see, do
and are thinking
Example: if user do this then computer do
what? Then the user have to do what? etc
19. Scenarios also can be used to:
Communicate
with others (designer
colleagues, clients or even users)
Validated againts other models
Express dynamics
24. The
screen, web page or device displays
should make clear where you are in terms
of the interactionn
Knowing where you are
what you can do
knowing where you are going or what will
happen
where you have been or what you have
done
25. 2. Global structure –
hierarcical organtization
Structure of site, movement between screen
The hierarcy links screen, pages, or states in logical grouping
Example: a PC application on the web
26. 3. Global structure – dialog
In HCI, the word ‘dialog’ is used to refer to
flow of screen
It give pattern of interaction
A simple way is to use a network diagram
showing the principal states or screen linked
tigether with arrows; this can show:
What
leads to what
Show what happens when
Include branches and loops
Be more task oriented that a hierarcy
28. 5. Screen Design and
Layout
How we put the different element together in an
interactive application
29. Basic principle at Screen level
Ask
What is the user doing?
Think What information is required? What
comparisons may the user need to make?
In what order are things likely to be
needed?
Design Form follows function: let the
required interactions drive the layout
30. a. Tools for layout
Grouping
& structure: If things logically
belong together, then we should normally
physically group them together
Order of group and items
Decoration : decorative feature that helps
to distinct each group and item, e.g. Font
style, font type, color, line, boxes
33. b. User action and control
Entering
information: form-based
interface adn dialog boxes
Passive and active element on screen
Affordance: how user know where to
click? It’s about psychologic on the
elements’ shape, colour and other
atribute
35. Aesthetic
and utility: Remember that a
pretty interface is not necessarily a good
interface, it just need to be well-designed
Color
much
and 3D interface: just don’t too
Localization
vs internationalization: adjust
language, sign, symbol to segmented
user
36. Users
need to find their way around a
system, this involves:
Helping users know who they are, where
they have been, and what they can do
next
Creating overall structures that are easy to
understand and fit the users’ needs
Desinging comprehensible screen and
control panels
38. Complexity of Design
It
means we don’t get it right the first time
Theory and models can help give good
start points
39. Formative
evaluation
Intended to improve the design
Summative
evaluation
To verify whether the product is good
enough
The
result of evaluating the system will
usually be a list of faults or problems
This is followed by redesign exercise