interaction design
Interaction Design is the process focused on discovering requirements, designing to fulfil requirements, producing prototypes and evaluating them Focused on users and their goals. Involves trade-offs to balance conflicting requirements
Goals of interaction design
The User Experience (UX)
Core characteristics of interaction
design
Accessibility
Accessibility refers to how easily people, especially those with disabilities, can use a product or service. The goal is to ensure that as many people as possible can access and use it. For example, Android devices include features like hearing aid compatibility and screen readers, making them usable for people with hearing or visual impairments.
Inclusiveness
Inclusiveness means designing products and services that work for the largest number of people, regardless of their background, ability, or other factors like age, education, or income. For example, smartphones are designed to be user-friendly for everyone, including people with disabilities. However, sometimes, products might not perform equally for everyone—for instance, studies have shown that smart speakers may understand men better than women.
Usability goals
User experience goals
User experience (UX) goals, on the other hand, focus on the emotional and experiential side of interacting with the product. These goals are about how a product makes the user feel, such as:
Enjoyment: Is the product fun or satisfying to use?
Engagement: Does the product keep the user’s attention?
Aesthetics: Is the product visually appealing?
Usability and user experience goals
Differences and Trade-offs:
Usability goals aim for practical effectiveness (e.g., a product being safe or easy to use), while UX goals focus on emotions and experiences (e.g., a product being fun or enjoyable).
Sometimes, these goals can conflict or require trade-offs. For instance, a product designed to be fun might sacrifice some safety features, or a highly efficient product might not be very engaging.
Measuring Usability vs. UX:
Usability goals are generally easier to measure because they rely on objective metrics like task completion time, error rates, and ease of learning.
User experience goals are more subjective and harder to quantify because they deal with emotions, which vary from person to person. Surveys, interviews, and observation of user behavior are common ways to measure UX.
Design principles
Visibility - Making commonly used functions more visible means less frustration for the user!
Feedback - Sending information back to the user about what has
been done. Includes sound, highlighting, animation and combinations of these.
Constraints - Restricting the possible actions that can be
performed. Helps prevent user from selecting incorrect options. Physical objects can be designed to constrain things.
Consistency - Design interfaces to have similar operations and use similar elements for similar tasks. Main benefit is consistent interfaces are easier to learn and use.
Affordances - Refers to an attribute of an object that allows people to
know how to use it
Internal and external consistency (Design principles)
Internal consistency means making sure that everything within a single application behaves the same way. For example, if you swipe left to delete an email in one part of an app, that same action should work in other parts of the app too. This consistency helps users learn and navigate the app more easily. However, it can be hard to achieve if the app is very complex.
External consistency means making sure that different applications or devices use similar design elements and actions. For instance, common icons like the “trash can” for deleting or the “gear” for settings are often used across many apps. This helps users feel familiar with new apps because some things look or work the same. However, external consistency is harder to maintain because different designers may have different styles or preferences.
Four approaches to interaction
design
Why is it important to involve users
Degrees of user involvement
user-centred approach
user-centered approach focuses on designing a product by prioritizing the users’ needs, behaviors, and preferences. It involves three key elements:
Early focus on users and tasks:
Designers study the users directly, looking at their cognitive (how they think), behavioral (how they act), and attitudinal (how they feel) characteristics to understand their needs and how they will use the product.
Empirical measurement:
The users’ reactions and performance are tested using scenarios, manuals, simulations, or prototypes. These interactions are observed, recorded, and analyzed to see what works and what doesn’t.
Iterative design:
When problems are found during testing, the design is adjusted and tested again. This cycle repeats until the product is improved. It’s rare to get everything perfect on the first try, so multiple rounds of testing and fixing are common.
Four basic activities in
Interaction Design
How to choose among alternatives
Assumptions and claims (conceptual design)
Benefits of conceptualising
Conceptual Model
What is a Conceptual Model?
Definition: A conceptual model is a high-level description of how a system is organized and operates. It acts like a blueprint that outlines the key components and their relationships within the system.
Formats: It can be represented in different ways, such as:
Textual Description: Written explanations that describe the system’s functions and organization.
Diagrammatic Form: Visual representations, like flowcharts or diagrams, that illustrate how different parts of the system interact.
Core components of a conceptual
model
Interaction types
5 main types:
* Instructing– issuing commands and selecting options
* Conversing– interacting with a system as if having a conversation
* Manipulating– interacting with objects in a virtual or physical space by manipulating them
* Exploring– moving through a virtual environment or a physical space
* Responding– The system initiates the interaction and the user chooses whether to respond
What are Interface Metaphors?
Definition: Interface metaphors use familiar concepts to help users understand new or unfamiliar technology.
evaluation