1 interaction design basics
2 interaction design basicswhat it is, interventions, goals, constraints the design process what happens when users who they are, what they are like … scenarios rich stories of design navigation finding your way around a system iteration and prototypes never get it right first time!
3 interactions and interventionsdesign interactions not just interfaces not just the immediate interaction e.g. stapler in office – technology changes interaction style manual: write, print, staple, write, print, staple, … electric: write, print, write, print, …, staple designing interventions not just artefacts not just the system, but also … documentation, manuals, tutorials what we say and do as well as what we make
4 what is design?
5 achieving goals within constraintswhat is design? achieving goals within constraints goals - purpose who is it for, why do they want it constraints materials, platforms trade-offs
6 understand your materialsgolden rule of design understand your materials
7 for Human–Computer Interactionunderstand your materials understand computers limitations, capacities, tools, platforms understand people psychological, social aspects human error and their interaction …
8 To err is human accident reports .. but … human ‘error’ is normalaircrash, 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 at least as well as physical materials!
9 Central message … the user
10 The process of design scenarios task analysis what is wantedinterviews ethnography what is there vs. what is wanted guidelines principles dialogue notations precise specification architectures documentation help evaluation heuristics scenarios task analysis what is wanted analysis design implement and deploy prototype
11 Steps … requirements analysis design iteration and prototypingwhat 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
12 … but how can I do it all ! ! limited time design trade-offusability? finding problems and fixing them? deciding what to fix? a perfect system is badly designed too good too much effort in design
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14 know your user personae cultural probesuser focus know your user personae cultural probes
15 know your user who are they? probably not like you! talk to themwatch them use your imagination
16 persona description of an ‘example’ user use as surrogate usernot necessarily a real person use as surrogate user what would Betty think details matter makes her ‘real’
17 example persona Betty is 37 years old, She has been Warehouse Manager for five years and worked for Simpkins Brothers Engineering for twelve years. She didn’t go to university, but has studied in her evenings for a business diploma. She has two children aged 15 and 7 and does not like to work late. She did part of an introductory in-house computer course some years ago, but it was interrupted when she was promoted and could no longer afford to take the time. Her vision is perfect, but her right-hand movement is slightly restricted following an industrial accident 3 years ago. She is enthusiastic about her work and is happy to delegate responsibility and take suggestions from her staff. However, she does feel threatened by the introduction of yet another new computer system (the third in her time at SBE).
18 cultural probes direct observation probe packs used to …sometimes hard in the home psychiatric patients, … 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
19 stories for design use and reusescenarios stories for design use and reuse
20 scenarios stories for design linearity communicate with othersvalidate other models understand dynamics linearity time is linear - our lives are linear but don’t show alternatives
21 scenarios … what will users want to do? step-by-step walkthroughwhat can they see (sketches, screen shots) what do they do (keyboard, mouse etc.) what are they thinking? use and reuse throughout design
22 scenario – movie playerBrian would like to see the new film “Moments of Significance” and wants to invite Alison, but he knows she doesn’t like “arty” films. He decides to take a look at it to see if she would like it and so connects to one of the movie sharing networks. He uses his work machine as it has a higher bandwidth connection, but feels a bit guilty. He knows he will be getting an illegal copy of the film, but decides it is OK as he is intending to go to the cinema to watch it. After it downloads to his machine he takes out his new personal movie player. He presses the ‘menu’ button and on the small LCD screen he scrolls using the arrow keys to ‘bluetooth connect’ and presses the select button. On his computer the movie download program now has an icon showing that it has recognised a compatible device and he drags the icon of the film over the icon for the player. On the player the LCD screen says “downloading now”, a percent done indicator and small whirling icon. … … …
23 also play act … mock up device pretend you are doing itinternet-connected swiss army knife … use toothpick as stylus but where is that thumb?
24 … explore the depths explore interaction explore cognitionwhat happens when explore cognition what are the users thinking explore architecture what is happening inside
25 use scenarios to .. communicate with others validate other modelsdesigners, clients, users validate other models ‘play’ it against other models express dynamics screenshots – appearance scenario – behaviour
26 linearity Scenarios – one linear path through system Pros: Cons: So: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
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28 local structure – single screen global structure – whole sitestart the systems info and help management messages add user remove user navigation design local structure – single screen global structure – whole site main screen remove user confirm add user
29 levels widget choice screen design application navigation designmenus, buttons etc. screen design application navigation design environment other apps, O/S
30 the web … elements and tags page design site structurewidget choice screen design navigation design environment elements and tags page design site structure the web, browser, external links
31 physical devices controls physical layout modes of devicewidget choice screen design navigation design environment controls buttons, knobs, dials physical layout modes of device the real world
32 think about structure within a screen local global wider stilllater ... local looking from this screen out global structure of site, movement between screens wider still relationship with other applications
33 from one screen looking outlocal from one screen looking out
34 goal seeking goal start
35 goal seeking goal start progress with local knowledge only ...
36 goal seeking goal start … but can get to the goal
37 goal seeking goal start … try to avoid these bits!
38 four golden rules knowing where you are knowing what you can doknowing where you are going or what will happen knowing where you’ve been or what you’ve done
39 where you are – breadcrumbsshows path through web site hierarchy top level category sub-category web site this page live links to higher levels
40 beware the big button trapthings the thing from outer space more things other things where do they go? lots of room for extra text!
41 modes lock to prevent accidental use … if lock forgottenremove lock - ‘c’ + ‘yes’ to confirm frequent practiced action if lock forgotten in pocket ‘yes’ gets pressed goes to phone book in phone book … ‘c’ – delete entry ‘yes’ – confirm … oops !
42 between screens within the applicationglobal between screens within the application
43 hierarchical diagramsthe system info and help management messages add user remove user
44 hierarchical diagrams ctd.parts of application screens or groups of screens typically functional separation the systems info and help management messages add user remove user
45 navigating hierarchiesdeep is difficult! 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/
46 what does it mean in UI design?think about dialogue what does it mean in UI design? Minister: do you name take this woman … Man: I do Minister: do you name take this man … Woman: I do Minister: I now pronounce you man and wife
47 what does it mean in UI design?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 Minister: do you name take this woman …
48 network diagrams show different paths through system main screenremove user confirm add user show different paths through system
49 network diagrams ctd. what leads to what what happens whenincluding branches more task oriented then hierarchy main screen remove user confirm add user
50 between applications and beyond ...wider still between applications and beyond ...
51 wider still … style issues: functional issues navigation issuesplatform standards, consistency functional issues cut and paste navigation issues embedded applications links to other apps … the web
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53 screen design and layoutDix , Alan Finlay, Janet Abowd, Gregory Beale, Russell screen design and layout basic principles grouping, structure, order alignment use of white space ABCDEFGHIJKLM NOPQRSTUVWXYZ
54 basic principles ask think design what is the user doing?what information, comparisons, order design form follows function
55 available tools grouping of items order of itemsdecoration - fonts, boxes etc. alignment of items white space between items
56 grouping and structurelogically together physically together Billing details: Name Address: … Credit card no Delivery details: Delivery time Order details: item quantity cost/item cost size 10 screws (boxes) …… … … …
57 order of groups and itemsthink! - what is natural order should match screen order! use boxes, space etc. set up tabbing right! instructions beware the cake recipie syndrome! … mix milk and flour, add the fruit after beating them
58 decoration use boxes to group logical itemsuse fonts for emphasis, headings but not too many!! ABCDEFGHIJKLM NOPQRSTUVWXYZ
59 alignment - text you read from left to right (English and European) align left hand side boring but readable! Willy Wonka and the Chocolate Factory Winston Churchill - A Biography Wizard of Oz Xena - Warrior Princess Willy Wonka and the Chocolate Factory Winston Churchill - A Biography Wizard of Oz Xena - Warrior Princess fine for special effects but hard to scan
60 alignment - names Usually scanning for surnames make it easy!Alan Dix Janet Finlay Gregory Abowd Russell Beale Dix , Alan Finlay, Janet Abowd, Gregory Beale, Russell Alan Dix Janet Finlay Gregory Abowd Russell Beale
61 alignment - numbers think purpose! which is biggest?
62 alignment - numbers visually: long number = big number align decimal points or right align integers
63 multiple columns scanning across gaps hard: (often hard to avoid with large data base fields) sherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85
64 multiple columns - 2 use leaderssherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85
65 multiple columns - 3 or greying (vertical too)sherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85
66 multiple columns - 4 or even (with care!) ‘bad’ alignmentsherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85
67 white space - the counterWHAT YOU SEE
68 white space - the counterWHAT YOU SEE THE GAPS BETWEEN
69 space to separate
70 space to structure
71 space to highlight
72 physical controls grouping of items defrost settings type of foodtime to cook defrost settings type of food time to cook
73 physical controls grouping of items order of items type of heatingtemperature time to cook start 1 1) type of heating 2 2) temperature 3 3) time to cook 4 4) start
74 physical controls grouping of items order of items decorationdifferent colours for different functions lines around related buttons different colours for different functions lines around related buttons (temp up/down)
75 physical controls grouping of items order of items decorationalignment centered text in buttons ? easy to scan ? centred text in buttons ? easy to scan ?
76 physical controls grouping of items order of items decorationalignment white space gaps to aid grouping gaps to aid grouping
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78 user action and controlentering information knowing what to do affordances
79 ? entering information forms, dialogue boxes logical layoutName: Address: Alan Dix Lancaster forms, dialogue boxes presentation + data input similar layout issues alignment - N.B. different label lengths logical layout use task analysis (ch15) groupings natural order for entering information top-bottom, left-right (depending on culture) set tab order for keyboard entry Name: Address: Alan Dix Lancaster ? Name: Address: Alan Dix Lancaster N.B. see extra slides for widget choice
80 knowing what to do what is active what is passivewhere do you click where do you type consistent style helps e.g. web underlined links labels and icons standards for common actions language – bold = current state or action
81 affordances psychological term for physical objects for screen objectsmug handle psychological term for physical objects shape and size suggest actions pick up, twist, throw also cultural – buttons ‘afford’ pushing for screen objects button–like object ‘affords’ mouse click physical-like objects suggest use culture of computer use icons ‘afford’ clicking or even double clicking … not like real buttons! ‘affords’ grasping
82 appropriate appearancepresenting information aesthetics and utility colour and 3D localisation & internationalisation
83 presenting informationpurpose matters sort order (which column, numeric alphabetic) text vs. diagram scatter graph vs. histogram use paper presentation principles! but add interactivity softens design choices e.g. re-ordering columns ‘dancing histograms’ (chap 21) chap10 chap5 chap1 chap14 chap20 chap8 … 12 16 17 22 27 32 name size chap1 chap10 chap11 chap12 chap13 chap14 … 17 12 51 262 83 22 size name size
84 aesthetics and utilityaesthetically pleasing designs increase user satisfaction and improve productivity beauty and utility may conflict mixed up visual styles easy to distinguish clean design – little differentiation confusing backgrounds behind text … good to look at, but hard to read but can work together e.g. the design of the counter in consumer products – key differentiator (e.g. iMac)
85 colour and 3D both often used very badly! colour 3D effectsolder monitors limited palette colour over used because ‘it is there’ beware colour blind! use sparingly to reinforce other information 3D effects good for physical information and some graphs but if over used … e.g. text in perspective!! 3D pie charts
86 bad use of colour over use - without very good reason (e.g. kids’ site) colour blindness poor use of contrast do adjust your set! adjust your monitor to greys only can you still read your screen?
87 across countries and cultureslocalisation & internationalisation changing interfaces for particular cultures/languages globalisation try to choose symbols etc. that work everywhere simply change language? use ‘resource’ database instead of literal text … but changes sizes, left-right order etc. deeper issues cultural assumptions and values meanings of symbols e.g tick and cross … +ve and -ve in some cultures … but … mean the same thing (mark this) in others
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89 prototyping
90 iteration and prototypinggetting better … … and starting well
91 prototyping you never get it right first timeif at first you don’t succeed … prototype evaluate design re-design done! OK?
92 pitfalls of prototypingmoving little by little … but to where Malverns or the Matterhorn? 1. need a good start point 2. need to understand what is wrong