Ghjes
Ghjes
Ghjes
interaction design
basics
interaction design basics
• design:
– what 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!
interactions and interventions
• goals - purpose
– who is it for, why do they want it
• constraints
– materials, platforms
• trade-offs
golden rule of design
• understand computers
– limitations, capacities, tools, platforms
• understand people
– psychological, social aspects
– human error
• 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 at least as well as physical materials!
Central message …
the user
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
… but how can I do it all ! !
• usability?
– finding problems and fixing them?
– deciding what to fix?
• a perfect system is badly designed
– too good too much effort in design
user focus
• direct observation
– 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
scenarios
• linearity
– time is linear - our lives are linear
– but don’t show alternatives
scenarios …
• step-by-step walkthrough
– what can they see (sketches, screen shots)
– what do they do (keyboard, mouse etc.)
– what are they thinking?
• explore interaction
– what happens when
• explore cognition
– what are the users thinking
• explore architecture
– what is happening inside
use scenarios to ..
• express dynamics
– screenshots – appearance
– scenario – behaviour
linearity
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
the systems
navigation design
add user remove user
add user
levels
• widget choice
– menus, buttons etc.
• screen design
• application navigation design
• environment
– other apps, O/S
the web …
• within a screen
– later ...
• local
– looking from this screen out
• global
– structure of site, movement between
screens
• wider still
– relationship with other applications
local
goal
start
goal seeking
goal
start
goal
start
goal
start
live links
to higher
levels
beware the big button trap
between screens
within the application
hierarchical diagrams
the system
• parts of application
– screens or groups of screens
• deep 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/
think about dialogue
• 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
wider still
between applications
and beyond ...
wider still …
• style issues:
– platform standards, consistency
• functional issues
– cut and paste
• navigation issues
– embedded applications
– links to other apps … the web
Dix , Alan
Finlay, Janet
Abowd, Gregory
Beale, Russell
basic principles
grouping, structure, order
alignment
use of white space
ABCDEFGHIJKLM
NOPQRSTUVWXYZ
basic principles
• ask
– what is the user doing?
• think
– what information, comparisons, order
• design
– form follows function
available tools
• grouping of items
• order of items
• decoration - fonts, boxes etc.
• alignment of items
• white space between items
grouping and structure
Order details:
item quantity cost/item cost
size 10 screws (boxes) 7 3.71 25.97
…… … … …
order of groups and items
• instructions
– beware the cake recipie syndrome!
… mix milk and flour, add the fruit
after beating them
decoration
ABCDEFGHIJKLM
NOPQRSTUVWXYZ
alignment - text
Alan Dix
Janet Finlay
Gregory Abowd
Dix , Alan
Finlay, Janet
Russell Beale Abowd, Gregory
Beale, Russell
Alan Dix
Janet Finlay
Gregory Abowd
Russell Beale
alignment - numbers
532.56
think purpose! 179.3
256.317
which is biggest? 15
73.948
1035
3.142
497.6256
alignment - numbers
visually:
627.865
long number = big number 1.005763
382.583
align decimal points 2502.56
or right align integers 432.935
2.0175
652.87
56.34
multiple columns
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
multiple columns - 2
• use leaders
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
multiple columns - 3
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
multiple columns - 4
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
white space - the counter
• grouping of items
–defrost
defrostsettings
settings
– type of food
type of food
– time to cook
time to cook
physical controls
• grouping of items
• order of items
1)type
1) typeofofheating
heating
1
2) temperature
2) temperature
3) time to cook
3) time to cook
4) start 2
4) start
3
4
physical controls
• grouping of items
• order of items
• decoration
– different colours
different colours for
for different
different functions
functions
– lines around related
lines around related
buttons(temp up/down)
buttons
physical controls
• grouping of items
• order of items
• decoration
• alignment
– centered text in buttons
centred text in buttons
? easy to scan ?
? easy to scan ?
physical controls
• grouping of items
• order of items
• decoration
• alignment
• white space
– gaps to aid grouping
gaps to aid grouping
user action and control
entering information
knowing what to do
affordances
entering information
Name: Alan Dix
Address: Lancaster
• forms, dialogue boxes
– presentation + data input
– similar layout issues Name: Alan Dix
– alignment - N.B. different label lengths Address: Lancaster
• logical layout
– use task analysis (ch15)
– groupings
?
Name: Alan Dix
Address: Lancaster
presenting information
aesthetics and utility
colour and 3D
localisation & internationalisation
presenting information
prototyping
iteration and prototyping
getting better …
… and starting well
prototyping
OK?
design prototype evaluate done!
re-design
pitfalls of prototyping