Interaction Design
Interaction Design
Interaction Design
Human-Computer Systems
Dr Cath Harvey
Catherine.harvey@nottingham.ac.uk
Week 5:
Interaction Design
Lecture Overview
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Context and the HCD Cycle
Starting to design:
Understand the data you
have collected
Interviews
Literature, standards
Group discussion
…
Empathise
Develop a picture of what
the UX should be
4
Design Principles
Access, Ease of Learning and Remembering (1)
1. Visibility
What functions are available?
What is the system doing?
Are text, images and icons readable and understandable?
https://accessibility.blog.gov.uk/2016/06/17/colour-contrast-why-does-it-matter/
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Access, Ease of Learning and Remembering (2)
2. Consistency
Within a single system AND with similar systems
How things look (physical consistency) and how things are done (conceptual
consistency)
Access, Ease of Learning and Remembering (3)
3. Familiarity
Language, icons, symbols, images
Think about using metaphors to aid learning
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Access, Ease of Learning and Remembering (4)
4. Affordances
The properties of a thing (or perceived properties) and how these relate to how the
thing can be used
Buttons afford pressing
Chairs afford sitting
5. Navigation
How does the user know how to move around a system?
How does the user know where they are?
10
Ease of Use (2)
6. Control
How does the user know who or what is in control?
Allow users to take control and know that this is happening
Mode confusion? See: Wilson, et al. (2020) Driver trust and mode confusion in an on-road study of level-2
automated vehicle technology. Safety Science, 130: 104845. 11
Ease of Use (3)
7. Feedback
How does the user know what
effect their actions have had?
Multisensory feedback often
more effective than single
modality
Accurate feedback is better, but is not always achieved, e.g. the progress bar:
https://www.popularmechanics.com/technology/gadgets/how-to/a7417/why-the-progress-bar-is-lying-to-you / 12
Safety and Effectiveness
8. Recovery
Can the user recover quickly from errors?
9. Constraints
Can we prevent users from making errors?
Icons are greyed out when not available
Seeking confirmation for an action can constrain
potentially incorrect operations
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Accommodating and Respecting Differences (1)
10. Flexibility
Are there multiple ways of doing things?
Can users personalise the interaction?
11. Style
How do aesthetics impact on UX?
Do users tolerate lower usability if a product is aesthetically pleasing?
‘Aesthetic-Usability effect’
= tendency to perceive more attractive products as more usable
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Accommodating and Respecting Differences (2)
12. Conviviality
‘Interactive systems should be polite, friendly and generally pleasant’ (Benyon, 2019)
What about conviviality of users to products?
e.g. speaking politely to your smart speaker
Also think about supporting social interactions…
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Psychological Principles
Multimodality and Multisensory Interactions
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Mental Models
Designer’s Conceptual
Model of Product
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Memory
Designing for memory
Don’t expect people to remember lots of detail
‘Chunking’ of meaningful elements of a task into one place (See Miller’s ‘Magical number 7’)
Avoid information overload (Hick’s Law)
Recognition rather than recall
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Attention
Attention and time
Selective attention, alternating attention, sustained attention
Persistence of information to ensure reading, recognition, understanding
User-pacing or machine-pacing?
Progress indicators
Interruptions and distractions
Important when an interaction is NOT the primary task
E.g. e-Scooter GPS device
Prediction
Anticipating what the system will do, based upon familiarity with similar systems
Knowing what the system will do, based upon experience and training
Feedback
Humans use feedback from a system to regulate further behaviour
Used to confirm / reinforce correct model
Used to correct / avoid incorrect model
Repair (Behaviour change)
Alarms – intervention is required
Warnings / advice – something has happened that cannot be interpreted by the system or may
have unwanted consequences
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Perceptual Guidelines (Gestalt Laws)
Many overlapping principles, including:
Proximity
Objects appearing close together in space or time tend to be perceived together
Similarity
Similar elements appear to be related
Similarity may be through shape, colour,
size, etc.
Continuation
The human eye follows paths and lines
Can use cues to indicate continuation
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Summary
Summary
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Questions to ask in
groups:
What interaction styles are most appropriate for our application?
How can we consider psychological principles in our design?