Interaction Design Basics, Ch. 5 HCI Course, Fall 2008
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1 chapter 5 interaction design basics 1/68 chapter 5 interaction design basics Interaciton design: A sub-discipline of design which examines the role of embedded behaviors and intelligence in physical and virtual spaces as well as the convergence of physical and digital products. Sometimes referred to by the acronym "id," interaction design has developed as a field of study in universities such as MIT, Carnegie- Mellon University, Malmö, etc. 2/68 Interaction Design; Overview what is design? 1. The design process what it is, design process 2. Navigation design (web and other systems) - finding your way around a system, 4 golden rules 3. Screen design&layout, e.g. physical controls - grouping, alignment, columns, space 4. Affordances and mappings - what kind of action does a system invite to? - matching conceptual model with user mental model 5. Iteration and prototyping - never get it right first time! 3/68 It is achieving goals within constraints goals - purpose who is it for, why do they want it Constraints - materials (cheap-expensive), - platforms (wide-spread, robust) trade-offs - materials (price vs. durability), - platforms (popularity vs. safety) 4/68 1. The Design process what is wanted interviews ethnography what is there vs. what is wanted scenarios task analysis analysis evaluation heuristics dialogue notations prototype 5/68 guidelines principles design precise specification implement and deploy architectures documentation help Steps requirements what is there and what is wanted analysis (e.g. task 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 6/68 1
2 2. Navigation design the systems info and help management messages add user remove user Enabling backwards navigation through Web applications Improving user experience with the Webflow Navigation Manager Framework An application consists of four pages, B1-B4. Most systems offer a navigation function main screen remove user confirm add user 7/68 8/68 Backwards Web navigation WebFlow Navigation Manager framework (WFNM) is a server-side navigation history of Web pages To better understand the motivation behind WFNM, look at this example. Imagine a Web application with the navigation described in Figure 1. The application consists of four pages: b1, b2, b3, and b4. Frameworks like Struts or JavaServer Faces can be configured, typically through an XML configuration file, to manage the forward navigation among these pages. But such frameworks typically do not handle dynamic backwards navigation. 9/68 Four golden rules for navigation design; may apply to local and global structures knowing where you are knowing what you can do knowing where you are going or what will happen knowing where you ve been or what you ve done 10/68 where you are Heatmap-Based Visualization for Navigation of Large Web Pages shows path through web site hierarchy web site top level category sub-category this page live links to higher levels 11/68 Paper: Atterer and Lorenzi (2008): A Heatmap-Based Visualization for Navigation Within Large Web Pages. Proc. ACM NordiCHI /68 2
3 Navigation of knowledge structures Project overview of 2D / 3D repr., 2002 Navigation of knowledge structures Knowledge mapping links: Walden's Paths File System Navigator Cheops Hierarchy Browser VR-VIBE Walden's Paths File System Navigator VR-VIBE Information Pyramides The Task Gallery Information Pyramides The Web Book WWW3D The Task Gallery 13/68 14/68 KnowledgeMap project (Fjeld et al., 2002) 3D representation of textbooks KnowledgeMap project (Fjeld et al., 2002) 3D representation of textbooks (->math.) Inspiration and paper sketches 15/ /68 basic principles 3. Screen design and layout basic principles grouping, structure, order alignment use of white space 17/68 ask what is the user doing? think what information, comparisons, order design form follows function 18/68 3
4 available tools grouping of items (order of items) (decoration - fonts, boxes etc.) alignment of items white space between items grouping and structure logically together physically together Billing details: Name Address: Credit card no Delivery details: Name Address: Delivery time Order details: item quantity cost/item cost size 10 screws (boxes) /68 20/68 alignment - numbers alignment - numbers think purpose! which is biggest? 21/ visually: long number = big number align decimal points or right align integers 22/ multiple columns scanning across gaps hard: (often hard to avoid with large data base fields) multiple columns - 2 use leaders sherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85 sherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85 23/68 24/68 4
5 multiple columns - 3 multiple columns - 4 or greying (vertical too) or even (with care!) bad alignment sherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85 sherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85 25/68 26/68 Using white space: space to separate Using white space: space to structure 27/68 28/68 Using white space: space to highlight Example: Physical controls of a microwave oven grouping of items defrost settings type type of of food food time to cook time to cook 29/68 30/68 5
6 physical controls physical controls grouping of items order of items 1) 1) type of of heating 2) 2) temperature temperature 3) time to cook 3) time to cook 4) start 4) start 31/ grouping of items order of items decoration different different colours colours for different for different functions functions lines around related lines around related buttons buttons(temp up/down) 32/68 physical controls physical controls grouping of items order of items decoration alignment centered text in buttons centred text in buttons? easy to scan?? easy to scan? 33/68 grouping of items order of items decoration alignment white space gaps to aid grouping gaps to aid grouping 34/68 4. Perceptual ecology and affordances (introduced as approach to Task Analysis ) The visual cliff Founded by J. J. Gibson (WWII pilot), applied on technology by D. Norman (80 s) ecological optics not just retinal image, but ambient optic array - depth perception of images/reality surfaces texture gradients 35/68 36/68 6
7 Optic flow field The optic flow field is described as a twodimensional motion field, specifying the direction of travel of the observer (O), here parallel to the ground surface. Gibson proposed that the information was present everywhere in the optic flow field (i.e. irrespective of the moving observer's direction of gaze). 37/68 Affordances No need for cognitive processes to interpret visual input End product of perception is not an internal representation of the world, but... Detection of affordances (Not the same as mental model) 38/68 Affordances What you can do with it Object Tree stump Fruit Thunder Stairs Affordance Sitting on Eating Fear Climbable D. Norman: Technology affordances (80 s) 39/68 40/68 Technology affordances: e.g. of doors Definition of technology affordances Perceived and actual properties of things Fundamental properties that determine just how the thing could possibly be used Question: How can technology affordances be designed? 41/68 42/68 7
8 Mappings Mapping: Good or Bad UI Example? Make explicit the relationship between controls and functions 43/68 44/68 Mapping: Bad UI Example 45/68 This picture shows an oven hob. Which of the controls (numbered 1-4) would you use to light the hob at the back right (arrowed)? The answer is number 4, yetmostpeople guess 2. The cause of this design blooper is the mismatch between the user's mental model and the designer's conceptual model. Mapping: Bad UI Example Users tend to hold the following mental model about the way the mapping works: --The top two controls map to the top two gas hobs, and the bottom two controls map to the bottom two gas hobs. So the correct knob is number 2. But the designers at Ariston had a different model. In their conceptual model, the mapping works in the following way: --The first knob controls the hob at the back left and then the others follow in an anti-clockwise direction. So the last gas hob in the anti-clockwise sequence (arrowed) is controlled by the last knob (number 4). 46/68 Mapping: Good UI Example 47/68 It is not easy to map a set of one-dimensional controls to a set of twodimensional objects. To help people use this hob, we would recommend matching the conceptual model to the user's mental model. The designers could emphasise this by offsetting controls 1 & 3 slightly to the left, and controls 2 & 4 slightly to the right. The match could be enhanced further by including a gap between each pair. Constraints (1/3): Physical constraints The technology/function is designed so that you can only physically interact with it in ways which will result in the intended action 48/68 8
9 Constraints (2/3): Logical constraints Exploit people s common-sense reasoning about the relationships between objects/actions Constraints (3/3) : Cultural constraints Learned arbitrary conventions that are well understood by a community of users 49/68 50/68 NTNU, Trondheim Anecdote Telenor phoned an NTNU professor in Trondheim, who picked up his calculator and told how phone keys should be layout 51/68 Affordances and mappings: some issues What is directly perceived and what is learned? Is perception of an affordance just visual, or does it include auditory and tactile perception? How can we reduce cognitive load through designing affordances? Don t we just get used to things anyway? 52/68 Why Do We Prototype? 5. Iteration and prototyping Iteration: Repeating a set or rules or steps over and over. One step is called an iterate. Prototype: Prototypes or prototypical instances combine the most representative attributes of a category. They are the best examples among the members of a category and serve as benchmarks against which the surrounding "poorer" instances are categorized 53/68 Get feedback on our design faster saves money Experiment with alternative designs Fix problems before code is written Keep the design centered on the user 54/68 9
10 Fidelity in Prototyping Low-fidelity Sketches / Paper prototypes Fidelity refers to the level of detail High-fidelity? prototypes look like the final product Low-fidelity? artists renditions with many details missing 55/68 56/68 The Basic Materials Large, heavy, white paper (11 x 17) 5x8 in. index cards Tape, stick glue, correction tape Pens & markers (many colors & sizes) Overhead transparencies Scissors, X-acto knives, etc. 57/68 58/68 Constructing the Model Set a deadline don t think too long - build it! Draw a window frame on large paper Put different screen regions on cards anything that moves, changes, appears/disappears Ready response for any user action e.g., have those pull-down menus already made Use photocopier to make many versions 59/68 Preparing for a Test Select your users understand background of intended users use a questionnaire to get the people you need don t use friends or family Prepare scenarios that are typical of the product during actual use make prototype support these (small, yet broad) Practice to avoid bugs 60/68 10
11 Conducting a Test Four test-subjects (minimum) greeter - puts users at ease & gets data facilitator - only team member who speaks gives instructions & encourages thoughts, opinions computer - knows application logic & controls it always simulates the response, w/o explanation observers - take notes & recommendations Typical session is 1 hour preparation, the test, debriefing 61/68 Low-fidelity / paper prototyping Paper prototype of typical formsfilling screen. 62/68 Low-fidelity / paper prototyping Low-fidelity / paper prototyping Paper prototype of a tabs-based design. 63/68 Typical set-up of the usability laboratory for a test session with a paper prototype. 64/68 Low-fidelity / paper prototyping Low-fidelity / paper prototyping User test of a low-fidelity paper prototype of a website. 65/68 User test of a paper prototype of a device-based interaction (here: a mobile phone). 66/68 11
12 Low-fidelity / paper prototyping Real-life low-fidelity/paper prototyping: Rudd, J., Stern, K., and Isensee, S Low vs. high-fidelity prototyping debate. interactions 3, 1 (Jan. 1996), Testing hardware user interfaces: mockup of a kiosk. Yankelovich, N., Bo Begole, J., and Tang, J. C Sun SharedShell tool. In Proceedings of the 2000 ACM Conference on Computer Supported Cooperative Work (Philadelphia, Pennsylvania, United States). CSCW '00. ACM Press, New York, NY, /68 68/68 12
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