Human Computer Interaction Lecture 10. Interaction Paradigms
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1 Human Computer Interaction Lecture 10 Interaction Paradigms What is design? 1
2 What is design? goals - purpose achieving goals within constraints who is it for, why do they want it constraints materials, platforms trade-offs for Human Computer Interaction understand your materials understand computers limitations, capacities, tools, platforms understand people psychological, social aspects, human error and their interaction 2
3 To err is human Accident reports.. aircrash, industrial accident, hospital mistake enquiry blames human error But In fact not human error but human nature 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! The process of design what is wanted interviews Ethnography (study of cultures) what is there vs. what is wanted scenarios task analysis analysis evaluation heuristics dialogue notations prototype guidelines principles design precise specification implement and deploy architectures documentation help 3
4 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 User Focus Designing systems with focus on user is called User-Centred Design. How to design with focus on users? know your user personae 4
5 Know your USER who are they? Harder to answer if you are designing a generic software like word processor probably not like you! You assume your own interests and abilities talk to them Structured interviews, open-ended discussions Bringing potential users fully into the design process - Participatory design know your user watch them Talking with people might not be enough Asking judo players??? Think about walking Solution: watch and observe them either informally or involving them Observations tell you what they do, they will tell you why 5
6 know your user use your imagination Observing users can be costly imagine their experiences Persona Picture of an imaginary person who represents your core user group description of an example user not necessarily a real person use as substitute user what would Betty (as a Warehouse manager) think 6
7 The Patterns (Handouts) Patterns of User Behavior Summery of last lecture Interaction design is about creating interventions in often complex situations using technology of many kinds including PC software, the web and physical devices. Design involves: achieving goals within constraints and trade-off between these understanding the raw materials: computer and human accepting limitations of humans and of design. The design process has several stages and is iterative and never complete. Interaction starts with getting to know the users and their context: finding out who they are and what they are like...probably not like you! talking to them, watching them. 7
8 Golden Rule of Design understand your materials Scenarios stories for design use and reuse 8
9 scenarios stories for design or stories of interaction Example of a short scenerio: User intends to press the save button, but accidentally presses the quit button, so looses his work Can use sketch, pictures called story board. communicate with others (Designers, users) validate other models understand dynamics (Behaviour of system not only screen shot) linearity time is linear - our lives are linear Navigation Design Local structure single screen(control) Global structure whole(system) site 9
10 Navigation Design Widget choice(help you know how to use them) Menus etc. Form Elements, tags, links Buttons, dials, lights Screen or windows design, Page design You need to find things on the screen Application navigation, Site Structure Environment other apps, O/S,Web browser, The real world Levels of interaction PC application Physical device Website Widgets Buttons, dials, lights, displays Form elements, tags and links Screen design Physical layout Page design Navigation design Other apps and operating system Main modes of device The real world! Site structure The web, browser, external links 10
11 Local Structure From one screen looking out How a user navigates To do goal seeking, each state of the system or each screen needs to give user enough knowledge of what to do to get closer to their goal 11
12 Four golden rules 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 Where you are breadcrumbs shows path through web site hierarchy -Category, subcategory, this page 12
13 Design Focus- modes lock to prevent accidental use remove 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! Global Structure between screens within the application 13
14 Hierarchical Diagrams the system info and help management messages add user remove user Network Diagrams main screen remove user confirm add user show different paths through system 14
15 what leads to what what happens when including branches more task oriented then hierarchy main screen remove user confirm add user 15
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