Interaction Design DECO1200

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Transcription:

Interaction Design DECO1200

Rob Saunders web: http://www.arch.usyd.edu.au/~rob e-mail: rob@arch.usyd.edu.au office: Room 274, Wilkinson Building

Administration Lectures Thu 1000 1100 ALT 2 Thu 1400 1500 ALT 2 Fri 1000 1100 ALT 2 Labs Thu 1100 1300 UG Digital Media Lab Room 313 Thu 1400 1700 UG Digital Media Lab Room 313 Fri 1000 1300 UG Digital Media Lab Room 313 Fri 1400 1700 UG Digital Media Lab Room 313

Suggested Reading Interaction Design: Beyond Human-Computer Interaction Jenny Preece, Yvonne Rogers, Helen Sharp

Outline of Lectures Introduction to Interaction Design Conceptual & Cognitive Modelling Collaboration & Communication User Interfaces & Effects on Users Prototyping & User-Centred Design Evaluation, Observation & Testing

Introduction to Interaction Design

Outline Why bother with Interaction Design? What makes interaction design so important? What is Interaction Design? How does it relate to other design & research fields? What is the Process of Interaction Design? How do designers try to design usable products? What is Usability & User Experience? How can we determine if something is usable?

Minority Report

Why Bother with Interaction Design? What makes the difference between an OK web site/game/phone/mp3 player/computer and a GREAT one? How many bits of technology do you use every day? How many are easy, effortless and enjoyable to use?

Please turn ON your mobile phones! Do you know how all of the functions work? Is your phone as easy to use as you d like? Do you enjoy using your mobile phone?

Interaction Design is Big Business Companies know that good interaction design is important to sell their products but they don t know how to do it! Specialist interaction design consultancy firms exist to help companies evaluate existing products and to help them design better ones using the principles of interaction design and those of related fields.

What is Interaction Design? Interaction design is concerned with the design of interactive products that are easy, effective and enjoyable to use.

The Good, the Bad and the Ugly Voice Mail vs Answering Machine Voice mail and answering machines are two very different technologies that try to solve similar problems. Voice mail Voice mail is used in many organisations, e.g. universities, companies, hotels but is often difficult to use. Why? Answering machines Answering machines often have more limited functions than voice mail but can be very intuitive to use. Why?

Marble Answer Machine Source: Interaction Design, Figure 1.1

Elegance vs Practicality The Marble Answering Machine is elegant and usable design but not very practical in many situations, e.g. hotel rooms Other answering machines would have similar (though possible not so severe) problems of practicality, e.g. cost, reliability, maintenance, etc. Voice mail is popular in large organisations and public spaces because it is practical to install and maintain for many people Many of the problems that people have with voice mail can be addressed with training in large organisations

Some Basic Interaction Design Questions Who is going to use a product? Where are they going to be? What do they want to do? How do they want to do it? Why are they going to do it?

More Interaction Design Questions What are people good and bad at doing? How can existing activities be supported? How can experiences be improved? What do people say about the experience? User-based design techniques help address these questions during the design process.

What is Interaction Design Related To?

Who is Involved in Interaction Design Interaction Designers Product Designers Graphic Designers Artists Animators Photographers Film Makers etc.

Working Together in Multidisciplinary Teams

Interaction Design Jobs Interaction Designers Involved in all aspects of interaction design Usability Engineers Focus on user-based evaluation of products Information Architects Plan and structure interactive products User-Experience Designers Conduct field studies to inform the design of products

The Process of Interaction Design 1. Identify needs and establish requirements 2. Develop a set of alternative designs 3. Build iterative prototypes for testing 4. Evaluate designs throughout the process

The Goals of Interaction Design Usability Goals Effectiveness Efficiency Safety Utility Learnability Memorability User Experience Goals Enjoyability & aesthetics

Usability and User Experience Goals

Interaction Design Principles Visibility: Make important information visible. Feedback: Provide feedback about processes. Constraints: Restrict interactions in a context. Mapping: Effects of controls should be obvious. Consistency: Similar controls, similar effects. Affordance: Provide clues about use of controls. Reference: The Design of Everyday Things by Don Norman

Usability Principles Visibility: Keep the user informed. Familiarity: Speak the user s language. Freedom: Provide easy escape routes. Consistency: Use appropriate standards. Helpfulness: Help users recover from errors. Prevention: Prevent users from making errors. Recognition: Don t make users rely on memory. Efficiency: Provide short-cuts for expert users. Minimalism: Avoid overloading users with info. Help: Provide users with helpful documentation.

What s the Difference? Design Principles and Usability Principles are very similar but they come from different disciplines and have different uses: The design principles are intended to be used as prescriptions during the design of interactive product. The usability principles are intended to be uses as guidelines during the evaluation of interactive products.

Summary What is Interaction Design? Designing things that are easy, efficient and enjoyable Who does Interaction Design? Teams of specialists from multiple disciplines Why learn about Interaction Design? It ll make you a better designer and it s big business! Usability and User Experience Usability is about designing for ease of use and efficiency, user experience is about making interaction enjoyable

Until Next Week... Think about the things you interact with and try to evaluate them against the usability principles discussed this week.