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interaction design basics

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1 interaction design basics
chapter 4 interaction design basics

2 interaction design basics
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!

3 understand your materials فهم المواد الخاصة بك
1. WHAT IS DESIGN? A simple definition is: achieving goals within constraints تحقيق الأهداف في حدود القيود golden rule of design: understand your materials فهم المواد الخاصة بك

4 understand your materials
1. WHAT IS DESIGN? understand your materials understand computers limitations, capacities, tools, platforms understand people psychological, social aspects human error and their interaction …

5 2. THE PROCESS OF DESIGN: what is there vs. what is wanted guidelines
principles dialogue notations precise specification architectures documentation help evaluation heuristics scenarios task analysis Requirements analysis design implement and deploy prototype

6 Steps … 2. THE PROCESS OF DESIGN: Requirements (متطلبات )
what is there and what is wanted … Analysis (تحليل) ordering and understanding Design (تصميم ) what to do and how to decide Iteration and prototyping (التكرار والنماذج ) getting it right … and finding what is really needed! implementation and deployment (تنفيذ ونشر) making it and getting it out there

7 who are they? probably not like you! talk to them watch them
3. USER FOCUS: who are they? probably not like you! talk to them watch them use your imagination

8 3. USER FOCUS: One method that has been quite successful in helping design teams produce userfocussed designs is the persona. A persona is a rich picture of an imaginary person who represents your core user group.

9 example persona 3. USER FOCUS:
Betty is 37 years old, She has been Warehouse Manager for five years and worked for Simpkins Brothers Engineering for twelve years. She didn’t go to university, but has studied in her evenings for a business diploma. She has two children aged 15 and 7 and does not like to work late. She did part of an introductory in-house computer course some years ago, but it was interrupted when she was promoted and could no longer afford to take the time. Her vision is perfect, but her right-hand movement is slightly restricted following an industrial accident 3 years ago. She is enthusiastic about her work and is happy to delegate responsibility and take suggestions from her staff. However, she does feel threatened by the introduction of yet another new computer system (the third in her time at SBE).

10 4. DESCRIBING TASKS Scenarios: Scenarios are stories for design: rich stories of interaction. They are perhaps the simplest design representation, but one of the most flexible and powerful.

11 EXAMPLE : Movie player Brian would like to see the new film “Moments of Significance” and wants to invite Alison, but he knows she doesn’t like “arty” films. He decides to take a look at it to see if she would like it and so connects to one of the movie sharing networks. He uses his work machine as it has a higher bandwidth connection, but feels a bit guilty. He knows he will be getting an illegal copy of the film, but decides it is OK as he is intending to go to the cinema to watch it. After it downloads to his machine he takes out his new personal movie player. He presses the ‘menu’ button and on the small LCD screen he scrolls using the arrow keys to ‘ Bluetooth connect’ and presses the select button. On his computer the movie download program now has an icon showing that it has recognized a compatible device and he drags the icon of the film over the icon for the player. On the player the LCD screen says “downloading now”, a percent done indicator and small whirling icon. … … …

12 use scenarios to .. communicate with others validate other models
designers, clients, users validate other models ‘play’ it against other models express dynamics screenshots – appearance scenario – behaviour

13 A more formal definition than a scenario or story
4. DESCRIBING TASKS Use case: A more formal definition than a scenario or story From OO techniques, including UML, OOSE, etc. Note terms in text: task scenario concrete use case essential use case use scenario

14 Important: We want an “external view” of the system
User case modeling Use Case: “A sequence of actions a system performs to yield an observable result of value to a particular actor.” Actor: Someone or something outside the system that interacts with the system A user of the system in a particular role Part of Use Case Modeling is identifying and describing actors Important: We want an “external view” of the system

15 A family (or set, or class) of scenarios
Each use case has a name e.g. Borrow Copy of Book A family (or set, or class) of scenarios One main scenario for “normal” behavior or situation A sequence of interactions documenting Also set of different but related scenarios Documenting Use Cases (Maybe) A UML Diagram showing all of them - Actors are stick-figures; use cases are ovals (Certainly) For each use case define using English - A clear textual description (like a stories, a scenarios) - A set of scenarios in outline form

16 EXAMPLE : A LIBRARY SYSTEM
Actors - BookBorrower - JournalBorrower - Browser (person who browses, not software) - Librarian Use Cases - Borrow copy of a book - Reserve a book - Return copy of book - Borrow journal - Browse - Update Catalog

17 Example Text Description
Borrow copy of a book: A Bookborrower presents a copy of a book. The system checks that the s/he is a library member, and that s/he has not checked out too many books. If both checks succeed, then the system records that the member now as this copy of the book. Otherwise it refuses the loan.

18 Example UML use case diagram

19 Levels: widget choice screen design application navigation design
menus, buttons etc. screen design application navigation design environment other apps, O/S

20 THE WEB: elements and tags page design site structure
5. NAVIGATION DESIGN: THE WEB: widget choice screen design navigation design environment elements and tags <a href=“...”> page design site structure the web, browser, external links

21 PHYSICAL DEVICES: controls physical layout modes of device
5. NAVIGATION DESIGN: PHYSICAL DEVICES: controls buttons, knobs, dials physical layout modes of device the real world widget choice screen design navigation design environment

22 think about structure within a screen local global
5. NAVIGATION DESIGN: think about structure within a screen local looking from this screen out global structure of site, movement between screens relationship with other applications

23 5. NAVIGATION DESIGN: Local structure: goal seeking goal start

24 Local structure: goal start 5. NAVIGATION DESIGN: goal seeking
progress with local knowledge only ...

25 Local structure: goal start 5. NAVIGATION DESIGN: goal seeking
… but can get to the goal

26 Local structure: goal start 5. NAVIGATION DESIGN: goal seeking
… try to avoid these bits!

27 Local structure: knowing where you are knowing what you can do
5. NAVIGATION DESIGN: Local structure: 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

28 hierarchical diagrams
5. NAVIGATION DESIGN: Global structure: hierarchical diagrams the system info and help management messages add user remove user

29 Global structure: 5. NAVIGATION DESIGN: Network diagrams main screen
remove user confirm add user

30 Wider still…: style issues: functional issues navigation issues
5. NAVIGATION DESIGN: Wider still…: style issues: platform standards, consistency functional issues cut and paste navigation issues embedded applications links to other apps … the web

31 6. SCREEN DESIGN AND LAYOUT:
available tools: grouping of items order of items decoration - fonts, boxes etc. alignment of items white space between items

32 Grouping and structure:
6. SCREEN DESIGN AND LAYOUT: Grouping and structure: logically together  physically together Billing details: Name Address: … Credit card no Delivery details: Delivery time Order details: item quantity cost/item cost size 10 screws (boxes) …… … … …

33 Order of groups and items:
6. SCREEN DESIGN AND LAYOUT: Order of groups and items: think! - what is natural order should match screen order! use boxes, space etc. set up tabbing right!

34 6. SCREEN DESIGN AND LAYOUT:
Decoration: use boxes to group logical items use fonts for emphasis, headings but not too many!! ABCDEFGHIJKLM NOPQRSTUVWXYZ

35 6. SCREEN DESIGN AND LAYOUT:
Alignment - text: you read from left to right (English and European)  align left hand side boring but readable! Willy Wonka and the Chocolate Factory Winston Churchill - A Biography Wizard of Oz Xena - Warrior Princess Willy Wonka and the Chocolate Factory Winston Churchill - A Biography Wizard of Oz Xena - Warrior Princess fine for special effects but hard to scan

36 6. SCREEN DESIGN AND LAYOUT:
Alignment - names: Usually scanning for surnames  make it easy! Alan Dix Janet Finlay Gregory Abowd Russell Beale Dix , Alan Finlay, Janet Abowd, Gregory Beale, Russell Alan Dix Janet Finlay Gregory Abowd Russell Beale

37 6. SCREEN DESIGN AND LAYOUT:
Alignment - numbers: think purpose! which is biggest?

38 6. SCREEN DESIGN AND LAYOUT:
Alignment - numbers: visually: long number = big number align decimal points or right align integers

39 6. SCREEN DESIGN AND LAYOUT:
Multiple columns: scanning across gaps hard: (often hard to avoid with large data base fields) sherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85

40 6. SCREEN DESIGN AND LAYOUT:
Multiple columns: use leaders : sherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85

41 6. SCREEN DESIGN AND LAYOUT:
Multiple columns: or greying sherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85

42 6. SCREEN DESIGN AND LAYOUT:
Multiple columns: or even (with care!) ‘bad’ alignment sherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85

43 6. SCREEN DESIGN AND LAYOUT:
White space – space to separate:

44 6. SCREEN DESIGN AND LAYOUT:
White space – space to structure: E F D B C A

45 6. SCREEN DESIGN AND LAYOUT:
White space – space to highlight:

46 6. SCREEN DESIGN AND LAYOUT:
Physical controls : grouping of items defrost settings type of food time to cook defrost settings type of food time to cook

47 6. SCREEN DESIGN AND LAYOUT:
Physical controls : grouping of items order of items type of heating temperature time to cook start 1 1) type of heating 2 2) temperature 3 3) time to cook 4 4) start

48 6. SCREEN DESIGN AND LAYOUT:
Physical controls : grouping of items order of items decoration different colours for different functions lines around related buttons different colours for different functions lines around related buttons (temp up/down)

49 6. SCREEN DESIGN AND LAYOUT:
Physical controls : grouping of items order of items decoration alignment centered text in buttons ? easy to scan ? centred text in buttons ? easy to scan ?

50 6. SCREEN DESIGN AND LAYOUT:
Physical controls : grouping of items order of items decoration alignment white space gaps to aid grouping gaps to aid grouping

51 user action and control:
6. SCREEN DESIGN AND LAYOUT: user action and control: entering information knowing what to do affordances

52 entering information:
6. SCREEN DESIGN AND LAYOUT: entering information: Name: Address: Alan Dix Lancaster forms, dialogue boxes presentation + data input similar layout issues alignment - N.B. different label lengths logical layout use task analysis groupings natural order for entering information top-bottom, left-right (depending on culture) Name: Address: Alan Dix Lancaster ? Name: Address: Alan Dix Lancaster

53 6. SCREEN DESIGN AND LAYOUT:
Knowing what to do: what is active what is passive where do you click where do you type consistent style helps e.g. web underlined links labels and icons standards for common actions language – bold = current state or action

54 Affordances (إمكانيات الفعل):
6. SCREEN DESIGN AND LAYOUT: Affordances (إمكانيات الفعل): mug handle psychological term for physical objects shape and size suggest actions pick up, twist, throw also cultural – buttons ‘afford’ pushing for screen objects button–like object ‘affords’ mouse click physical-like objects suggest use culture of computer use icons ‘afford’ clicking or even double clicking … not like real buttons! ‘affords’ grasping

55 Appropriate appearance:
6. SCREEN DESIGN AND LAYOUT: Appropriate appearance: presenting information aesthetics and utility colour and 3D localisation & internationalisation

56 Presenting information:
6. SCREEN DESIGN AND LAYOUT: Presenting information: purpose matters sort order (which column, numeric alphabetic) text vs. diagram scatter graph vs. histogram use paper presentation principles! but add interactivity softens design choices e.g. re-ordering columns chap10 chap5 chap1 chap14 chap20 chap8 12 16 17 22 27 32 name size chap1 chap10 chap11 chap12 chap13 chap14 17 12 51 262 83 22 size name size

57 Aesthetics and utility:
6. SCREEN DESIGN AND LAYOUT: Aesthetics and utility: aesthetically pleasing designs increase user satisfaction and improve productivity beauty and utility may conflict mixed up visual styles  easy to distinguish clean design – little differentiation  confusing backgrounds behind text … good to look at, but hard to read but can work together

58 6. SCREEN DESIGN AND LAYOUT:
Color and 3D: both often used very badly! colour older monitors limited palette beware colour blind! use sparingly to reinforce other information 3D effects good for physical information and some graphs

59 6. SCREEN DESIGN AND LAYOUT:
Across countries and cultures: localisation & internationalisation changing interfaces for particular cultures/languages globalisation try to choose symbols etc. that work everywhere simply change language? use ‘resource’ database instead of literal text … but changes sizes, left-right order etc. deeper issues cultural assumptions and values meanings of symbols e.g tick and cross … +ve and -ve in some cultures … but … mean the same thing (mark this) in others

60 7. Iteration and Prototyping :
getting better … … and starting well

61 7. Iteration and Prototyping
((النماذج الأولية : you never get it right first time prototype evaluate design re-design done! OK?

62 7. Iteration and Prototyping
((النماذج الأولية : Why do we prototype? Get feedback on our design faster „ - saves money „ Experiment with alternative designs „ Fix problems before code is written „ Keep the design centered on the customer

63 Fidelity in prototyping?
7. Iteration and Prototyping ((النماذج الأولية : Fidelity in prototyping? Fidelity refers to the level of detail „ High fidelity: „ prototype look like the final product „ Low fidelity: artists renditions with many details missing

64 7. Iteration and Prototyping
((النماذج الأولية : High fidelity: Choice of materials and methods similar or identical to the ones in the final product Looks more like the final system appearance, not functionality Common development environments Macromedia Director, Visual Basic, Smalltalk,web development tools Misled user expectations users may think they have a full system

65 7. Iteration and Prototyping
((النماذج الأولية : low fidelity: Does not look very much like the final product Uses materials that are very different from the intended final version, such as paper and cardboard rather than electronic screens and metal Used during early stages of development Cheap and easy to modify so they support the exploration of alternative designs and ideas It is never intended to be integrated into the final system. They are for exploration only.

66 Low-fidelity prototype
7. Iteration and Prototyping ((النماذج الأولية : Low-fidelity prototype High-fidelity prototype

67 7. Iteration and Prototyping
((النماذج الأولية : Prototype Advantages Disadvantages Low-fidelity prototype - low developmental cost - evaluate multiple design concepts - limited error checking - navigational and flow limitations High-fidelity prototype - fully interactive - look and feel of final product - clearly defines navigational scheme - more expensive to develop - time consuming to build - developers are reluctant to change something they have crafted for hours


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