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ISDE J T Burns Sept 20041 Interactive Systems Design & Evaluation : John T Burns Recommended Text Interactive Design.

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Presentation on theme: "ISDE J T Burns Sept 20041 Interactive Systems Design & Evaluation : John T Burns Recommended Text Interactive Design."— Presentation transcript:

1 ISDE J T Burns Sept 20041 Interactive Systems Design & Evaluation : John T Burns e-mail jtb@dmu.ac.ukjtb@dmu.ac.uk Recommended Text Interactive Design J Preece 2002 Also: User Centred Wed Design, McCracken & Wolfe Pearson Prentice Hall, 2004 HCI, Dix, Finlay, Abowd & Beale, Prentice Hall, 1998 (New ed 2004) Designing the User Interface, B Shneiderman, Addison Wesley, 1996 (New ed 2004)

2 ISDE J T Burns Sept 20042 Objectives of this Lecture To outline what we mean by ISDE To define HCI To demonstrate the need for ISDE To indicate the scope of ISDE To consider some general principles of HCI design

3 ISDE J T Burns Sept 20043 What is ISDE about? Interactive systems are designed to enable communication between the system and the user This takes place via the systems ‘user interface’ ISDE is concerned with:- Designing interactive systems to support human activities Applying usability engineering techniques to evaluate the effectiveness and appropriateness of the design

4 ISDE J T Burns Sept 20044 Goals of interaction design Develop usable products Usability means easy to learn, effective to use and provide an enjoyable experience Involve users in the design process

5 ISDE J T Burns Sept 20045 Some definitions – From HCI - ID Human-Computer Interaction a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of the major phenomena surrounding them Interaction design The design of spaces for human communication and interaction User Interface any boundary between the human user and the computer system (includes documentation and training material) not restricted to screens, keyboards and mice

6 ISDE J T Burns Sept 20046 What is HCI HCI is concerned about :- Finding out how people use computers Trying to ensure that systems are designed to closely match users’ needs Ensuring that users can make sense of the information that is presented to them Ensuring that the user can communicate/interact with the system This is not always the case!!

7 ISDE J T Burns Sept 20047 Getting it wrong! Some examples of bad design The Photocopier The Vending Machine The ATM

8 ISDE J T Burns Sept 20048 The photocopier What is wrong with this display message? You have a XJ69 error

9 ISDE J T Burns Sept 20049 Why is this vending machine so bad? Need to push button first to activate reader Normally insert bill first before making selection Contravenes well known convention From: www.baddesigns.com

10 ISDE J T Burns Sept 200410 ATM

11 ISDE J T Burns Sept 200411

12 ISDE J T Burns Sept 200412 Getting it right! These illustrate 3 key factors that the designer needs to focus on The user The task The environment Next slide shows other factors

13 ISDE J T Burns Sept 200413 Organisational Factors Environmental Factors Task Factors The User Health and Safety Factors Constraints Comfort Factors System Functionality Productivity Factors User Interface

14 ISDE J T Burns Sept 200414 Relationship between ID, HCI and other fields Interdisciplinary fields (e.g HCI, CSCW) Design practices (e.g. graphic design) Academic disciplines (e.g. computer science, psychology) Interaction Design

15 ISDE J T Burns Sept 200415 Relationship between ID, HCI and other fields Academic disciplines contributing to ID: Psychology Social Sciences Computing Sciences Engineering Ergonomics Informatics

16 ISDE J T Burns Sept 200416 Relationship between ID, HCI and other fields Design practices contributing to ID: Graphic design Product design Artist-design Industrial design Film industry

17 ISDE J T Burns Sept 200417 Relationship between ID, HCI and other fields Interdisciplinary fields that ‘do’ interaction design: HCI Human Factors Cognitive Engineering Cognitive Ergonomics Computer Supported Co-operative Work Information Systems

18 ISDE J T Burns Sept 200418 How easy is it to work in multidisciplinary teams? More people involved in doing interaction design the more ideas and designs generated…but… the more difficult it can be to communicate and progress forwards the designs being created

19 ISDE J T Burns Sept 200419 What do professionals do in the ID business? Interaction designers - people involved in the design of all the interactive aspects of a product usability engineers - people who focus on evaluating products, using usability methods and principles web designers - people who develop and create the visual design of websites, such as layouts information architects - people who come up with ideas of how to plan and structure interactive products user experience designers - people who do all the above but who may also carry out field studies to inform the design of products

20 ISDE J T Burns Sept 200420 What is involved in the process of interaction design Identify needs and establish requirements Develop alternative designs Build interactive prototypes that can be communicated and assessed Evaluate what is being built throughout the process

21 ISDE J T Burns Sept 200421 Core characteristics of interaction design users should be involved through the development of the project specific usability and user experience goals need to be identified, clearly documented and agreed at the beginning of the project iteration is needed through the core activities

22 ISDE J T Burns Sept 200422 Introduction to ISDE – Part 2 Objectives To outline general design principles Justifying the need for good design To identify features of good design To consider design implications

23 ISDE J T Burns Sept 200423 Design principles Wide range of design principles- guidelines or heuristics Provide list of do’s and don’ts of interaction design What to provide and what not to provide at the interface Derived from a mix of theory-based knowledge, experience and common-sense Design is complex not simply ticking checklist! Great skill is required

24 ISDE J T Burns Sept 200424 Visibility This is a control panel for an elevator. How does it work? Push a button for the floor you want? Nothing happens. Push any other button? Still nothing. What do you need to do? It is not visible as to what to do! From: www.baddesigns.com

25 ISDE J T Burns Sept 200425 Visibility …you need to insert your room card in the slot by the buttons to get the elevator to work! How would you make this action more visible? make the card reader more obvious provide an auditory message, that says what to do (which language?) provide a big label next to the card reader that flashes when someone enters make relevant parts visible make what has to be done obvious

26 ISDE J T Burns Sept 200426 Feedback Sending information back to the user about what has been done Includes sound, highlighting, animation and combinations of these e.g. when screen button clicked on provides sound or red highlight feedback: “ccclichhk”

27 ISDE J T Burns Sept 200427 Constraints Restricting the possible actions that can be performed Helps prevent user from selecting incorrect options Three main types (Norman, 1999) physical cultural logical

28 ISDE J T Burns Sept 200428 Physical constraints Refer to the way physical objects restrict the movement of things E.g. only one way you can insert a key into a lock How many ways can you insert a CD or DVD disk into a computer? How physically constraining is this action? How does it differ from the insertion of a floppy disk into a computer?

29 ISDE J T Burns Sept 200429 Logical constraints Exploits people’s everyday common sense reasoning about the way the world works An example is the logical relationship between physical layout of a device and the way it works as the next slide illustrates

30 ISDE J T Burns Sept 200430 Logical or ambiguous design? Where do you plug the mouse? Where do you plug the keyboard? top or bottom connector? Do the color coded icons help? From: www.baddesigns.com

31 ISDE J T Burns Sept 200431 How to design them more logically (i) A provides direct adjacent mapping between icon and connector (ii) B provides color coding to associate the connectors with the labels From: www.baddesigns.com

32 ISDE J T Burns Sept 200432 Cultural constraints Learned arbitrary conventions like red triangles for warning Can be universal or culturally specific

33 ISDE J T Burns Sept 200433 Which are universal and which are culturally-specific?

34 ISDE J T Burns Sept 200434 Mapping Relationship between controls and their movements and the results in the world Why is this a poor mapping of control buttons?

35 ISDE J T Burns Sept 200435 Mapping Why is this a better mapping? The control buttons are mapped better onto the sequence of actions of fast rewind, rewind, play and fast forward

36 ISDE J T Burns Sept 200436 Activity on mappings Which controls go with which rings (burners)? ABCD

37 ISDE J T Burns Sept 200437 Why is this a better design?

38 ISDE J T Burns Sept 200438 Consistency Design interfaces to have similar operations and use similar elements for similar tasks For example: always use ctrl key plus first initial of the command for an operation – ctrl+C, ctrl+S, ctrl+O Main benefit is consistent interfaces are easier to learn and use

39 ISDE J T Burns Sept 200439 When consistency breaks down What happens if there is more than one command starting with the same letter? e.g. save, spelling, select, style Have to find other initials or combinations of keys, thereby breaking the consistency rule E.g. ctrl+S, ctrl+Sp, ctrl+shift+L Increases learning burden on user, making them more prone to errors

40 ISDE J T Burns Sept 200440 Internal and external consistency Internal consistency refers to designing operations to behave the same within an application Difficult to achieve with complex interfaces External consistency refers to designing operations, interfaces, etc., to be the same across applications and devices Very rarely the case, based on different designer’s preference

41 ISDE J T Burns Sept 200441 Keypad numbers layout A case of external inconsistency 12 3 456 7 89 7 89 12 3 456 0 0 (a) phones, remote controls(b) calculators, computer keypads

42 ISDE J T Burns Sept 200442 Affordances: to give a clue Refers to an attribute of an object that allows people to know how to use it E.g. a mouse button invites pushing, a door handle affords pulling Norman (1988) used the term to discuss the design of everyday objects Since has been much popularized in interaction design to discuss how to design interface objects E.g. scrollbars to afford moving up and down, icons to afford clicking on

43 ISDE J T Burns Sept 200443 What does ‘affordance’ have to offer interaction design? Interfaces are virtual and do not have affordances like physical objects Norman argues it does not make sense to talk about interfaces in terms of ‘real’ affordances Instead interfaces are better conceptualised as ‘perceived’ affordances Learned conventions of arbitrary mappings between action and effect at the interface Some mappings are better than others

44 ISDE J T Burns Sept 200444 Activity Physical affordances: How do the following physical objects afford? Are they obvious?

45 ISDE J T Burns Sept 200445 Activity Virtual affordances How do the following screen objects afford? What if you were a novice user? Would you know what to do with them?

46 ISDE J T Burns Sept 200446 Justifying HCI Poor interface design can lead to Increased errors User frustration Poor system performance User rejection - particularly true for WWW

47 ISDE J T Burns Sept 200447 Justifying HCI Good Interface design will provide Fail-safe systems Competitive advantages Financial rewards Increased efficiency User satisfaction and enjoyment

48 ISDE J T Burns Sept 200448 What makes for a good interface? A good interface will Provide feedback Provide easy reversal of actions (relieves anxiety) Give users feeling that they are in control Reduce reliance on STM

49 ISDE J T Burns Sept 200449 Think about a car... how much knowledge about a car do you need to be able to drive it? do the best designed cars give the driver the most information about the engine, suspension, etc? good design of the interface to the car includes designing controls that are obvious to use behave in the way you expect give fast feedback are comfortable to use hide unnecessary information from the user

50 ISDE J T Burns Sept 200450 Perspectives on design users are often not interested in the program and use it only as a tool to achieve some task in their work give me £20 from my current account (ATM) draw me a section of the valve called P1023 in a place I can define (CAD system) manufacturers are aware of the importance of usability...... but often do not know how to design for usability and how to test or evaluate it effectively

51 ISDE J T Burns Sept 200451 Continued perspectives... think ‘design first, implementation second’ design the interface first for usability, only compromise in the design for ease of implementation later if necessary think how the system and interface should support what the user wants to do, rather than what the system is capable of doing

52 ISDE J T Burns Sept 200452 Misconceptions about user interface design a usable system has lots of functions ‘I know it’s a bit hard to use but it’s all described in the Help system’ ‘I know it works - I’ve got the people in the office (or on the course) to use it’

53 ISDE J T Burns Sept 200453 User Centred Design all systems need not be designed to suit everyone....... but should be designed around the needs and capabilities of those people who will use them usability - concerned with making systems easy to learn, easy to use and efficient to use

54 ISDE J T Burns Sept 200454 Implications for the design process there must be an early focus on users and tasks there must be a clear understanding of what particular usability attributes are important to ensure usability targets can be met, there must be testing of prototypes of the design from an early stage in the process results from prototype testing need to be used to modify the design and this is then retested - i.e. there are iterations in the design - test cycle software tools are needed to support this process - to enable designs to be built and modified with little programming overhead

55 ISDE J T Burns Sept 200455 Design Methods There is no single ‘golden’ design method that can ensure successful interactive design Requires designer to gain an understanding of the problem and apply appropriate techniques Fundamental to achieving success is the need to shift continually between two types of design activity

56 ISDE J T Burns Sept 200456 Design Activities Analysis During analysis we test the design to ensure it is meeting our targets for usability and quality Synthesis Here we shape the design drawing on fresh ideas, previous experience and solutions to similar problems

57 ISDE J T Burns Sept 200457 Key points ID is concerned with designing interactive products to support people in their everyday and working lives ID is multidisciplinary, involving many inputs from wide-reaching disciplines and fields ID is big business even after the dot.com crash!

58 ISDE J T Burns Sept 200458 Key points ID involves taking into account a number of interdependent factors including context of use, type of task and kind of user Need to strive for usability and user experience goals Design and usability principles are useful heuristics for analyzing and evaluating interactive products

59 ISDE J T Burns Sept 200459 Further Reading The Psychology of Everyday things. Norman D 1988 Turn Signals are the Facial expressions of Automobiles. Norman 1992. Both books provide amusing and thought provoking examples of bad designs in everyday life. He uses this as the basis to argue for the need for technology to be humanized. www.bad-designs.com


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