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Understanding Experience in Interactive Systems

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Presentation on theme: "Understanding Experience in Interactive Systems"— Presentation transcript:

1 Understanding Experience in Interactive Systems

2 terms of interaction Norman model
MODELS OF INTERACTION terms of interaction Norman model

3 Some terms of interaction
domain – the area of work under study e.g. graphics design goal – what you want to achieve e.g. create a solid red triangle task – how you go about doing it – ultimately in terms of operations or actions e.g. … select fill tool, click over triangle Note … traditional interaction … use of terms differs a lot especially task/goal !!!

4 Donald Norman’s model Seven stages
user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal Norman’s model concentrates on user’s view of the interface

5 execution/evaluation loop
system evaluation execution goal user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal

6 execution/evaluation loop
system evaluation execution goal user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal

7 execution/evaluation loop
system evaluation execution goal user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal

8 execution/evaluation loop
system evaluation execution goal user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal

9 Using Norman’s model Some systems are harder to use than others
Gulf of Execution user’s formulation of actions ≠ actions allowed by the system Gulf of Evaluation user’s expectation of changed system state ≠ actual presentation of this state

10 Human error - slips and mistakes
understand system and goal correct formulation of action incorrect action mistake may not even have right goal! Fixing things? slip – better interface design mistake – better understanding of system

11 dialogue … computer and user distinct styles of interaction
INTERACTION STYLE dialogue … computer and user distinct styles of interaction

12 Common interaction styles
command line interface menus natural language question/answer and query dialogue form-fills and spreadsheets WIMP point and click three–dimensional interfaces

13 Command line interface
Way of expressing instructions to the computer directly function keys, single characters, short abbreviations, whole words, or a combination suitable for repetitive tasks better for expert users than novices offers direct access to system functionality command names/abbreviations should be meaningful! Typical example: the Unix system

14 Menus Set of options displayed on the screen Options visible
less recall - easier to use rely on recognition so names should be meaningful Selection by: numbers, letters, arrow keys, mouse combination (e.g. mouse plus accelerators) Often options hierarchically grouped sensible grouping is needed Restricted form of full WIMP system

15 Natural language Familiar to user
speech recognition or typed natural language Problems vague ambiguous hard to do well! Solutions try to understand a subset pick on key words

16 Query interfaces Question/answer interfaces Query languages (e.g. SQL)
user led through interaction via series of questions suitable for novice users but restricted functionality often used in information systems Query languages (e.g. SQL) used to retrieve information from database requires understanding of database structure and language syntax, hence requires some expertise

17 Form-fills Primarily for data entry or data retrieval
Screen like paper form. Data put in relevant place Requires good design obvious correction facilities

18 Spreadsheets first spreadsheet VISICALC, followed by Lotus MS Excel most common today sophisticated variation of form-filling. grid of cells contain a value or a formula formula can involve values of other cells e.g. sum of all cells in this column user can enter and alter data spreadsheet maintains consistency

19 WIMP Interface Windows Icons Menus Pointers
… or windows, icons, mice, and pull-down menus! default style for majority of interactive computer systems, especially PCs and desktop machines

20 Point and click interfaces
used in .. multimedia web browsers hypertext just click something! icons, text links or location on map minimal typing

21 Three dimensional interfaces
virtual reality ‘ordinary’ window systems highlighting visual affordance indiscriminate use just confusing! 3D workspaces use for extra virtual space light and occlusion give depth distance effects flat buttons … click me! … or sculptured

22 visceral | behavioural | reflective
THREE LEVELS OF DESIGN visceral | behavioural | reflective

23 THREE LEVELS of design Play part in shaping one’s experience Important
visceral | behavioural | reflective Play part in shaping one’s experience Important Require a different approach by the designer

24 visceral | behavioural | reflective
VISCERAL DESIGN visceral | behavioural | reflective

25 QUOTE visceral design “ Package designers and brand managers are looking beyond graphic elements or even the design as a whole to forge an emotional link between consumers and brands ” The entire success of a product PACKAGE, not content

26 BOTTLE OF WATER

27 VISCERAL DESIGN what? Is what nature does
Powerful emotional signals from the environment are automatically interpreted at this level Culturally Perception of “pretty” Visceral design is all about emotional impact Perception of “pretty” comes directly from this level

28 DOMINATING FACTORS LOOK FEEL SOUND

29 DOMINATING FACTORS LOOK FEEL SOUND Physical features
These principles are wired in, consistent across people and cultures

30 VISCERAL DESIGN where? Advertising Folk Crafts Children items

31 VISCERAL DESIGN: how? About initial reactions Studied
Putting people in front of a design Waiting for reactions What is the reaction the visceral designer strives for? I want it What does it do? How much does it cost?

32 visceral | behavioural | reflective
BEHAVIOURAL DESIGN visceral | behavioural | reflective

33 BEHAVIOURAL DESIGN “Use and performance” Four components Function
Understandability Usability Physical feel Good behavioral design consists of 4 components

34 BEHAVIOURAL DESIGN FUNCTION

35 FUNCTION Comes first Product  To fulfil needs Tricky

36 TRICKY Question: what does a product do, what function does it perform? Answer: it has to fulfil needs Difficult: why ? People’s needs are not as obvious as might be thought Importance for designers Designers have to watch their customers to understand how they will use a product People’s needs are not as obvious as might be thought

37 PRODUCT DEVELOPMENT Enhancement Innovation
= making an existing product or service better Easiest: comes primarily by watching how people use what exists today Innovation = completely new way of doing something that was not possible before Difficult to access: cannot be evaluated by asking potential customers for their views

38 CAR CUPHOLDERS

39 ? BEHAVIOURAL DESIGN UNDER- STANDING

40 UNDERSTANDING The secret = to establish a proper conceptual model
Three mental images Designer’s model User’s model System image = conveyed by the product and written material (advertising and manuals) The system image of the final design conveys the proper user model DESIGNERS MODEL + USERS MODEL = if you cannot understand a product, you cannot use it

41 FEEDBACK “Component of understanding” To be effective?
To give continual feedback Computer Amazing: many products give inadequate feedback To be effective? Enhance the conceptual model Indicating precisely What is happening and what remains to be done? A device has to give continual feedback

42 BEHAVIOURAL DESIGN USABILITY

43 USABILITY Complex topic “a product that does what is required and is understandable, may still not be usable” E.g. guitars, violins, piano Usage = the critical test of a product: How well does the product perform? How comfortable does it feel to use? Challenge = UNIVERSAL DESIGN Universal design is a challenge : it makes an object better for everyone

44 BEHAVIOURAL DESIGN PHYSICAL FEEL

45 PHYSICAL FEEL matters Designers worry a lot about the physical feel of their products Make huge difference in our appreciations They are critical to our behavioural assessment of a product Physical feel matters: why? We are biological creatures: interaction between our sensory systems and the environment Physical touch and feel can make a HUGE DIFFERENCE

46 + BEHAVIOURAL DESIGN + Human-centered
Understanding and satisfying the needs Observation Visceral and behavioural reactions are subconscious Make us unaware of our true reactions and their causes Focussed upon understanding and satisfying the needs of the people who actually use the products

47 visceral | behavioural | reflective
REFLECTIVE DESIGN visceral | behavioural | reflective

48 REFLECTIVE DESIGN what?
Message, culture, meaning of a product The image we present to others The essence of reflective design: it’s all in the mind of the beholder We worry about the image we present to others

49 QUESTION function vs fashion

50 ATTRACTIVENESS <> BEAUTY
Visceral level The response is entirely to the surface look of an object Beauty Reflective level It is influenced by knowledge, learning and culture Advertising  can work at either the visceral or the reflective level

51 REFLECTIVE LEVEL product
Shows person’s overall impression Customer relationships play a major role A good relationship  reverse a negative experience Is about long-term customer experience Service Providing a personal touch Warm interaction

52 CONCLUSION A human-centered approach works well for behavioural design, but it is not necessarily appropriate for either the visceral or the reflective side Conclusion If you want a successful product, test and revise If you want a product that can change the world: let it be driven by someone with a clear vision


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