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Human Computer Interaction

Chapter-5 Interaction Design Basics. Human Computer Interaction. interaction design basics. Interaction design is about creating interventions in often complex situations using technology of many kinds including PC software, the web and physical devices. design:

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Human Computer Interaction

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  1. Chapter-5 Interaction Design Basics Human Computer Interaction

  2. interaction design basics • Interaction design is about creating interventions in often complex situations using technology of many kinds including PC software, the web and physical devices. • design: • what it is, intervention, goals, constraints • the design process • what happens when • users • who they are, what they are like …

  3. interaction design basics • scenarios - rich stories of design • Help us what users will want to do • navigation • finding your way around a system • complexity of design • means we never get it right first time!

  4. what is design? achieving goals within constraints • goals - purpose • who is it for, why do they want it • constraints • What materials must we use • How much can it cost • How much time it takes • Are there health and safety issues trade-off: choosing which goals or constraints can be relaxed

  5. golden rule of design understand your materials • understand computers • limitations, capacities, tools, platforms • understand people • psychological, social aspects • human error • and their interaction …

  6. To err is human • People make mistakes….its not a ‘human error’ • Arcane or inconsistent interfaces lead to error • accident reports .. • aircrash, industrial accident, hospital mistake • enquiry … blames … ‘human error’ • human ‘error’ is normal • we know how users behave under stress • so design for it! • If you design using a physical material, you need to understand how and where failures occur

  7. scenariostask analysis guidelines principles precisespecification Interviews what is there vs. what is wanted dialoguenotations evaluation heuristics architectures documentation help The process of design what iswanted analysis design implement and deploy prototype

  8. Steps … • 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

  9. … but how can I do it all ! ! • Sometime has to accept a design as final even if it is not perfect • usability? • finding problems and fixing them? • deciding what to fix? • a perfect system is badly designed • too good  too much effort in design  

  10. user focus know your user persona cultural probes

  11. know your user • who are they? • Stakeholders? • probably not like you! • talk to them • watch them • use your imagination

  12. persona • description of an ‘example’ user • not necessarily a real person • use as surrogate user • what would Betty think generic • details matter • makes her ‘real’

  13. example persona 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).

  14. cultural probes • direct observation • sometimes hard • in the home • psychiatric patients, … • probe packs • items to prompt responses • e.g. glass to listen at wall, camera, postcard • given to people to open in their own environmentthey record what is meaningful to them • used to … • inform interviews, prompt ideas, enculture designers

  15. scenarios stories for design use and reuse

  16. scenario • Scenarios are stories for design: rich stories of interaction • They are simplest design representation, but one of the most flexible and powerful • In addition scenarios can be used to: • communicate with others: other designers, clients or users • validate other models: a detailed scenariocan be played against other models • understand dynamics: individual screen shots and pictures give you a sense of what a system would look like • linearity • time is linear - our lives are linear as we live in time

  17. scenarios … • Scenarios are a resource that can be used and reused throughout the design process • step-by-step walkthrough • what can they see (sketches, screen shots) • what do they do (keyboard, mouse etc.) • what are they thinking?

  18. Navigation Design • The object of design is not just a computer system or device, but the socio-technical intervention as a whole

  19. levels • widget choice • menus, buttons etc. • screen design : need to find things on screen • Navigation within application: need to understand what will happen when a button pressed • environment • other apps, O/S

  20. the web … • Elements, links and tags • page design • site structure • the web, browser,external links • widget choice • screen design • navigation design • environment

  21. physical devices • widget choice • screen design • navigation design • environment • controls • buttons, knobs, dials • physical layout • modes of device • the real world

  22. the systems main screen remove user confirm info and help management messages start add user add user remove user navigation design local structure – single screen global structure – whole site

  23. local from one screen looking out

  24. goal seeking goal start

  25. goal seeking goal start progress with local knowledge only ...

  26. goal seeking goal start … but can get to the goal

  27. goal start goal seeking … try to avoid these bits!

  28. 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

  29. top level category sub-category web site this page live links to higher levels where you are – breadcrumbs • shows path through web site hierarchy

  30. things other things more things the thing from outer space beware the big button trap • where do they go? • lots of room for extra text!

  31. 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 !

  32. global between screens within the application

  33. the system info and help management messages add user remove user hierarchical diagrams • help during design • also used to structure the actual system

  34. the systems info and help management messages add user remove user hierarchical diagrams ctd. • parts of application • screens or groups of screens • typically functional separation

  35. navigating hierarchies • One of difficulties with organizing information is that different people have different internal structures for their knowledge and may use different vocabulary • deep is difficult! • optimal? • many items on each screen • but structured within screen see /e3/online/menu-breadth/

  36. Dix , Alan Finlay, Janet Abowd, Gregory Beale, Russell ABCDEFGHIJKLM NOPQRSTUVWXYZ screen design and layout basic principles grouping, structure, order alignment use of white space

  37. basic principles • ask • what is the user doing? • think • what information is required? • what comparisons may need? • At what order things to be needed? • design • form follows function: let the required interactions drive the layout

  38. available tools • Number of visual tools available • grouping of items • order of items • decoration - fonts, boxes etc. • alignment of items • white space between items

  39. Billing details: Name Address: … Credit card no Delivery details: Name Address: … Delivery time Order details: item quantity cost/item cost size 10 screws (boxes) 7 3.71 25.97 …… … … … grouping and structure

  40. order of groups and items • think! - what is natural order • should match screen order! • use boxes, space etc. • set up tabbing right! • instructions • beware the cake recipie syndrome!… mix milk and flour, add the fruit after beating them

  41. ABCDEFGHIJKLM NOPQRSTUVWXYZ decoration • use boxes to group logical items • use fonts for emphasis, headings • but not too many!!

  42. 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

  43. 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

  44. alignment - numbers think purpose! which is biggest? 532.56179.3256.3171573.94810353.142497.6256

  45. alignment - numbers visually: long number = big number align decimal points or right align integers 627.865 1.005763 382.583 2502.56 432.935 2.0175 652.87 56.34

  46. multiple columns • scanning across gaps hard:(often hard to avoid with large data base fields) sherbert 75toffee 120chocolate 35fruit gums 27coconut dreams 85

  47. sherbert 75toffee 120chocolate 35fruit gums 27coconut dreams 85 multiple columns - 2 • use leaders

  48. multiple columns - 3 • or greying (vertical too) sherbert 75toffee 120chocolate 35fruit gums 27coconut dreams 85

  49. multiple columns - 4 • or even (with care!) ‘bad’ alignment sherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85

  50. white space - the counter WHAT YOU SEE

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