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Interaction
Design
HCI course
Hurriyatul Fitriyah
overview
Interaction design is about creating intervention in
complex situation using technology of many
components; including PC software, the web and
physical devices
Interaction VS Product
It is not about the product/ artifact, but about
understanding and choosing how it is going to affect
the way people do/ work
1. The design
What is Design?
A

simple definition is:
achieving GOALS within CONSTRAINTS

o
o

Goals: what is the purpose of the design we
are intending to produce? Who is it for?
Constraints: what materials must we use?
What standard must we adopt? How mch
can it cost? How much time do we have to
develop it? Are there health and safety
issue?
Design is a trade-off
 Choosing

which goals or constraints can
be downgraded so that others can be
met
 Accepting limitation of human and of
design
 The best design are where the designer
understand the trade-off and the factors
affecting them
Golden rule of design
 Understand
 In
1.

your materials

HCI, the materials is obviously
The human
(psycological, social, human error)

2.

The computer
(Limitations, capacity, tools, platforms)
To err is human
 People

make mistake, slips, error,
omissions
 But people are remarkably adaptable
 As a designer you can give better training
and documentation, but the product and
its interaction design you created is the
most important
2. The Process of Design
A never ending iterative
stages (never complete)
a. Interaction Starts with?
 It

starts with getting to know the users and
their context (Requirement – what is
wanted):




What is needed by users?
Find out who they are? What they like?
b. Analysis
 The

results of observation and interview
need to be ordered in some way to bring
out key issues and communicate with
later stages of design
 Including task analysis

c. Design
A

step to transfer what you want into how
to do it
d. Iteration and prototyping
 Most

of the time, we don’t get the design
right at the first time
 Comprise design evaluation

e. Implementation and
Deployment
 When

the designer happy with their
product, then it is time to create it 
Your time is limited!
 You

can’t trapped in design cycle for like
ever!!
 there is a trade-off between the length of
the design period and the quality of the
final design
 the real problem is not to find faults,
instead the issue is: which usability
problems is it worth fixing?
3. User focus
Know them!
How do you get to know them?


Who are they?




Probably NOT like you!




Ask them about what really happen and needed; using
structured interview, open-ended duscussion, or ask them to join
the design process

Watch them!




Obvious for you, but most of the time not for the user

Talk to them!




Young or old? Experienced or newbie? It’s harder to design
generic computer system

Sherlock Holmes’s Quote: “You see, but you do not observe!”

Use you imagination!


If I were my User, then?
4. Scenarios
Scenarios
 Rich

story of information
 can be used and reused throughout
design





Help us see what users will want to do
Give us step-by-step walkthrough of users’
interaction; including what they see, do
and are thinking
Example: if user do this then computer do
what? Then the user have to do what? etc
Scenarios also can be used to:
 Communicate

with others (designer
colleagues, clients or even users)
 Validated againts other models
 Express dynamics
5. Navigation Design
HCI is a socio-technical intervention
Socio-technical intervention
 Computer-user
1.
2.
3.
4.

interact at several levels:

Widgets (menus, buttons)
Screen or window (grouping of button)
Navigation within the application
Environment; connect with other deviceapplication
Start considering structure with:
 Who

is going to use the application?
 How do they think
 What will they do with it
Thinking about structure
1.

Local structure



Looking from one screen or page out
Goalk seeking behaviour
 The

screen, web page or device displays
should make clear where you are in terms
of the interactionn






Knowing where you are
what you can do
knowing where you are going or what will
happen
where you have been or what you have
done
2. Global structure –
hierarcical organtization




Structure of site, movement between screen
The hierarcy links screen, pages, or states in logical grouping
Example: a PC application on the web
3. Global structure – dialog




In HCI, the word ‘dialog’ is used to refer to
flow of screen
It give pattern of interaction
A simple way is to use a network diagram
showing the principal states or screen linked
tigether with arrows; this can show:
 What

leads to what
 Show what happens when
 Include branches and loops
 Be more task oriented that a hierarcy
 Network

diagram ilustrating the main
screen for adding or deleting a user
5. Screen Design and
Layout
How we put the different element together in an
interactive application
Basic principle at Screen level
 Ask

What is the user doing?
 Think What information is required? What
comparisons may the user need to make?
In what order are things likely to be
needed?
 Design Form follows function: let the
required interactions drive the layout
a. Tools for layout
 Grouping

& structure: If things logically
belong together, then we should normally
physically group them together
 Order of group and items
 Decoration : decorative feature that helps
to distinct each group and item, e.g. Font
style, font type, color, line, boxes
Example:
control panel
 Alignment:

 White

space:
b. User action and control
 Entering

information: form-based
interface adn dialog boxes
 Passive and active element on screen
 Affordance: how user know where to
click? It’s about psychologic on the
elements’ shape, colour and other
atribute
c. Appropriate appearance
 Afford

different presentation that allow
users to select totheir convenient
 Aesthetic

and utility: Remember that a
pretty interface is not necessarily a good
interface, it just need to be well-designed

 Color

much

and 3D interface: just don’t too

 Localization

vs internationalization: adjust
language, sign, symbol to segmented
user
 Users

need to find their way around a
system, this involves:





Helping users know who they are, where
they have been, and what they can do
next
Creating overall structures that are easy to
understand and fit the users’ needs
Desinging comprehensible screen and
control panels
6. Iteration and
Prototyping
Complexity of Design
 It

means we don’t get it right the first time
 Theory and models can help give good
start points
 Formative


evaluation

Intended to improve the design

 Summative


evaluation

To verify whether the product is good
enough

 The

result of evaluating the system will
usually be a list of faults or problems
 This is followed by redesign exercise
Role of prototyping
So, we need iterations and prototype to try out and
evaluate
 But

iteration can get trapped having no
simple improvement, but are not good
Two things you needed in
order for prototyping:
1.
2.

To understand what is wrong and how to
improve
A good start point

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Hci [6]interaction design

  • 2. overview Interaction design is about creating intervention in complex situation using technology of many components; including PC software, the web and physical devices
  • 3. Interaction VS Product It is not about the product/ artifact, but about understanding and choosing how it is going to affect the way people do/ work
  • 5. What is Design? A simple definition is: achieving GOALS within CONSTRAINTS o o Goals: what is the purpose of the design we are intending to produce? Who is it for? Constraints: what materials must we use? What standard must we adopt? How mch can it cost? How much time do we have to develop it? Are there health and safety issue?
  • 6. Design is a trade-off  Choosing which goals or constraints can be downgraded so that others can be met  Accepting limitation of human and of design  The best design are where the designer understand the trade-off and the factors affecting them
  • 7. Golden rule of design  Understand  In 1. your materials HCI, the materials is obviously The human (psycological, social, human error) 2. The computer (Limitations, capacity, tools, platforms)
  • 8. To err is human  People make mistake, slips, error, omissions  But people are remarkably adaptable  As a designer you can give better training and documentation, but the product and its interaction design you created is the most important
  • 9. 2. The Process of Design
  • 10. A never ending iterative stages (never complete)
  • 11. a. Interaction Starts with?  It starts with getting to know the users and their context (Requirement – what is wanted):   What is needed by users? Find out who they are? What they like?
  • 12. b. Analysis  The results of observation and interview need to be ordered in some way to bring out key issues and communicate with later stages of design  Including task analysis c. Design A step to transfer what you want into how to do it
  • 13. d. Iteration and prototyping  Most of the time, we don’t get the design right at the first time  Comprise design evaluation e. Implementation and Deployment  When the designer happy with their product, then it is time to create it 
  • 14. Your time is limited!  You can’t trapped in design cycle for like ever!!  there is a trade-off between the length of the design period and the quality of the final design  the real problem is not to find faults, instead the issue is: which usability problems is it worth fixing?
  • 16. How do you get to know them?  Who are they?   Probably NOT like you!   Ask them about what really happen and needed; using structured interview, open-ended duscussion, or ask them to join the design process Watch them!   Obvious for you, but most of the time not for the user Talk to them!   Young or old? Experienced or newbie? It’s harder to design generic computer system Sherlock Holmes’s Quote: “You see, but you do not observe!” Use you imagination!  If I were my User, then?
  • 18. Scenarios  Rich story of information  can be used and reused throughout design    Help us see what users will want to do Give us step-by-step walkthrough of users’ interaction; including what they see, do and are thinking Example: if user do this then computer do what? Then the user have to do what? etc
  • 19. Scenarios also can be used to:  Communicate with others (designer colleagues, clients or even users)  Validated againts other models  Express dynamics
  • 20. 5. Navigation Design HCI is a socio-technical intervention
  • 21. Socio-technical intervention  Computer-user 1. 2. 3. 4. interact at several levels: Widgets (menus, buttons) Screen or window (grouping of button) Navigation within the application Environment; connect with other deviceapplication
  • 22. Start considering structure with:  Who is going to use the application?  How do they think  What will they do with it
  • 23. Thinking about structure 1. Local structure   Looking from one screen or page out Goalk seeking behaviour
  • 24.  The screen, web page or device displays should make clear where you are in terms of the interactionn     Knowing where you are what you can do knowing where you are going or what will happen where you have been or what you have done
  • 25. 2. Global structure – hierarcical organtization    Structure of site, movement between screen The hierarcy links screen, pages, or states in logical grouping Example: a PC application on the web
  • 26. 3. Global structure – dialog    In HCI, the word ‘dialog’ is used to refer to flow of screen It give pattern of interaction A simple way is to use a network diagram showing the principal states or screen linked tigether with arrows; this can show:  What leads to what  Show what happens when  Include branches and loops  Be more task oriented that a hierarcy
  • 27.  Network diagram ilustrating the main screen for adding or deleting a user
  • 28. 5. Screen Design and Layout How we put the different element together in an interactive application
  • 29. Basic principle at Screen level  Ask What is the user doing?  Think What information is required? What comparisons may the user need to make? In what order are things likely to be needed?  Design Form follows function: let the required interactions drive the layout
  • 30. a. Tools for layout  Grouping & structure: If things logically belong together, then we should normally physically group them together  Order of group and items  Decoration : decorative feature that helps to distinct each group and item, e.g. Font style, font type, color, line, boxes
  • 33. b. User action and control  Entering information: form-based interface adn dialog boxes  Passive and active element on screen  Affordance: how user know where to click? It’s about psychologic on the elements’ shape, colour and other atribute
  • 34. c. Appropriate appearance  Afford different presentation that allow users to select totheir convenient
  • 35.  Aesthetic and utility: Remember that a pretty interface is not necessarily a good interface, it just need to be well-designed  Color much and 3D interface: just don’t too  Localization vs internationalization: adjust language, sign, symbol to segmented user
  • 36.  Users need to find their way around a system, this involves:    Helping users know who they are, where they have been, and what they can do next Creating overall structures that are easy to understand and fit the users’ needs Desinging comprehensible screen and control panels
  • 38. Complexity of Design  It means we don’t get it right the first time  Theory and models can help give good start points
  • 39.  Formative  evaluation Intended to improve the design  Summative  evaluation To verify whether the product is good enough  The result of evaluating the system will usually be a list of faults or problems  This is followed by redesign exercise
  • 40. Role of prototyping So, we need iterations and prototype to try out and evaluate
  • 41.  But iteration can get trapped having no simple improvement, but are not good
  • 42. Two things you needed in order for prototyping: 1. 2. To understand what is wrong and how to improve A good start point