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Unit 2: Interaction Design Basic Introduction, The 6 Usability Goals …
Unit 2: Interaction Design
Basic Introduction
Interaction
“An interaction is a transaction between 2 entities, typically in exchange of information. It takes place between people, machines, and systems, in a variety of combination.”
(Dan Saffer , 2017)
The 5 Interaction Types
Instructing
User issue instructions to the system.
Example
: vending machine, touchscreen gestures, and save document.
Conversing
User has a conversation with the system via an interface or type in the questions.
Example
: AirAsia's Vitual Allstar(AVA), Apple's Siri, and automated phone help system.
Manipulating
User manipulates virtual objects by manipulating them.
Example
: move, select, open, hold, close, place, drag, zoom, stretch, shrink, etc.
Exploring
User moves through digital or physical environments.
Example
: User navigates and explores a virtual 3D environment (e.g. virtual campus).
Responding
The system initiates the interaction and the user chooses to respond.
Example
: Google Lens, Apple's fall detection, and Fitness tracker.
The Process of Interaction Design
1. Discovering Requirements (Discover)
To understand the target users and the support that the product could provide.
2. Designing to Fulfill The Requirements Discovered (Define)
To propose ideas (called alternatives) to meet the requirements.
3. Producing Prototype(s) According to The Design (Develop)
To communicate the designs and potential solutions to users and others involved.
4. Evaluating The Prototype(s) (Deliver)
To determine the usability and acceptability in terms of a variety of criteria.
4 Main Approaches to Interaction Design
User Centered Design
User is the guide to the designer.
The designer’s role is to translate the users’ needs and goals into a design solution.
Activity Centered Design
Focuses on user behaviour surrounding particular tasks.
User behaviour is more important than their needs and goals.
Systems Design
Structured, rigorous and holistic design approach that focuses on context.
The system (people, computers, objects, devices etc.) is the center of attention
Genius Design
Relies largely on the experience and creative flair of the designer.
Users are not involved during the process itself.
Who is Involved in Interaction Design?
Engineers, designers, programmers, psychologists, marketing people, artists, product managers, etc.
Depend On?
Company’s design philosophy, size, purpose, product line, etc.
Benifits?
More ideas generated, more methods developed, more creative and original designs produced, more perspectives, etc.
Downside?
Costs, different perspectives, communication, confusion, misunderstanding, integration, etc.
Conceptualizing Interaction
Why
Check ideas and assumptions about benefits of the product.
Enable designers to articulate the basic building blocks when developing the
product.
Force designers to explain how users will understand, learn about and interact with
the product.
To get concrete models of how a product will work, what design features to
include, and the amount of functionality that is needed
How?
Conceptual models, Interaction types, paradigms, visions, theories, models and frameworks.
Core Component of
Conceptual Models
Metaphors & Analogies
Concepts
Relationships
Mappings
Types of Users
Primary users
They interact directly with the product.
Secondary users
They interact with the product through the primary user, to try toachieve their goal.
The User Experience Goals
Desirable Aspets
Satisfying, enjoyable, helpful, motivating, challenging, exciting, etc.
Undesirable Aspects
Boring, Frustrating, Annoying, Unpleasant, Cutesy, Gimmicky, etc.
2 Types of Mental Models
Structural mental model
Functional mental model
Domain
Domain is the area of expertise and specialist knowledge for which an interactive product may be developed.
Example
Medical, financial, process control systems
Goals, Tasks & Actions
Goal
A goal is an end result to be achieved.
Task
A task is a structured set of related activities that are undertaken in some sequence.
Action
An action is an individual step/operation that needs to be done as part of the task.
6 Aspects of The Environment
Physical, Safely, Social, Organizationl, and User support.
Elements of Visual Design
Line, Shape, Space, Volume, Value, Colour, and Texture.
Hardware & Software Components
Hardware
Keyboard, Keypad, Button, Screens, Speakers, Lights, etc.
Software
Text, Colour, Images, Moving images, Audio, etcs.
The 6 Usability Goals
Effectiveness, efficiency, safety, utility, learnability, and memorability