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interaction design users who they are, what they are like - PDF document

interaction design basics design: chapter 5 what it is, interventions, goals, constraints the design process what happens when interaction design users who they are, what they are like basics scenarios


  1. interaction design basics • design: chapter 5 – what it is, interventions, goals, constraints • the design process – what happens when interaction design • users – who they are, what they are like … basics • scenarios – rich stories of design • navigation – finding your way around a system • iteration and prototypes – never get it right first time! interactions and interventions design interactions not just interfaces what is design? not just the im m ediate interaction e.g. stapler in office – technology changes interaction style • manual: write, print, staple, write, print, staple, … • electric: write, print, write, print, … , staple designing interventions not just artefacts not just the system , but also … • documentation, manuals, tutorials • what we say and do as well as what we make what is design? golden rule of design achieving goals within constraints understand your materials • goals - purpose – who is it for, why do they want it • constraints – m aterials, platform s • trade-offs 1

  2. To err is human for Human–Computer Interaction • accident reports .. understand your materials – aircrash, industrial accident, hospital mistake – enquiry … blames … ‘human error’ • understand computers • but … – lim itations, capacities, tools, platform s – concrete lintel breaks because too much weight – blame ‘lintel error’ ? • understand people … no – design error – psychological, social aspects we know how concrete behaves under stress • hum an ‘error’ is norm al – hum an error – we know how users behave under stress • and their interaction … – so design for it! • treat the user at least as well as physical m aterials! Central message … The process of design scenarios what is task analysis guidelines wanted principles precise interviews analysis the user specification ethnography design what is there dialogue implement vs. notations and deploy what is wanted evaluation prototype heuristics architectures documentation help Steps … … but how can I do it all ! ! • lim ited tim e � design trade-off • requirements – what is there and what is wanted … • analysis • usability? – ordering and understanding � – finding problem s and fixing them ? � • design – deciding what to fix? – what to do and how to decide • iteration and prototyping • a perfect system is badly designed – getting it right … and finding what is really needed! – too good � too m uch effort in design • implementation and deployment – m aking it and getting it out there 2

  3. user focus know your user personae cultural probes know your user persona • description of an ‘example’ user • who are they? – not necessarily a real person • probably not like you! • use as surrogate user • talk to them – what would Betty think • watch them • details matter • use your imagination – m akes her ‘real’ example persona cultural probes Betty is 37 years old, She has been Warehouse Manager for five • direct observation years and worked for Simpkins Brothers Engineering for twelve – sometimes hard years. She didn’t go to university, but has studied in her • in the home evenings for a business diploma. She has two children aged 15 • psychiatric patients, … and 7 and does not like to work late. She did part of an introductory in-house computer course some years ago, but it • probe packs was interrupted when she was promoted and could no longer – items to prompt responses afford to take the time. Her vision is perfect, but her right-hand • e.g. glass to listen at wall, camera, postcard movement is slightly restricted following an industrial accident 3 – given to people to open in their own environment years ago. She is enthusiastic about her work and is happy to they record what is meaningful to them delegate responsibility and take suggestions from her staff. However, she does feel threatened by the introduction of yet • used to … another new computer system (the third in her time at SBE). – inform interviews, prompt ideas, enculture designers 3

  4. scenarios • stories for design scenarios – com m unicate with others – validate other m odels – understand dynamics stories for design • linearity use and reuse – tim e is linear - our lives are linear – but don’t show alternatives scenarios … scenario – movie player Brian would like to see the new film “Moments of Significance” • what will users want to do? and wants to invite Alison, but he knows she doesn’t like “ arty” films. He decides to take a look at it to see if she would like it • step-by-step walkthrough and so connects to one of the movie sharing networks. He uses his work machine as it has a higher bandwidth connection, but – what can they see (sketches, screen shots) feels a bit guilty. He knows he will be getting an illegal copy of – what do they do (keyboard, m ouse etc.) the film, but decides it is OK as he is intending to go to the cinema to watch it. After it downloads to his machine he takes – what are they thinking? out his new personal movie player. He presses the ‘m enu’ button and on the small LCD screen he scrolls using the arrow • use and reuse throughout design keys to ‘bluetooth connect’ and presses the select button. On his computer the movie download program now has an icon showing that it has recognised a compatible device and he drags the icon of the film over the icon for the player. On the player the LCD screen says “ downloading now” , a percent done indicator and small whirling icon. … … … also play act … … explore the depths • m ock up device • explore interaction • pretend you are doing it – what happens when • internet-connected swiss army knife … • explore cognition but where is that thum b? – what are the users thinking • explore architecture – what is happening inside use toothpick as stylus 4

  5. use scenarios to .. linearity Scenarios – one linear path through system • communicate with others – designers, clients, users Pros: – life and time are linear • validate other models – easy to understand (stories and narrative are natural) – concrete (errors less likely) – ‘play’ it against other models Cons: – no choice, no branches, no special conditions • express dynamics – m iss the unintended – screenshots – appearance • So: – use several scenarios – scenario – behaviour – use several methods the systems info and help management messages start navigation design add user remove user local structure – single screen global structure – whole site main remove confirm screen user add user levels the web … • widget choice • widget choice • elements and tags – <a href=“...”> – m enus, buttons etc. • screen design • page design • screen design • navigation design • site structure • application navigation design • environment • the web, browser, • environment external links – other apps, O/ S 5

  6. physical devices think about structure • widget choice • controls • within a screen – later ... – buttons, knobs, dials • local • screen design • physical layout – looking from this screen out • navigation design • modes of device • global • environment • the real world – structure of site, m ovem ent between screens • wider still – relationship with other applications goal seeking local goal start from one screen looking out goal seeking goal seeking goal goal start start progress with local knowledge only ... … but can get to the goal 6

  7. goal seeking four golden rules • knowing where you are • knowing what you can do goal • knowing where you are going start – or what will happen • knowing where you’ve been – or what you’ve done … try to avoid these bits! where you are – breadcrumbs beware the big button trap shows path through web site hierarchy things other things top level category sub-category web site this page the thing from more things outer space • where do they go? live links to higher – lots of room for extra text! levels modes global • lock to prevent accidental use … – remove lock - ‘c’ + ‘yes’ to confirm – frequent practiced action • if lock forgotten between screens – in pocket ‘yes’ gets pressed within the application – goes to phone book – in phone book … ‘c’ – delete entry ‘yes’ – confirm … oops ! 7

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