[ixd] week 01. what is interaction design?

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Lecture 1 What is Interaction Design? Interaction Design / IID 2016 Spring Class hours : Tuesday 2 pm – 6 pm Lecture room : International Campus Veritas Hall B203 8 th March

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Page 1: [IxD] Week 01. What is interaction design?

Lecture 1

What is Interaction Design?

Interaction Design / IID 2016 Spring Class hours : Tuesday 2 pm – 6 pm Lecture room : International Campus Veritas Hall B203 8th March

Page 2: [IxD] Week 01. What is interaction design?

HELLO & WELCOME Beginning of the Semester

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Samsung S7 Edge Demo via Gear VR @ Mobile World Congress 2016

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Goals & Overview

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The New Spectators

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Goals & Overview

• Beyond Human-Computer Interaction

– Interaction Design has been developed and emerged by the major influence of Human

Computer Interaction researches, and practices. To understand Interaction Design as an

academic discipline, we must address the background and history of the evolution. While the

process, students would become to understand what the subjects, and objects of Interaction

Design are, and how academia and industries have been collaborating to achieve the common

goal, “optimal experiences of digital users and consumers.”

• 2016 Spring Creative Agenda : “The Future of Films”

– Few decades ago Brenda Laurel, the evangelist of Design Research, declared “Computer as

Theatre.” In 2016, the prediction is even more true, and very close to our real lives. Now we

would promptly encounter the future of films, and stage entertainments by the emerging

technology of AR, VR, and Game Engines. The creative agenda of 2016 Spring studio will coping

up the apparent innovations in entertainment industries, and academic endeavors that follow.

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Class Operations

• Part I. Lectures (The first 2 hours)

– The lecture classes will cover the main textbook, “Interaction Design: Beyond

Human-Computer Interaction,” that includes overall theoretical disciplines on

the Human Computer Interaction subject essentially exerted the modern

Interaction Design basics, such User Experience, Design Research, Cognitive

Science, and Innovation Theories.

• Part II. Workshops and Crits (The second 2 hours)

– The second part of classes will go through the traditional studio type operation,

and students will be prepared for the Summer Show 2016 according to the

progress.

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Evaluation

• Homework 30 %

• Midterm 30%

• Final 30%

• Attendance 10%

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Textbooks

1. Main Textbooks

[1] Jenny Preece, Helen Sharp, and Yvonne Rogers (2015) Interaction Design: Beyond

Human-Computer Interaction, 4th Edition, Wiley.

http://www.id-book.com/

2. Auxiliary Textbooks : Additional Books/Chapters (will be added more after class

interviews)

[2] Brenda Laurel (2013) Computer as Theatre, 2nd Edition, Addison-Wesley.

[3] Anthony Dunne and Fiona Raby (2013) Speculative Everything: Design, Fiction, and Social

Dreaming, MIT Press.

[4] Nathan Shedroff, and Christopher Noessel (2012) Make It So: Interaction Design Lessons

from Science Fiction, Rosenfield Media.

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Design Fiction

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Figure 1. Alternative presents and speculative futures. At the origin is here and now—everyday life and real products available on the high street. The lineage of these products can be traced back to when the technology became available to iterate them beyond their existing states. In Figure 1, the technology element on the left hand side represents research and development work, the higher the line the more emergent the technology and the longer and less predictable its route to everyday life. As we move to the right of the diagram and into the future we see that speculative designs exist as projections of the lineage, developed using techniques that focus on contemporary public understanding and desires, extrapolated through imagined developments of an emerging technology. Alternative presents step out of the lineage at some poignant time in the past to re-imagine our technological present. These designs can challenge and question existing cultural, political and manufacturing systems. (Auger, 2013)

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Speculative Everything

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- Anthony Dunne at Resonate 2013

https://vimeo.com/65074246

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World Building

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- Alex McDowell, RDI

https://vimeo.com/142182635

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In the Eyes of Animals

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- By Marshmallow Laser Feast

https://vimeo.com/140057053

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WHAT IS INTERACTION DESIGN? Lecture 1

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Bad designs

• Elevator controls and labels on the bottom row all look the same, so it

is easy to push a label by mistake instead of a control button

• People do not make same mistake for the labels and buttons on the top

row. Why not?

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Why is this vending machine so bad?

• Need to push button first to

activate reader

• Normally insert bill first before

making selection

• Contravenes well known

convention

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Good design

• Marble answering machine (Bishop, 1995)

– https://vimeo.com/19930744

• Based on how everyday objects behave

• Easy, intuitive and a pleasure to use

• Only requires one-step actions to perform core tasks

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Good and bad design

• Why is the TiVo remote so much better designed than standard remote

controls?

– Peanut shaped to fit in hand

– Logical layout and color-coded, distinctive buttons

– Easy to locate buttons

• See:

– http://gizmodo.com/5017972/story-of-a-peanut-the-tivo-remotes-untold-

past-present-and-future

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What to design

• Need to take into account:

– Who the users are

– What activities are being carried out

– Where the interaction is taking place

• Need to optimize the interactions users have with a product:

– So that they match the users’ activities and needs

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What to design

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Figure 1.3 Turn Signal Biking Jacket using e-textiles developed by Leah Beuchley

https://youtu.be/ZtNEPkwCfxA

Page 22: [IxD] Week 01. What is interaction design?

Understanding users’ needs

• Need to take into account what people are good and bad at

• Consider what might help people in the way they currently do things

• Think through what might provide quality user experiences

• Listen to what people want and get them involved

• Use tried and tested user-centered methods

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What is interaction design?

• “Designing interactive products to support the way people

communicate and interact in their everyday and working lives.”

– Preece, Sharp and Rogers (2015)

• “The design of spaces for human communication and interaction.”

– Winograd (1997)

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Goals of interaction design

• Develop usable products

– Usability means easy to learn, effective to use and provide an enjoyable

experience

• Involve users in the design process

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Page 25: [IxD] Week 01. What is interaction design?

Which kind of design?

• Number of other terms used emphasizing what is being designed, e.g.

– user interface design, software design, user-centered design, product

design, web design, experience design (UX)

• Interaction design is the umbrella term covering all of these aspects

– fundamental to all disciplines, fields, and approaches concerned with

researching and designing computer-based systems for people

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HCI and interaction design

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Relationship between ID, HCI and other fields

• Academic disciplines contributing to ID:

– Psychology

– Social Sciences

– Computing Sciences

– Engineering

– Ergonomics

– Informatics

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Page 28: [IxD] Week 01. What is interaction design?

Relationship between ID, HCI and other fields

• Design practices contributing to ID:

– Graphic design

– Product design

– Artist-design

– Industrial design

– Film industry

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Page 29: [IxD] Week 01. What is interaction design?

Relationship between ID, HCI and other fields

• Interdisciplinary fields that ‘do’ interaction design:

– HCI

– Ubiquitous Computing

– Human Factors

– Cognitive Engineering

– Cognitive Ergonomics

– Computer Supported Co-operative Work

– Information Systems

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Page 30: [IxD] Week 01. What is interaction design?

Working in multidisciplinary teams

• Many people from different backgrounds involved

• Different perspectives and ways of seeing and talking about things

• Benefits

– more ideas and designs generated

• Disadvantages

– difficult to communicate and progress forward the designs being create

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Page 31: [IxD] Week 01. What is interaction design?

Interaction design in business

• Increasing number of ID consultancies, examples of well known ones

include:

– Nielsen Norman Group: “help companies enter the age of the consumer,

designing human-centered products and services”

– Cooper: “From research and product to goal-related design”

– Swim: “provides a wide range of design services, in each case targeted

to address the product development needs at hand”

– IDEO: “creates products, services and environments for companies

pioneering new ways to provide value to their customers”

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Page 32: [IxD] Week 01. What is interaction design?

What do professionals do in the ID business?

• interaction designers - people involved in the design of all the interactive

aspects of a product

• usability engineers - people who focus on evaluating products, using

usability methods and principles

• web designers - people who develop and create the visual design of

websites, such as layouts

• information architects - people who come up with ideas of how to plan

and structure interactive products

• user experience designers (UX) - people who do all the above but who

may also carry out field studies to inform the design of products

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Page 33: [IxD] Week 01. What is interaction design?

The User Experience

• How a product behaves and is used by people in the real world

– the way people feel about it and their pleasure and satisfaction when

using it, looking at it, holding it, and opening or closing it

– “every product that is used by someone has a user experience:

newspapers, ketchup bottles, reclining armchairs, cardigan sweaters.”

(Garrett, 2010)

– “all aspects of the end-user's interaction with the company, its services,

and its products. (Nielsen and Norman, 2014)

• Cannot design a user experience, only design for a user experience

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Why was the iPod user experience such a success?

• Quality user experience from the

start

• Simple, elegant, distinct brand,

pleasurable, must have fashion

item, catchy names, cool, etc.

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What is involved in the process of interaction design

• Establishing requirements

• Developing alternatives

• Prototyping

• Evaluating

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Core characteristics of interaction design

• Users should be involved through the

development of the project

• Specific usability and user experience goals need

to be identified, clearly documented and agreed at

the beginning of the project

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Page 37: [IxD] Week 01. What is interaction design?

Why go to this length?

• Help designers:

– understand how to design interactive products that fit with what people

want, need and may desire

– appreciate that one size does not fit all

• e.g., teenagers are very different to grown-ups

– identify any incorrect assumptions they may have about particular user

groups

• e.g., not all old people want or need big fonts

– be aware of both people’s sensitivities and their capabilities

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Page 38: [IxD] Week 01. What is interaction design?

Are cultural differences important?

• 5/21/2015 versus 21/5/2015?

– Which should be used for international services and online forms?

• Why is it that certain products, like the iPod, are universally accepted

by people from all parts of the world whereas websites are reacted to

differently by people from different cultures?

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Page 39: [IxD] Week 01. What is interaction design?

Accessibility

• Degree to which a product is usable and accessible by as many

people as possible

• Focus on disability:

– Have a mental or physical impairment

– This has an adverse affect on their everyday lives

– It is long term

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Page 40: [IxD] Week 01. What is interaction design?

Anna, IKEA online sales agent

• Designed to be

different for UK and US

customers

• What are the differences

and which is which?

• What should Anna’s

appearance be like

for other countries,

like India, South Africa,

or China?

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Page 41: [IxD] Week 01. What is interaction design?

Usability goals

• Effective to use

• Efficient to use

• Safe to use

• Have good utility

• Easy to learn

• Easy to remember how to use

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User experience goals

• Desirable aspects

– satisfying helpful fun

– enjoyable motivating provocative

– engaging challenging surprising

– pleasurable enhancing sociability rewarding

– exciting supporting creativity emotionally fulfilling

– entertaining cognitively stimulating

• Undesirable aspects

– boring unpleasant

– frustrating patronizing

– making one feel guilty making one feel stupid

– annoying cutesy

– childish gimmicky

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Page 43: [IxD] Week 01. What is interaction design?

Usability and user experience goals

• Selecting terms to convey a person’s feelings, emotions, etc., can help

designers understand the multifaceted nature of the user experience

• How do usability goals differ from user experience goals?

• Are there trade-offs between the two kinds of goals?

– e.g. can a product be both fun and safe?

• How easy is it to measure usability versus user experience goals?

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Page 44: [IxD] Week 01. What is interaction design?

Design principles

• Generalizable abstractions for thinking about different aspects of

design

• The do’s and don'ts of interaction design

• What to provide and what not to provide at the interface

• Derived from a mix of theory-based knowledge, experience and

common-sense

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Page 45: [IxD] Week 01. What is interaction design?

Visibility

• This is a control panel for an elevator

• How does it work?

• Push a button for the floor you want?

• Nothing happens. Push any other button? Still

nothing. What do you need to do?

• It is not visible as to what to do!

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www.baddesigns.com

Page 46: [IxD] Week 01. What is interaction design?

Visibility

…you need to insert your room card in the slot by

the buttons to get the elevator to work!

– How would you make this action more visible?

– make the card reader more obvious

– provide an auditory message, that says what to

do (which language?)

– provide a big label next to the card reader that

flashes when someone enters

– make relevant parts visible

– make what has to be done obvious

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www.baddesigns.com

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What do I do if I am wearing black?

• Invisible automatic

controls can make it

more difficult

to use

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Page 48: [IxD] Week 01. What is interaction design?

Feedback

• Sending information back to the user about what has been done

• Includes sound, highlighting, animation and combinations of these

– e.g. when screen button clicked on provides sound or red highlight

feedback:

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“ccclichhk”

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Constraints

• Restricting the possible actions that can be performed

• Helps prevent user from selecting incorrect options

• Physical objects can be designed to constrain things

– e.g. only one way you can insert a key into a lock

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Logical or ambiguous design?

• Where do you plug the mouse?

• Where do you plug the keyboard?

• top or bottom connector?

• Do the color coded icons help?

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www.baddesigns.com

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How to design them more logically

• A provides direct adjacent

mapping between icon and

connector

• B provides color coding to

associate the connectors with

the labels

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www.baddesigns.com

www.baddesigns.com

Page 52: [IxD] Week 01. What is interaction design?

Consistency

• Design interfaces to have similar operations and use similar elements

for similar tasks

• For example:

– always use ctrl key plus first initial of the command for an operation –

ctrl+C, ctrl+S, ctrl+O

– Main benefit is consistent interfaces are easier to learn and use

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Page 53: [IxD] Week 01. What is interaction design?

When consistency breaks down

• What happens if there is more than one command starting with the

same letter?

– e.g. save, spelling, select, style

• Have to find other initials or combinations of keys, thereby breaking

the consistency rule

– e.g. ctrl+S, ctrl+Sp, ctrl+shift+L

• Increases learning burden on user, making them more prone to errors

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Page 54: [IxD] Week 01. What is interaction design?

Internal and external consistency

• Internal consistency refers to designing operations to behave the

same within an application

– Difficult to achieve with complex interfaces

• External consistency refers to designing operations, interfaces, etc., to

be the same across applications and devices

– Very rarely the case, based on different designer’s preference

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Page 55: [IxD] Week 01. What is interaction design?

Keypad numbers layout

• A case of external inconsistency

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1 2 3 4 5 6 7 8 9

7 8 9

1 2 3 4 5 6

0 0

(a) phones, remote controls (b) calculators, computer keypads

Page 56: [IxD] Week 01. What is interaction design?

Affordances: to give a clue

• Refers to an attribute of an object that allows people to know how to

use it

– e.g. a mouse button invites pushing, a door handle affords pulling

• Norman (1988) used the term to discuss the design of everyday objects

• Since has been much popularised in interaction design to discuss how

to design interface objects

– e.g. scrollbars to afford moving up and down, icons to afford clicking on

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Page 57: [IxD] Week 01. What is interaction design?

What does ‘affordance’ have to offer interaction design?

• Interfaces are virtual and do not have affordances like physical

objects

• Norman argues it does not make sense to talk about interfaces in

terms of ‘real’ affordances

• Instead interfaces are better conceptualized as ‘perceived’

affordances

– Learned conventions of arbitrary mappings between action and effect at

the interface

– Some mappings are better than others

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Page 58: [IxD] Week 01. What is interaction design?

Activity

• Virtual affordances

– How do the following screen objects afford?

– What if you were a novice user?

– Would you know what to do with them?

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Page 59: [IxD] Week 01. What is interaction design?

Key points

• Interaction design is concerned with designing interactive products to

support the way people communicate and interact in their everyday

and working lives

• It is concerned with how to create quality user experiences

• It requires taking into account a number of interdependent factors,

including context of use, type of activities, cultural differences, and

user groups

• It is multidisciplinary, involving many inputs from wide-reaching

disciplines and fields

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Page 60: [IxD] Week 01. What is interaction design?

Homework

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Make Blog Upload

Personal Statement

Upload Portfolio

1 2 3

Make a personal blog - Blogger - Wordpress - Tumblr

*Tools and S/W

Your Blog Post #1 - Length : 1,000 words or less - Who I am, and What I have

been through - Things that I like - What I like to Learn from the

course - My dreams

Your Blog Post #2 - Upload images of your works - Pick your Favorite - Tell us why the work is your

favorite

Submission Due : 11: 59 pm Sun. 13th March

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Contacts

• Email

[email protected]

• Class Blog

– https://designio360.wordpress.com/

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