Chapter 1 - UX goals
Key characteristics of ID
1. User should be involved 2. Specific usability and user experience goals should be identified, clearly documented and agreed upon at the beginning of the project 3. Iteration through the four activities (process of interaction design) is inevitable
Marble answering machine
ADV: Uses familiar objects to visually indicate at a glance how many messages have been left Aesthetically pleasing and enjoyable to use only requires one step to perform core tasks Simple but elegant design DISADV: Less functionality Anyone can listen to any of the messages (no authentication) Marbles can get easily get lost or taken (not practical in hotel environment)
Frohlich and Murphy (1999)
Argues UX is as important as usability. E.g. banging plastic hammer against screen to hit virtual nail more fun and rewarding to user, rather than performing same task in more efficient way. Requires more effort, but results in fun exp.
Philips Vision of the Future Project (Lambourne et al., 1997)
Found in multidisciplinary teams. (responsible for developing ideas and products) experienced a number of difficulties, e.g. team members did not always have a clear idea of who need what information, when and in what form
Grudin (1990)
Interaction design came into being following the common use of monitors. Prior to monitors, hardware systems were designed for engineers to use
Winograd (1997)
Interaction design is "the design for human communication and interaction". ID -> SoftwareEngg = Architecture -> CivilEngg
User experience goals
Satisfying, enjoyable, fun, entertaining, helpful, motivating, aesthetically pleasing, supportive of creativity, rewarding, emotionally fulfilling
Aim of interaction design
Bring usability into the design process. Develop interactive products that are east, effective and enjoyable to use from the user's perspective
HCI
Concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them
Norman (1988)
Design principles VCCFMA
Thimbleby (1990)
Design principles are intended to designers explains and improve the design. Not intended to specify how to design an actual interface.
Interaction Design
Designing interactive products to support people in their everyday and working lives
Process of interaction design
ErDaBE identifying needs and establishing user requirements developing alternatives that meet those requirements Building interactive versions of the designs so that they can be communicated and assessed Evaluated what is being built throughout the process
dot.com
Fashion clothes company failed in ID. Went bankrupt within a couple of month of going public. All singing and dancing glossy 3D graphical interface resulting in orders often taking more than 20 minutes to place.
Usability goals
LUSEEM
Widgets
Menus, windows, palettes, icons
Design principles
VCCFMA
Nielsen (2001)
VISIBILITY of system status Match between system and REAL WORLD User control and FREEDOM CONSISTENCY and standards Help USERS recognise, diagnose and recover from errors ERROR prevention RECOGNITION rather than recall FLEXIBILITY and efficiency of use Aesthetic and minimalist DESIGN HELP and communication
CSCW
computer-supported cooperative work
When considering usability, it is important to take into account
who will be using it and where it will be used