Interaction Design
Interaction design cycle
1) establish requirements 2) develop alternatives 3) prototype 4) evaluate 5) iterate
Core characteristics of interaction design
1) users should be involved in the design process 2) specific usability and user experience goals should be identified, agreed upon and documented at the start of the project
Low fidelity prototype
Use materials unlike what you would use for the final mockup Cheaper and easier to change
High fidelity prototype
Use materials you'd expect in the final product. Can use actual software and hardware
Theoretical frameworks for qualitative design
Active theory Distributive cognition
Field studies
Aim to understand what users do naturally in their environment Used to identify opportunities for new technology and how to implement them
Grounded theory
Aims to create a theory from the systematic analysis of data . Based on categorisation approach called coding
Advantages and disadvantages of using windows
Allows you to view lots of data at the same time and multiple tasks can be performed together Hard to switch between windows without getting the user distracted Multiple windows makes it hard to focus and find the right one
Usability testing
Applied to experimentation phase to check if system is usable by audience
Stages of heuristic evaluation
Briefing to inform experts what to do Evaluation period - experts work separately, take a pass to get a feel for the product and then take a second pass to look more in depth into the product Debrief with other experts to prioritise the problems
Personas
Capture a set of user characteristics. Should not be idealised
Thematic analysis process
Category construction Sorting, expanding and reducing categories Check back again with data Compare with co workers
Purpose of data gathering
Collect data that is accurate and sufficient enough to produce set of requirements. You can use data to also evaluate product based on feedback from users
Interface types
Commands Speech WIMP and GUI Data entry Multimedia Etc
Direct manipulation
Continuous display of objects and actions of interest. User uses the application solely through clicking buttons etc
Types of evaluation
Controlled settings with users - usability testing Natural settings with users - get feedback of product from users in natural user environment Settings without users - predict and analyse interface analytics
Goals for interaction design
Develop products that are easy to use and learn. It's important to involve users in the process
Cognitive prosthetic devices
Devices that reduce the need for the user to remember by allowing you to search up the stuff e,g. Google
Reading and speaking
Different people prefer reading/ listening/ speaking more or less than others Design implications Speech based menu options need to be quick and simple Allow larger text modes Add accents to artificial speech to make it easier to understand
Unstructured interview
Don't follow any script Can't be easily replicated Very rich but may go off topic
Advantages and disadvantages of online questionnaires
Easy to distribute Can get a lot of responses easily Low costs Errors can be corrected easily People can change their answers No easy way to prevent users from submitting more that one questionnaire Hard to sample data if population is unknown
Heuristic evaluation
Evaluate user interface against recognised usability principles ( heuristics)
Inspection methods
Experts use their knowledge and experience of users and the field to review usability On average you only need 5 experts to get 75% to 80 % of errors Heuristic evaluation Cognitive walkthroughs
Active theory
Explain human behaviour based on what we do in the world Helps identify tension between two objects Two main models - - one that outlines meanings of activities - one mediates role of artefacts
Theory
Explanation of phenomena. Can help with identify factors
Interviews
Face to face usually Can be open ended or close ended Good because it encourages contact between developer and audience Bad because audience may get intimidated by intimate setting
Wizard of Oz prototyping
Facilitator: provides product, creates tasks and gives instructions to participant. Notes down how participant interacts with product Participant: operates the user interface Easier to operate than fully functional prototype User centred development Feedback delivered instantly Easy to commit to designs that are not technologically possible Can not simulate every feature
Traits of usability testing
Few users used Conditions are as controlled as possible: controlled lab space, select representative users, develop representative tasks, test conditions the same for all users Usually not replicable Results inform future design choices of product Focus on time taken for user to complete tasks and the number of errors
Structured interview
Follow script carefully Can be replicated May lack richness
Semi structured
Follow script for the most part but can expand on interesting questions
Vision
Goals that drive research and development
Direct observation in controlled environment
Good to get understanding about what users do Results might not be representative of real life
Direct observations in the field
Good to understand context of user activity Ethnography: immerse yourself into a new culture without any previous judgements or prejudice Ask questions like what, where , how, why Time consuming to collect data
Things to consider when evaluating data
Reliability - is data replicable Validity - does data do what we need it to Ecological validity - does environment where tests are done effect the results Bias - are there biases that'll distort the values Scope - how generalisable are the results
user experience
How a product behaves in real life and how people respond to it. You can't create a user experience, you can only design for one
Memory
How information is encoded into our brains and retrieved from our knowledge Design implications Don't overload users memory with complicated instructions Encourage recognition over recall Use ways to help encode information
Perception
How information is gathered and turned into experiences Design implications Make text legible Icons are easily distinguishable Spacing used effectively to show different sections
User experience
How the product makes the user feel. Helps designer know the nature of the product based on the emotions they want the user to emote Desirable traits- satisfying, easy to use, fun, entertaining Undesirable- boring, hard to use, frustrating, annoying
Learning
How you learn through a computer based application Design implications Interface should have help options Should encourage exploration
How to analyse problem space
Identify problem with user experience and product Propose a better solution Evaluate new designs effectiveness
Paradigm
Inspiration for conceptual model
Interaction types
Instructing Conversing Manipulating
Conversing
Interacting with system like you're having a conversation with it Easy to learn for technophobes because they're using a medium that's comfortable to them Problem with interpreting speech accurately
Structure of interviews
Introduce yourself and the tasks you're about to go through today Warm up with some easy questions The main body where you ask the bulk of the questions in a good order Cool off period with easy questions Thank them for coming and end interview
Why take into account interaction design
Let's you understand what people want and need Identify incorrect assumptions Be aware of the strengths and capabilities of your audience so the product is tailored to them
Models
Makes it easier for designers to predict and evaluate alternative designs
Experiments for research
Many participants Replicable Strongly controlled conditions Scientific report for scientific community produced
Components of conceptual model
Metaphors and analogies: under stand how a product is used and how it's used Concepts users are exposed to: the product task domain, specifying the specific operations the user will be able to perform like saving file, loading a file etc Relationship and mappings between different concepts
Prototype
Mockup of a product that is easy to alter based on feed back from users, team and clients. Should aim to address one aspect of product functionality
Exploring
Moving through a physical or virtual space. Physical through sensors etc and virtual through VR etc
Puristic walkthrough
Multiple experts work separately through the walk through and then a carefully managed discussion takes place which leads to agreed decisions
Analysing quantitive data
Numerical data Simple analysis: numerical methods to ascertain size and magnitude
Questionaire
On paper / online
Coding
Open: identify categories and distinct themes Axial: find links between categories and sub categories Selective: form theoretical scheme
External consistency
Operations between applications etc behave the same for the similar purposes
internal consistency
Operations within the application behave the same for similar purposes
Benefits of conceptualising
Orientation: let's team question how the conceptual model will understood by the end user Open mind: prevents the team from becoming too close minded too early Common ground: allows team to find terms which they all agree on and can further debate terms they disagree on
Matched participants
Participants are paired based on traits such as intelligence etc Reduce effect of individual traits Can not take into account all individual differences
Manipulating
Physical actions like using cursor to click a button to perform action Users can quickly see the results from their action Can be useful to learn basic functionality More complex concepts can't be explained through objects and clicking objects Takes up lots of space Slower than using key board short cuts
HCI cycle
Plan user centred process Understand and specify how product will be used Specify what the user needs from the product Produce solution Evaluate design against user requirements If it's met requirements then deliver
Usability goals
Practical goals on how the application should behave Efficient - minimises user effort Safe - can recover from errors safely without data loss Utility - does what you need it to Easy to learn Memorable- easy to remember how to use
Predictive models
Provides a way to evaluate products without the need of users Less expensive than user testing Usefulness limited to tasks that are predictable with predictable input such as button presses Based on export error free behaviour
Cognition
Provides information about what a user can/ can't physically do and how to design their product optimally to Minimise effort and strain of user
Same participants
Same participant used in all different versions of test Less users needed Order is crucial as can add bias
Attention
Selecting a stimulus for your mind to focus on out of a set of stimulus Allows user to focus on more important stuff Design implications Avoid cluttering interface Make info easy to spot Use colours to highlight important information
Framework
Set of related concepts that state what you're looking for
Key issues with data gathering
Setting goals - how will you analyse the collected data to retrieve information relevant to you Identify participants: determine audience and sampling method Relationship with participant - Keep professional + get consent Triangulation - look at data from multiple different angels and collect lots of different data sets so you can get a thorough understanding of your audience Pilot studies - you can run small studies before the official one
Consistency
Similar operations and elements used for similar tasks to make learning easier e.g. Ctrl+ C , Ctrl+V etc used to perform different actions but with similar methods
Cognitive walk though
Stepping through preplanned scenarios, spotting problems Designers present product and scenarios. Tell experts about population and use of the product etc
Encoding
Stimuli given more attention to have a higher chance of being remembered
What do you do in interaction design
Take into account users needs and the activities they want to perform to produce a product that alligns users needs with activities. Optimise interactions between user and product
Instructing
Tell system what to do using commands like command line Faster and more efficient Steep learning curve
Deep vs shallow mental models
The depth of knowledge known. Knowing how to drive a car vs knowing how a car works
Participatory design
The end user should be included in the design process
FITTs principle
The time taken to point at an object is based on the distance from the object and how big the object is Smaller the object and the further away you are, the longer it'll take to point to the object
Indirect observation
Tracking users without disturbing their environment. Can collect results automatically through logging and diary entries . Can collect large amounts of data without much effort because it's automatically collected Bad because diary entries etc means reliance on subject to enter their findings regularly and accurately
Methods of qualitative data analysis
Traditional method Grounded theory
Traditional method of qualitative data analysis
Try and explain findings by basing them around existing theories Bad because basic theories can't explain complicated human behaviour
Distributive cognition
Used to describe interactions between people Cognitive system: the interactions between people, the artificial to they use and the environment they're in Communication pathway : how they interact Propagation of representative states: how information is transformed through media and how it's mediated mentally and through technology
Mental models
Users develop a mental understanding of how a product works through using it. can make inferences using mental models to figure out how to handle new and unexpected situations Requires conscious and subconscious processes
Interface metaphors
Using interface components like send buttons etc to visualise concepts like sending emails Makes learning new system easier Helps user learn underlying model Makes product more accessible Forces users to only think in terms of metaphors Can constrain designers in how they conceptualise a concept space
Uses needs
What are people good/ bad at and what might make their life easier
What questions should you ask when understanding problem space
What do you want to create What are your assumptions: traits you take for granted but need extra research Will your product achieve what you want it to
Recall retrieval
When you don't need a prompt to remember the data
Recognition retrieval
When you need a prompt to remember data
Different participants
Where participants are separated into groups and different groups experience different conditions No order effects Many subjects required and subjects have individual differences
Evaluation
Why - check user requirements to ensure product fits user requirements so it's liked by the user What - a conceptual model, early prototype and more complete prototype Where- in natural setting or in labs When - should be doing them through design process
Analysing Qualitative data
Words etc Simple analysis: look for recurring themes and categorising data. Theme based analysis
Advantages of using multimedia
You can find the right medium to enable best learning Encourage exploration of a product
Problem solving and reasoning
You use reflective cognition to think about what to do and the pros and cons of using certain methods based on the artefacts you have Design implications Provide extra info for user to make best decision Offer quick help so decisions are fast
conceptual model
an explanation for how a system works or is organised so designers can straighten out their thinking before starting the project
Claim
state something without providing evidence or proof.