SlideShare ist ein Scribd-Unternehmen logo
1 von 238
Downloaden Sie, um offline zu lesen
An Introduction to
Interaction Design
                g
   Mark Billinghurst
    HIT Lab NZ
Mark
PhD Electrical Engineering
  University of Washington
Interaction Design
  Museum experiences
  Tools for designers
Augmented Reality
  Mobile AR, Evaluation
         AR Evaluation,
  Multimodal Interfaces, Collaborative
Collaboration
  Enhanced FtF and remote collaboration
  Social networking
Workshop Overview
1.   What is Interaction Design
2.
2    Understanding Interaction
3.   Understanding User Experience
4.   Design and Prototyping
5.
5    Evaluation
6.   Design in the Real World
7.   Resources
Source Material
Interaction Design: Beyond Human
     p
Computer-Interaction
  Rogers, Sharp, Preece
http://www.id-book.com/
htt //     id b k     /
1. What is Interaction Design?

        Mark Billinghurst

        Preece Chapter 1
What to do?
Imagine
I   i
  You’re bringing a new product to market
  Your #2 competitor has been in the market for
  over a year, selling millions of units
         y           g
  Your #1 competitor launches the same month
  Your technology is slower than your competitors
  Your technology is older than your competitors
  Your last product failed in the market
Do you compete on Price ?
Do you compete on Technology ?
Do you compete on Features ?


Wrong: Compete on user experience !
Nintendo Wii
Cheap - $500
Unique game play
  Wireless 3 DOF controller
  Position and orientation sensing
Aiming to broaden user base
     g
Can play previous games/downloads
Sales to Sept 2011
“The
“Th product is no longer
         d    i       l
  the b i f l The
  th basis of value. Th
      experience is ”
                  is.

            Venkat Ramaswamy
    The Future of Competition.
Gilmore + Pine: Experience Economy
Gil       Pi    E    i     E

          experiences       Emotion
                            E  ti



            services

            products

          components        Function



                              Sony CSL © 2004
The Value of Experience

                              50c
                              50




                      $3.50

20c
Good Experience Design
Reactrix
  Top down projection
  Camera b d input
  C       based i
  Reactive Graphics
  No instructions
  No training
Using the N-gage
SideTalking
www.sidetalkin.com
Interaction Design
“Designing interactive products to support people
  in their everyday and working lives”
                                 lives
                  Preece, J., (2002). Interaction Design


  Design of User Experience with Technology
Goals of interaction design
Develop usable products
  Usability means easy to learn, effective to use and
          y          y         ,
  provide an enjoyable experience
Involve users in the design process
Bill Verplank



Interaction Design involves answering three questions:
  What do you do? - How do you affect the world?
  What do you feel? – What do you sense of the world?
  What do you know? – What do you learn?
          y                     y
HCI and interaction design




26
               www.id-book.com
Interaction Design Process
          I           D      P
                                Identify needs/
                                   establish
                                 requirements
                                   q




               (Re)Design
                                                     Evaluate

                                     Build an
                                     interactive
                                     version

Develop alternative prototypes/concepts and compare them        Final product
And iterate, iterate, iterate....
    iterate iterate iterate
2. Understanding Interaction

       Mark Billinghurst
Understanding the problem space
  What do you want to create?
            y
  What are your assumptions?
  What are your claims?
  Will it achieve what you hope it will? If so, how?
Analysing the problem space
Are there problems with an existing product or
user experience?
        p
Why do you think there are problems?
How do you think your proposed design ideas
might overcome these?
When designing for a new user experience how
will the proposed design extend or change
current ways of doing things?
            y       g     g
Conceptual model
A conceptual model i
        t l    d l is:
“a high-level description of how a system is organized and
  operates.
  operates.” (Johnson and Henderson, 2002, p. 26)
Need to first think about how the system will appear
to users (i.e. how they will understand it)
Not a description of the user interface but a structure
outlining the concepts and relationships between them
Benefits
B f
  Enables “designers to straighten out their thinking before they start
  laying out their widgets” (p. 28)
    y g                g    (p    )
  Provides a working strategy and a framework of general concepts and
  their interrelations
Interface metaphors
Designed be i il
D i d to b similar to a physical entity b also has own
                               h i l      i but l h
properties
    e.g.
    e g desktop metaphor, search engine
                 metaphor
Exploit user’s familiar knowledge, helping them to understand
‘the unfamiliar’
Conjures up the essence of the unfamiliar activity, enabling
users to leverage of this to understand more aspects of the
unfamiliar f ti lit
   f ili functionality
People find it easier to learn and talk about what they are
doing at the computer interface in terms familiar to them
Example: The spreadsheet
  Analogous to ledger
  sheet
  Interactive and
  computational
       p
  Easy to understand
  Greatly extending
  what accountants
  and others could do



www.bricklin.com/history/refcards.htm
Why was it so good?
It
I was simple, clear, and obvious to the users how to
             l l         d b            h         h
use the application and what it could do
“it i j
“i is just a tool to allow others to work out their
                l     ll     h            k       h i
ideas and reduce the tedium of repeating the same
calculations.
calculations ”
capitalized on user’s familiarity with ledger sheets
Got h
G the computer to perform a range of different
                           f               f diff
calculations in response to user input
Another classic
8010 S office system targeted at workers not
      Star ff                      d      k
interested in computing per se
Spent several person-years at beginning working out
S              l                  b i i     ki
the conceptual model
Simplified h l
Si lifi d the electronic world, making it seem more
                          i     ld     ki i
familiar, less alien, and easier to learn




Johnson et al (1989)
Benefits of interface metaphors
Makes l
M k learning new systems easier
Helps users understand the underlying
   p                               y g
conceptual model
Can be innovative and enable the realm of
computers and their applications to be made
more accessible to a greater diversity of users
Problems with interface metaphors
  P bl        h      f         h
           (Nielson,
           (Nielson 1990)
Break conventional and cultural rules
   e.g., recycle bin placed on desktop
Can constrain designers in the way they conceptualize a problem
Conflict with design principles
Forces users to only understand the system in terms of the
metaphor
Designers can inadvertently use bad existing designs and transfer
the bad parts over
 h b d
Limits designers’ imagination with new conceptual models
Microsoft Bob
Summary points
Need to have a good understanding of the problem space
   specifying what it is you are doing, why, and how it will support
    p y g                y           g, y,                     pp
   users in the way intended
A conceptual model is a high-level description of a product
    what users can do with it and the concepts they need to
   understand how to interact with it
Decisions about conceptual d i should be made before
D ii       b              l design h ld b     d b f
commencing any physical design
Interface metaphors are commonly used as part of a
conceptual model
3. Understanding User Experience

          Mark Billinghurst
What is a Bad Experience


         ?
Misleading Graphics
Cognitive Overload for Simple Task
  g                       p
Cognitive Overload for Simple Task
Dangerously Undermining Task
Many p p in Palm Beach, Florida that wanted to vote for
    y people
Al Gore, accidentally voted for Pat Buchanan


Estimated 4000 voted
“wrong“
 wrong

Another 19,000
punched both holes
(invalid vote)
Interaction Design is User Centered

 A methodology for ensuring good user
 experiences with products by getting
 feedback from users to inform the design.
1. User research and needs analysis

                Identify needs/
                   establish
                 requirements
                      i      t




   (Re)Design
                                   Evaluate

                     Build an
                     interactive
                     version


                                              Final p oduct
                                                 a product
What, How and Why?

     •Why:
       Requirements definition: the stage
       where failure occurs most
        h    f il               t
       commonly



     Getting requirements right is crucial

50                www.id-book.com
What, how and why?
•What
  1. Understand users, task, context
  2. Produce a stable set of requirements

•How:
  Data th i
  D t gathering activities
                    ti iti
  Data analysis activities          Iterate
  Expression as ‘requirements’
                 requirements

•Why:
   y
  Requirements definition: failure occurs most commonly
     Getting requirements right is crucial
What
     Wh are the Requirements?
             h R            ?
Functional
   What should the system do? What has it done?
Data
Environment or Context of use
   Physical: dusty? noisy? light? heat? humidity? ….
   Social: sharing of files of displays work alone ..
                      files, displays,
   Organizational: IT support, hierarchy, training..
Users: Wh are they?
U      Who         h ?
Usability: learnability, throughput, flexibility..
Who are your Users?




      Everyone!
          y
Who REALLY are your Users/Stakeholders?
 •Not as obvious as you think:
    — those who interact directly with the product
    — those who manage direct users
    — those who receive output from the product
    — those who make the purchasing decision
    — those who use competitor s products
                    competitor’s
 •Three categories of user (Eason, 1987):
    — primary: frequent hands-on
      p     y q
    — secondary: occasional or via someone else
    — tertiary: affected by its introduction, or will influence its purchase
Who are the Stakeholders?
                                Check-out operators


 • Suppliers
 • Local shop
   owners




Managers and owners                    Customers
                                       C t
Understanding Specific Needs
Designing for Everyone




Designing for Everyone pleases No one
Consider the Whole User
Data Gathering Techniques (1)
Questionnaires
  Looking for specific information
  Qualitative and quantitative results
  Good for getting data from a large dispersed group
                                large,
Interviews
  Good for exploring issues, using props
  Structured, unstructured or semi-structured
  But are time consuming and difficult to visit everyone
Data Gathering Techniques (2)
Workshops or focus groups
W kh         f
  Group interviews/activities
  Good
  G d at gaining a consensus view and/or
              i i                 i d/
   highlighting areas of conflict
Observations
  Spending time with users in day to day tasks
  Good for understanding task context
  requires time and can result in a huge amount of data
Documentation
  Procedures and rules written down in manuals
A day in the Life of..   Cultural Probes..   Role Playing..
Case Study: Equator Domestic Probes
Some Basic Guidelines
• Focus on identifying the stakeholders’ needs
• Involve all the stakeholder groups
• Involve more than one person from each group
• Use a combination of data gathering techniques
•S
 Support the process with props such as prototypes
          h           ih           h
• Consider carefully how to record the data
                   y
User Interactions =The Golden Egg
Why?
Users can give you lots of f db k about what your
U                  l     f feedback b      h
product does well and what it doesn’t do well.

Users can give you insight into their lives and needs
helping
h l i you understand the context in which your
              d       d h             i hi h
product will be used

Users can inspire design solutions you haven’t
thought of.
 h h f
Interviewing Techniques
Good interviewing is a skill and needs to be
  done properly to ensure y maximize the
        p p y                you
  opportunity you have with your users
Tips for interacting with end users:
  1. Listen
  2. Watch
  3. C t T t
  3 Create Trust
  4. Inform Designg
1. Listen
  Most important part of interviewing.

  You are not there to train the user or to
  demonstrate how much you know. You
  are interviewing an expert to gain knowledge.

  Treat them like a precious partner and remember
  they know a lot more about their work then you do.
2. Watch
  Remember users will tend to want to say what
  they think you want to hear.

  Create opportunities to observe users rather than
  ask users.
Case Study –

A usability professional is interviewing a user:

Professional: “Do you know how to set the margins?”

User: “Oh yes, I do that all the time.”

Professional: “Could you show me how to do it?”

User: “Sure.” (user presses a series of buttons unrelated
             to setting margins – the button sequence is actually
             changing a different setting).

       “See it beeped so the margins are set ”
        See                              set.
3. Create Trust
  Users will be nervous that they will appear
  stupid or incompetent.

  “We are testing design, not you”

  To get good data, user must feel relaxed
  and trusting.
A user’s perspective:
Well okay, today’s the day. I have to report to some building on 14th street. I must
    admit I m a bit nervous. When I spoke to the woman on the phone, she asked
           I’m
    me a whole lot of questions about my background and experience. She
    seemed particularly gleeful that I wasn’t competent using computers and
    equipment. I’m g
      q p            glad she is happy but for me it’s a recurring p
                                    ppy                          g problem.

I’ve always felt intimidated with electronics. She wants me to use something on
     the computer while some people watch me. Well, it’s an easy $50 bucks and
     seeing that I don’t know the people, it can’t be too embarrassing…

On the other hand, what if I’m the first person in the world that doesn’t understand
    how to do whatever I’m supposed to do? What if I totally bomb? What if they
    ask me a question that is embarrassing and they find out how stupid I really
    am. Well, I’ll give it a go this time but I don’t think I can do this again.
4. Inform Design
              g
  User research does not dictate your design but
  rather informs you so that you design better.
                 y           y       g
Woodblock Study Example
              y     p
Users were asked to place
stickers representing f
 ti k            ti functions
                        ti
On a block model.

Resulting design did not copy word
for word where the users placed
buttons.

Resulting design was informed by
how users grouped buttons and
by observation of users interacting
with the stickers.
Summary
     Four basic activities in the design process
        1.   Establishing requirements
        2.   Designing alternatives
        3.   Prototyping
        4.
        4    Evaluating

     User-centered design rests on three principles
        1.
        1    Early focus on users and tasks
             E l f                  dt k
        2.   Empirical measurement using quantifiable & measurable
             usability criteria
        3.   Iterative design



75                           www.id-book.com
4. Design and Prototyping
     Mark Billinghurst
2. (Re)Design
        2 (R )D
             Identify needs/
                establish
              requirements
                q




(Re)Design
                                Evaluate

                  Build an
                  interactive
                  version

                                           Final product
Design Inspiration
Discovering Unmet Needs
Digital Cameras for Apple
Late 80s – What would happen if we married
         a computer with a digital camera?

Many studies of current photography use.
Uncovering of unmet needs in traditional experience
        - not enough photos
        - not knowing whether photo good or not
        - ability t add sound
           bilit to dd        d
        - ability to organize

Features determined through research and designed
Iteratively.
Brainstorming
Best with interdisciplinary team
Other Products
Notice all the iPod look-alikes?
Tools for Effective Design
Personas
Scenarios
Storyboards (comic strip, movie technique)
Wireframes and Mock-ups
      yp
Prototypes
Persona Technique
        P       T h
Personas are a design tool to help visualize who
  you are designing for and imagine how this
  person will use the product
A persona is an archetype that represents the
 behavior and goals of a group of users
Based on insights and observations from
  customer research
How to Develop a Persona
Brainstorming
      Imagining different people using the technology

Design Research
     Ethnographic Studies
     Contextual Inquiry
     Field Studies
     Usability Studies

Marketing Research
     Focus Groups
     Sales Feedback
Gunther the Ad Guy

         Gunther is from Germany. He
         Travels extensively for work and
         As he is an advertising executive
         he needs to present concepts to
         clients quickly and easily. He is
         a person very well-versed in new
         technologies
         t h l i and wishes h had
                          d i h he h d
         easier portable solutions for his
         presentations…..
86   www.id-book.com
How to use your Personas
Use them to find real people for usability testing.
Use them as a foundation to discuss any design
issues/feature issues that come up.
      /f               h
Use them to evaluate competitor’s products.
Use them to keep you honest.
Keep updating them as part of your continued user
research.h
Use them to find real customers you can have on-
going relationships with
                    with.
Scenarios
Usage Scenarios are narrative descriptions of how
 the product meets the needs of a persona

Short (2 pages max)
Focus on unmet needs of persona
Concrete story
C
Set of stories around essential tasks, problems...
Use to test ideas
Scenario Technique

Develop with personas
Prioritize experiences to support
Focus on top three experiences but support other
  experiences
A business woman travels from SF to Paris on a business trip. On her
  way to the airport she narrowly misses a traffic delay She avoids
                                                   delay.
  the jam because her Smartphone beeps and send her a warning
  text message on her route from the office to the airport.
Upon arrival the location-sensitive Smartphone notifies the airline that
  she‘ll check in shortly and an airline employee finds her
  immediately and takes her baggage Her display shows that her
                               baggage.
  flight is on time and provides a map to her gate. On the way she
  downloads tourist information (maps, events) for Paris.




                                                               Symbian
Once found her seat, she begins t review th d
O     f   dh       t h b i to          i   the downloaded
                                                    l d d
  information. She books a ticket for an opera she wants to see. Her
  Smartphone makes the booking using her credit card number
        p                        g      g
  stored in memory. The security software of the Smartphone
  protects her against fraud.
The Smartphone stores the opera booking along with emails written
                                                  ith          ritten
  on the plane. As soon as she steps off the plane, it makes the calls
  and sends the emails. As she leaves the airport, a map appears on
  the display and guides her to her hotel




                                                              Symbian
Storyboarding
Sequence of sketches showing use of system in
  everyday use context
Concrete example
Easier (faster) to grasp than text based stories
Means of communication with users and system
  developers
          p
Sketches, not drawings...
Use to test interaction and make sure design works
Turning Scenarios into Storyboards
1. Photographs to match personas
   (can be used to communicate environment or
   profession)

2. Drawings

3. Draw-over acted photos

4. Detail not important – communicate the experience
   rather than specifics
               specifics.
Example Storyboard
Example Storyboard p.2
Wireframes & Mock Ups
Roughly sketched sequences exploring and validating
  interaction design.

Focus is on navigation and functionality.

Usually explores one interaction but can also be used
  as the foundation for development of testing
  p
  prototypes.
         yp
Prototyping
Mark Billinghurst
Design and Prototyping
D        dP
             Identify needs/
                establish
              requirements
                q




(Re)Design
                                Evaluate

                  Build an
                  interactive
                  version

                                           Final product
Prototypes Redefined
Prototyping is common activity in product
development.
Traditional prototypes can take weeks or months.

RAPID prototyping is a design technique
to speed up d l
       d    development of ideas.
                           f d
A rapid prototype can take as little as a few minutes
to make.
Benefits of RAPID Prototyping
Fast and inexpensive
Identifies problems before they re coded
                           they’re
Elicits more and better feedback from users
Helps developers think creatively
Gets users and other stakeholders involved
early i th process
    l in the
Fosters teamwork and communication
Avoids i i
A id opinion wars
Helps decide design directions
Types of Prototypes

Low Fidelity – quick and dirty, easy access materials
  like cardboard and paper.

High Fidelity – more involved electronic versions
  similar in materials to final product.
Paper Prototyping (Low Fidelity)
Quick and simple means of sketching interfaces
Use ffi
U office materials
               t i l
Easier to criticize, quick to change
Creative process (develop in team)
Can also use for usability test (focus on flow of
  interaction rather than visuals)
Used a lot to test out concepts before real design
begins.
  g
Paper Proto: Create Widgets
Paper Prototyping w/Hardware
Blank Model Prototypes
Screen M kU Prototypes
S      MockUp P
Interactive Role Play
Interactive Role Play in Environment




                  IDEO.com
Half-functional prototypes

                      More hi-fi

                      HTML ((or
                      Powerpoint) ...

                      Mostly precoded
                      flow, but allows
                      clicking and
                      experiencing flow
Wireframing T l
           Wi f    i Tools
Pidoco (websites mobile, desktop)
       (websites, mobile
  No programming
  http://www.pidoco.com
WireframeSketcher
  Plug-in for Eclipse
  http://wireframesketcher.com/
  htt // i f         k t h    /
Omnigraffle (Mac)
  Digramming tool
  http://www.omnigroup.com/products/omnigraffle/
  http://www omnigroup com/products/omnigraffle/
Mobile Rapid Prototype Tools



Android: App Inventor
  http://appinventor.googlelabs.com/about/
iPhone – Meta collection
  http://iphoneized.com/2009/11/21-prototyping-
  mockup-wireframing-tools-iphone-app-development/
  mockup wireframing tools iphone app development/
Tethered Prototypes (High Fidelity)

                       Goal:
                       Communicate Vision


                       HIGH FIDELITY
                       PROTOTYE
Rapid Prototyping




Speed development time with quick hardware mockups
  handheld device connected to PC
  LCD screen USB phone keypad, Camera
       screen,           keypad
Can use PC development tools for rapid development
  Flash, Vi l Basic,
  Fl h Visual B i etc
‘Wizard-of-Oz’ Prototyping
      • The user thinks they are interacting with a
        computer, but a developer is responding to
        output rather than the system.
      • Usually done early in design to understand
        users’ expectations

             User

                    >Blurb blurb
                    >Do this
                    >Why?




116                                www.id-book.com
Typical Iterations for HW/SW Product:

1.
1    Paper prototype to evaluate conceptual model
2.   Interactive computer-based prototype with rough
     screens to evaluate feature placement
                                 p
3.   Tethered prototype to evaluate button + screen
     interactions
4.   Real device prototyped with major features working
5.   Real device prototyped with all features working and
     graphic design implemented
Design and Prototyping
D        dP
             Identify needs/
                establish
              requirements
                q




(Re)Design
                                Evaluate

                  Build an
                  interactive
                  version

                                           Final product
Design Case Study
ITERATIVE DESIGN PROCESS
               Design
               (redesign)




                              Prototype
Evaluate                    Test Design with Users 
(Fix Issues)
( i        )                   (Note problems)
MOBILE AUGMENTED
REALITY FOR SPATIAL
       NAVIGATION
                                Sharon Brosnan
                                       0651869
     Bachelor of Science in Digital Media Design
BUNRATTY FOLK
         PARK                Sharon Brosnan
                                    0651869
  Bachelor of Science in Digital Media Design
BUNRATTY FOLK PARK
Irish visitor attraction run by Shannon
Heritageg

19th
19 h century life is recreated
             lf              d

Buildings from the mid-west have been
relocated t th 26-land surrounding Bunratty
  l t d to the 26 l d           di B    tt
Castle

30 buildings are set in a rural or village setting
AUGMENTED REALITY
In Bunratty Folk Park:
  Allows the visitor to point a camera at an
  exhibit, the device recognises its by it’s
  location and layers digital information on to
                                f
  the display
         p y
  3- dimensional virtual objects can be
  positioned with real ones on display
  Leads to dynamic combination of a live camera
  view and information
NAVIGATIONAL AID
Smartphone Platform
Most people carry mobile phones and are
  comfortable with them
Ideal A
Id l Augmented Reality Technology
                    d R li T h l
  Global tracking tools
                 g
  Wireless communication capabilities
  Location based computing
  Large display for interaction
DESIGNING
FOR THE VISITOR
HUMAN CENTRED DESIGN
Goal f the Navigational Aid
G l of th N i ti           l
 Easy to use, clear and understandable
 Useful to visitors
 Creating interaction between the visitor and the aid through
 the user interface
 Engage the visitor
 E        h ii
To ensure this…
 It is necessary to understand the visitor of a navigational aid in
 Bunratty Folk Park
 Identify visitor motives and goals while going through the Folk
 Park.
 P k
HUMAN CENTRED DESIGN
Understanding the technology and Related
 Works
 Literature
   Similar Technologies
                    g
   Electronic Tours in Museum Settings
   Interactions design in Outdoor Museums
                    g
Understanding the User over time
 Observations
 Ob
 Interviews
   te v ews
HUMAN CENTRED DESIGN
Findings
 Most visitors do not use the map
 Most visitors have mobile phones
 Visitors want more information
 View the Folk Park at their own pace
 Information should be straight to the point
 Large social interaction within groups
    g                            g p
NEXT STEPS FROM RESEARCH
Define Visitors Goals
Define Functionalities f the
D fi F ti liti of th Aid
Develop Personas – visitors who use the Aid
Develop Scenarios – how the persona uses the
        p                       p
navigational aid in the Folk Park
Draw up Storyboards on scenarios
FUNCTIONALITY
View Options   Augmented Reality
 Camera View   Features for
 Map View      navigation
 List View       Text Information
                 3D Objects
Sub Options
Sub-Options      3D Tour Guide
 Places          3D Placement of
 Events          Buildings
                        g
 Restaurants
STORYBOARD
ITERATIVE DESIGN
ITERATIVE DESIGN PROCESS
Prototyping and User Testing
 Low Fidelity Prototyping
   Sketches
   Paper Prototyping
   Post-It Prototyping
   PowerPoint Prototyping


 High Fidelity Prototyping
   Wikitude
INITIAL SKETCHES
          Pros:
          • Good for idea generation
          • Cheap
          • Concepts seem feasible


          Cons:
          • Not great feedback gained
          • Photoshop not fast enough for
            Photoshop not fast enough for 
          making changes
POST IT PROTOTYPING
Camera View with 3D
Camera View with 3D




First Draft           Second Draft          Third Draft
                      • Selection
                        Selection           • Home button added
                                              Home button added 
                      highlighted in blue   for easy navigation to 
                                            main menu
POWERPOINT PROTOTYPING
          Benefits 
          Benefits
          • Used for User Testing
          • Interactive
          • Functionalities work when following the
            Functionalities work when following the 
          story of Scenario 1
          • Quick
          •E
           Easy arrangement of slides
                          t f lid


          User Testing
          • Participants found
          • 15 minute sessions screen captured
          • ‘Talk Allowed’ technique used 
             Talk Allowed technique used
          • Notes taken
          • Post Interview
            Post‐Interview
WIKITUDE
Popular augmented reality
browser for mobile devices
Mapping
Point of Interest abilities
Multiplatform
M li l f
Shows the points of interest
of Bunratty Folk Park
  Markers can be selected in and an
  information pop-up appears
WIKITUDE
User Testing
 Application well received
 Understandable
 Participants playful with the technology
FINAL CONCEPT
DESIGN
FINAL DESIGN CONCEPT
Key Issues
K I
 Fix issues found in previous sessions

  Design with guidelines in mind

  Appealing to the Mental Model
    Icon Design

  Aesthetic Design
    Colour/Font
    Buttons
    Look
VIDEO PROTOTYPE
Flexible tool for capturing the use 
of an interface

Elaborate simulation of how the 
navigational aid will work

Does not need to be realistic in 
every detail
every detail
Gives a good idea of how the 
finished system will work
finished system will work
5. User Evaluation

  Mark Billinghurst
4. Evaluation
                 Identify needs/
                    establish
                  requirements
                       i      t




    (Re)Design
                                    Evaluate

                      Build an
                      interactive
                      version

                                               Final product
What is evaluation?
Evaluation is concerned with
gathering d about the usability of
   h i data b           h      bili      f
a design or product by a specified
group of users for a particular activity
within a specified environment or work
context
When to evaluate?
Once the product has been developed
  p
  pros : rapid development, small evaluation cost
           p          p    ,
  cons : rectifying problems
                                                       redesign &
          design      implementation   evaluation
                                                    reimplementation




During design and development
  pros : find and rectify problems early
         fi d d       if     bl       l
  cons : higher evaluation cost, longer development
             design               implementation
Four evaluation paradigms
‘quick a dirty’
 qu c and ty
usability testing (lab studies)
field studies
predictive evaluation
Quick and dirty
‘quick & dirty’ evaluation: informal feedback
from users or consultants to confirm that their
ideas are in-line with users’ needs and are liked.
Quick & dirty evaluations are done any time.
Emphasis is on fast input to the design process
rather than carefully documented findings.
Usability Testing
Recording typical users’ performance on typical tasks in
controlled settings. Field observations may be used.
                 g                        y
As the users perform these tasks they are watched & recorded
on video & their key presses are logged.
This data is used to calculate performance times, errors & help
explain why the users did what they did.
User satisfaction questionnaires & interviews are used to elicit
users’ opinions.
Laboratory-based studies
Laboratory-based studies
  can be used for evaluating the design, or the
  implemented system
  are carried out in an interruption free usability lab
                        interruption-free
  can accurately record some work situations
  some studies are only possible in a lab environment
  some tasks can be adequately performed in a lab
                          q    yp
  are useful for comparing different designs in a
  controlled context
Laboratory-based studies




Controlled, instrumented environment
Portable equipment for the field




154               www.id-book.com
Field Studies
Field studies are done in natural settings
The aim is to understand what users do naturally and
                                                y
how technology impacts them.
In product design field studies can be used to:
- identify opportunities for new technology
- determine design requirements
- decide how to introduce new technology
- evaluate technology in use
                          use.
Predictive Evaluation
Experts apply their knowledge of typical
users,
users often guided by heuristics to predict
                       heuristics,
usability problems.
Can involve theoretically based models.
A key feature of predictive evaluation is
that users need not be present
Relatively quick and inexpensive
Characteristics of approaches
            Usability      Field          Predictive
            testing        studies
Users       do task        natural        not involved
Location    controlled     natural        anywhere
When        prototype      early          prototype
Data        quantitative   qualitative    problems
Feed back   measures &     descriptions problems
            errors
Type        applied        naturalistic   expert
Evaluation approaches and methods
Method      Usability   Field     Predictive
            testing     studies
Observing     x           x
Asking        x           x
users
Asking                    x         x
experts
Testing       x
Modeling                            x
Living labs
      People’s use of technology in their everyday
      lives can be evaluated in living labs.
                                     g
      Such evaluations are too difficult to do in a
      usability lab
                lab.
      Eg the Aware Home was embedded with a
      complex network of sensors and audio/video
      recording devices (Abowd et al., 2000).


159                     www.id-book.com
User Evaluation Process




160           www.id-book.com
DECIDE:
         A framework to guide evaluation
-   Determine the goals the evaluation addresses.
-   Explore the specific questions to be answered.
-   Choose the evaluation p di and t h i
    Ch       th     l ti paradigm d techniques
-   Identify the practical issues.
-   Decide how to deal with the ethical issues.
-   Evaluate, interpret and present the data.
DECIDE Framework
Determine Goals:
D         G l
   What are the high-level goals of the evaluation?
   How wants the evaluation and why?
   H       t th       l ti      d h ?
Explore the Questions:
   Create well defined, relevant questions
Choose the Evaluation Paradigm
   Influences the techniques used, how data is analyzed
Identify Practical Issues
   How to select users, stay on budget & schedule
   How to find evaluators, select equipment
DECIDE Framework
Decide on Ethical Issues
   Informed consent form
   Participants have a right to:
   -kknow th goals of th study and what will h
           the     l f the t d      d h t ill happen to the fi di
                                                     t th findings
   - privacy of personal information

Evaluate, Interpret and Present Data
        ,      p
- Reliability: can the study be replicated?
- Validity: is it measuring what you thought?
         y                g       y        g
- Biases: is the process creating biases?
- Scope: can the findings be generalized?
- E l i l validity: is the environment influencing the results?
  Ecological lidit i th         i        t i fl i th       lt ?
Key
                    K points
 • Many issues to consider before conducting an
   evaluation study.
 • These include: goals of the study; involvment or not
   of users; the methods to use; practical & ethical
   issues; how data will be collected analyzed &
                            collected,
   presented.
 • Th DECIDE f
   The           framework provides a useful checklist
                            k     id        f l h kli
   for planning an evaluation study.



164                    www.id-book.com
Usability Testing
Usability Testing
               U bl T
Recording performance of typical users doing typical tasks
                                                      tasks.
Controlled settings.
Users are observed and timed.
U           b       d d       d
Data is recorded on video & key presses are logged.
The data is used to calculate performance times, and to
identify & explain errors.
User satisfaction is evaluated using questionnaires &
interviews.
Field observations can provide contextual understanding.

166                    www.id-book.com
Experiments & Usability Testing
 Experiments test hypotheses to discover new
 knowledge by investigating the relationship between
           g y          g g                 p
 two or more things – i.e., variables.
 Usability testing is applied experimentation.
         y       g     pp       p
 Developers check that the system is usable by the
 intended user population for their tasks.
                 p p
 Experiments may also be done in usability testing.



167                   www.id-book.com
Usability Testing Research
         U bilit T ti & R         h
      Usability testing
              y       g                   Experiments for
                                             p
                                          research
      Improve products                    Discover knowledge
      Few participants                    Many participants
      Results inform design               Results validated
      Usually
      U ll not completely
                       l l                statistically
      replicable                          Must be replicable
      Conditions controlled as            Strongly controlled
      much as possible                    conditions
      Procedure planned
                  p                       Experimental design
                                             p               g
      Results reported to                 Scientific report to
      developers                          scientific community

168                          www.id-book.com
Pilot Studies
A small trial run of the main study.
  Can identify majority of issues with interface design
Pilot studies check:
- that the evaluation plan is viable
- you can conduct the procedure
- that i
   h interview scripts, questionnaires,
             i      i           i    i
    experiments, etc. work appropriately
Iron out problems before doing the main study.
Controlled experiments
Designer of a controlled experiment should
carefully consider
        y
  proposed hypothesis
  selected subjects
  measured variables
  experimental methods
  data collection
  data analysis
Subjects
The h
Th choice of subjects is critical to the validity of
              f b               l     h    ld      f
the results of an experiment
  subjects group should be representative of the
  expected user population
In selecting the subjects it is important to
consider things such as their
              g
  age group, education, skills, culture
The sample size should be large enough (10+) to
be statistically representative of the population
Variables
                    V i bl
Experiments manipulate and measure variables
under controlled conditions
There are two types of variables
  independent: variables that are manipulated to
  create different experimental conditions
   - e g number of items in menus, colour of the icons
     e.g.                   menus
  dependent: variables that are measured to find out
  the effects of changing the independent variables
   - e.g. speed of menu selection, speed of locating icons
“Other” Variables
Control variables
  e.g. room light, noise…
  if controlled => less external validity
Random variables (not controlled)
                 (              )
  e.g. fatigue
  more influence of random variable => less internal validity
                                                            y
Confounding variables
  practice
  previous experience
Hypothesis
A hypothesis is a prediction of the
outcome
  what will happen to the dependent variables when
  the independent variables are changed
  to show that the prediction is right
   - dependant variables don’t change by changing
     the independent variables
   - rejecting the null hypothesis (H0 )
Experimental methods
It is important to select the right experimental
                                      p
method so that the results of the experiment
can be generalized
There are mainly two experimental methods
  between-groups: each subject is assigned to one
  experimental condition
  within-groups: each subject performs under all
  the different conditions
Experimental methods
Between-groups
        g   p                                          Within-groups
                                                              g   p

                                  Subjects                                                    Subjects


                                 Randomly                                                     Randomly
                                 assigned                                                     assigned




                                                                 rimental tasks




                                                                                                  rimental tasks




                                                                                                                                   rimental tasks
                                                                                  Condition                        Condition                        Condition
      erimental task




                                                                                     1                                2                                3
                       Condition Condition Condition                              Condition                        Condition                        Condition
                          1         2         3                                      2                                1                                1
   Expe




                                                             Exper




                                                                                              Exper




                                                                                                                               Exper
                                                                                  Condition                        Condition                        Condition
                                                                                     3                                3                                2



                         data       data       data                               data                             data                             data


                          Statistical data analysis                                Statistical data analysis
Within vs. Between Subjects
between subjects design
  each participant is tested on only one level/condition
       p      p                    y
  a separate group of participants is used for each
  condition
   - one group uses HMD other group uses Handheld device
within subjects d i
 i hi    bj     design
  participant is tested on each level/condition
   - e.g. participants use Handheld device and HMD
  repeated measurement
    p
Between Subjects
Sometimes a factor must be between subjects
  e.g. gender, age, experience
Between subjects advantage:
  avoids interference effects (e.g. practice / learning effect)
                              ( g p                   g       )
Between subjects disadvantage:
  Increased variability = need more subjects
Important: randomised assignment to conditions
Within Subjects
Sometimes a f t must be within subjects
S   ti      factor t b ithi      bj t
  e.g. measuring learning effects
Within subjects advantages
  less participants needed (all p
       p      p              ( participants in all conditions)
                                      p                      )
  differences (variability) between subjects the same across test
  conditions
Counterbalance order of presenting conditions
  A => B => C      B => C => A C => A => B
The order is best governed by a Latin Square
Latin Square Design
each condition occurs once in each row and
column




Note: In a balanced Latin Square each condition
both
b th precedes and f ll
           d     d follows each other condition
                              h th       diti
an equal number of times
Data collection and analysis
The choice of a method is dependent on the
type of data that needs to be collected
In order to test a hypothesis the data has to
be analysed using a statistical method
The choice of a statistical method depends on
the type of collected data
 h         f ll     dd
 All the decisions about an experiment should
                                p
        be made before it is carried out
Observe and Measure
Observations are gathered…
  manually (
         y (human observers) )
  automatically (computers, software, cameras,
  sensors, etc )
  sensors etc.)


A measurement is a recorded observation
Objective metrics
Subjective metrics
Typical objective metrics
task completion time
   k       l i    i
errors (number, percent,…)
percent of task completed
ratio of successes to failures
number of repetitions
number of commands used
number of failed commands
physiological data (heart rate,…)
…
Typical subjective metrics
user satisfaction
subjective performance
ratings
ease of use
intuitiveness
judgments
…
Data Types
Subjective
  Subjective survey                     How easy was the task

   - Likert Scale, condition rankings
            Scale                        1        2       3     4        5
                                        Not very easy               Very easy
  Observations
   - Think Aloud
  Interview responses
Objective
  Performance measures
   - Time accuracy, errors
     Time, accuracy
  Process measures
   - Video/audio analysis
Experimental Measures
                     E erimental Meas res
         Measure                      What does it tell us?                          How is it measured?
Timings                        Performance                                         Via a stopwatch, or
                                                                                   automatically by the device.

Errors                         Performance, Particular sticking points in a task   By success in completing the task
                                                                                   correctly. Through experimenter
                                                                                   observation, examining the route
                                                                                   walked.

Perceived Workload             Effort invested. User satisfaction                  Through NASA TLX scales and other
                                                                                   questionnaires.
                                                                                        i    i

Distance traveled and route    Depending on the application, these can be used     Using a pedometer, GPS or other
taken                          to pinpoint errors and to indicate performance      location-sensing system. By
                                                                                   experimenter observation.

Percentage preferred walking   Performance                                         By finding average walking speed,
speed                                                                              which is compared with normal walking
                                                                                   speed.

Comfort                        User satisfaction. Device acceptability             Comfort Rating Scale and other
                                                                                   questionnaires.

User comments and              User satisfaction and preferences. Particular       Through questionnaires, interviews and
preferences                    sticking points in a task.                          think alouds.
                                                                                   think-alouds.

Experimenter observations      Different aspects, depending on the experimenter    Through observation and note-taking
                               and on the observations
Statistical Analysis
Once data is collected statistics can be used for analysis
Typical Statistical Techniques
 yp                       q
  Comparing between two results
    - Unpaired T-Test (for between subjects – assumes normal distribution,
      interval scale, homogeneity of variances)
    - Paired T-Test (for within subjects – assumes normal distribution, etc.)
    - Mann Whitney U test (between subjects – if assumptions are not met)
      Mann–Whitney U-test
  Comparing between > two results
    - Analysis of Variance – ANOVA
    - Followed by post-hoc analysis – Bonferroni adjustment
    - Kruskal–Wallis (does not assume normal distribution)
Case Study: A Wearable Information Space




     Head Stabilized         Body Stabilized

An
A AR i t f
     interface provides spatial audio and visual cues
                   id      ti l di      d i    l
Does a spatial interface aid performance?
   –Task time / accuracy
Task Performance
Task
T k
   find target icons on 8 pages
   remember information space
           b i f        i
Conditions
A - head-stabilized pages
B - cylindrical display with trackball
C - cylindrical display with head tracking
Subjects
  Within subjects (need fewer subjects)
  12 subjects used
Experimental Measures
Objective
Ob
  spatial ability (pre-test)
                                                     Many
  time to perform task
  information recall                                 Different
  workload (NASA TLX)
      kl d                                           Measures
Subjective
   j
  Post Experiment Survey
   - rank conditions (forced choice)
                     (             )
   - Likert Scale Questions
       • “How intuitive was the interface to use?”
Post Experiment Survey
For each of these conditions please answer:
   1) How easy was it to find the target?
   1    2      3         4         5      6         7
   1=not very easy                                  7=very easy


For the head stabilised condition (A):
For the cylindrical condition with mouse input (B):
For the head tracked condition (C):

Rank all the conditions in order on a scale of one to three
1) Which condition was easiest to find target (1 = easiest, 3 = hardest)
   A:            B:               C:
Results
Body St bili ti Improved P f
B d Stabilization I    d Performance
  search times significantly faster (One factor ANOVA)




Head Tracking Improved Information recall
  no difference between trackball and stack case
Head tracking involved more physical work
Subjective Impressions
   5
 4.5
   4
 3.5
   3
                                          Find Target
 2.5
                                          Enjoyable
   2
 1.5
 15
   1
 0.5
   0
          A          B           C




Subjects Felt Spatialized Conditions (
   j            p                    (ANOVA):
                                           )
   More enjoyable
   Easier to find target
Subjective Impressions
      3

     2.5

      2
                                                Easiest
     1.5                                        Understanding
                                                Intuitive
      1

     0.5

      0
              A           B           C



Subject Rankings (Kruskal-Wallis)
   Spatialized easier to use than head stabilized
   S     l d                  h h d bl d
   Body stabilized gave better understanding
   Head tracking most intuitive
Field Studies
Field S d
                    F ld Studies
      Field studies are done in natural settings
                                        settings.
      “in the wild” is a term for prototypes being used
      freely in natural settings
                        settings.
      Aim to understand what users do naturally and how
      technology impacts them
                            them.
      Field studies are used in product design to:
      - identify opportunities for new technology;
      - determine design requirements;
      - decide how best to introduce new technology;gy;
      - evaluate technology in use.

196                      www.id-book.com
Observation
Direct observation in the field
  Structuring frameworks
  Degree of participation (i id or outsider)
  D         f    ti i ti (insider    t id )
  Ethnography
Direct observation in controlled environments
D        b                    ll d
Indirect observation: tracking users’ activities
  Diaries
  Interaction logging
Ethnography (1)
• Ethnography is a philosophy with a set of techniques that include
  participant observation and interviews
• Debate about differences between participant observation and
  ethnography
• Ethnographers immerse themselves in the culture that they study
• A researcher’s degree of participation can vary along a scale from
  ‘outside’ to ‘inside’
  ‘     d ’ ‘ d ’
• Analyzing video and data logs can be time-consuming
• Collections of comments, incidents, and artifacts are made
Ethnography (2)
Co operation
Co-operation of people being observed is required
Informants are useful
Data analysis is continuous
Interpretivist technique



Questions get refined as understanding grows
Reports usually contain examples
Direct observation in a controlled setting
                                         g
    Think-aloud technique
                      q

Indirect observation
    Diaries
    Interaction logs
    Cultural
    C lt l probesb
Frameworks to Guide Observation
      - The person. Who?
      - The place. Where?
      - The thing What?
            thing.

       The Goetz and LeCompte (1984) framework:
      - Who is present?
      - What is their role?
      - What is happening?
      - When does the activity occur?
      - Wh i it happening?
        Where is h         i ?
      - Why is it happening?
      - How is the activity organized?
201                         www.id-book.com
Predictive Evaluation
Predictive models
Provide a way of evaluating products or
designs without directly involving users.
    g                    y        g
Less expensive than user testing.
Usefulness limited to systems with
predictable tasks - e.g., telephone answering
systems, mobiles,
systems mobiles cell phones etc
                        phones, etc.
Based on expert error-free behavior.
Fitts’ Law (Fitts 1954)



Fitts’ Law predicts that the time to point at an
object using a device is a function of the distance
from the target object and the object’s size.
The further away and the smaller the object, the
                                        object
longer the time to locate it and point to it.
GOMS Model
Goals h
G l - the state the user wants to achieve e.g., find a
                   h                 hi         fi d
website.
Operators - the cognitive processes and physical actions
needed to attain the goals
   Eg moving mouse to select icon
    g        g
Methods - the procedures for accomplishing the goals, e.g.,
drag mouse over icon, click on button.
Selection rules - decide which method to select when there is
more than one.
GOMS Response Times (Card et al., 1983)
   Operator   Description                                      Time (sec)
   K          Pressing a single key or button
                      g      g y
              Average skilled typist (55 wpm)                  0.22
              Average non-skilled typist (40 wpm)              0.28
              Pressing shift or control key                    0.08
              Typist unfamiliar withthekeyboard
                                with the keyboard              1.20
                                                               120
   P          Pointing with a mouse or other device on a       0.40
              display to select an object.
              This value is derived fromFitts’ Law which is
              discussed below.
   P1         Clicking the mouse or similar device             0.20
   H          Bring ‘home’ hands on the keyboard or other      0.40
              device
   M          Mentally prepare/respond                         1.35
   R(t)       The response time is counted only if it causes   t
              the user to wait.
Expert Inspections
Several kinds.
Experts use their knowledge of users and
   p                        g
technology to review software usability.
Expert critiques can be formal or informal reports.
   p        q                                 p
Heuristic evaluation is a review guided by a set of
heuristics.
Walkthroughs involve stepping through a pre-
p
planned scenario noting potential problems.
                        gp         p
Nielsen’s heuristics
Visibility of system status
                       status.
Match between system and real world.
User control and freedom
                     freedom.
Consistency and standards.
Error prevention.
E
Recognition rather than recall.
Flexibility and efficiency of use.
Aesthetic and minimalist design.g
Help users recognize, diagnose, recover from errors.
Help and documentation.
Three stages for doing heuristic evaluation
  Briefing session to tell experts what to do.
  Evaluation period of 1-2 hours in which:
     Each expert works separately;
     Take one pass to get a feel for the product;
     Take a second pass to focus on specific features.
  Debriefing session in which experts work
  together to prioritize problems.
    g         p          p
No. of evaluators & problems
Advantages and problems
Few ethical and practical issues to consider
because users not involved.
Can be difficult and expensive to find experts.
Best experts have knowledge of application
domain and users.
Biggest problems:
  Important problems may get missed;
  Many trivial problems are often identified;
  Experts have biases.
Data Collection
Overview
• Fi k i
  Five key issues of d gathering
                   f data h i
      • Data recording
      • Interviews
      • Questionnaires
      • Observation
      • Choosing and combining techniques


213                      www.id-book.com
Five K I
                F Key Issues
  1. Setting goals
       -   Decide how to analyze data once collected
  2. Identifying participants
       -   Decide who to gather data from
  3. Relationship with participants
       -   Clear and professional
       -   Informed consent when appropriate
                                  pp p
  4. Triangulation
       -   Look at data from more than one perspective
  5. Pilot studies
       -   Small trial of main study
214                     www.id-book.com
Data recording
      Notes, audio, video, photographs

      Notes plus photographs
      Audio plus photographs
      Video




215                      www.id-book.com
Interviews
      • Unstructured - are not directed by a script.
        Rich but not replicable.
      • St
        Structured - are ti htl scripted, often like a
              t   d      tightly    i t d ft    lik
        questionnaire. Replicable but may lack
        richness.
        richness
      • Semi-structured - guided by a script but
        interesting issues can be explored in more
        depth. Can provide a good balance between
        richness and replicability.



216                       www.id-book.com
Interview Q
                i   Questions
                         i
  • Two types:
      − ‘closed questions’ have a predetermined answer
        format, e.g., ‘yes’ or ‘no’
      − ‘open questions’ do not have a predetermined format
  • Closed questions are easier to analyze
  • A id
    Avoid:
      − Long questions
      − Compound sentences - split them into two
      − Jargon and language that the interviewee may not
        understand
      − Leading questions that make assumptions e.g., why do
        you like …?
      − Unconscious biases e.g., gender stereotypes
                           eg
217                      www.id-book.com
Enriching the interview process
• Props - devices for prompting interviewee, e.g., a
  prototype, scenario




218                  www.id-book.com
Questionnaires
• Key Points
   • Can be administered to large populations
   • Paper email and the web used for dissemination
     Paper,
   • Sampling can be a problem when the size of a
     population is unknown as is common online
• Design
   • Provide clear instructions
   • Questions can be closed or open
     • closed easier to analyze
   • The impact of a question can be influenced by
      order
  219 Will phrases be positive, negative or mixed
   •                     www.id-book.com
Encouraging a Good Response
      Make sure purpose of study is clear
                    y y
      Promise anonymity
      Ensure questionnaire is well designed
      Offer a short version for those who do not have time to
      complete a long questionnaire
      Follow-up with emails, phone calls, letters
      Provide an incentive
      40% response rate is high, 20% is often acceptable
              p               g                   p



220                        www.id-book.com
Online Questionnaires
• www.surveymonkey.com
               k
• Good
  •    Low cost
  •    Responses are usually received quickly
  •    Data automatically collected
  •    Time required for data analysis is reduced
• Bad
  • Sampling is problematic if population size is unknown
  • Preventing individuals from responding more than once

 221                          www.id-book.com
6. Design in the Real World
       Mark Billinghurst
Product Development Balancing Act

                  Marketing g
                  Software
                  Hardware
                  Industrial Design
                  Interaction Design
                  Usability
                  Manufacturing
Obstacles to Success
Everyone has an opinion
E        h        i i
   Design by committee
Misunderstanding user research
   Too literal, not objective
Power struggles
   Blue vs. Red Interface
Losing focus of the end user
   Feature Creep
Relying on assumptions/myths
Featuritis = Requirements not well established
There is never only one design solution!!
Penny Wise = Dollar Poor
Software/Hardware development rewarded
                            g
for fast work and low budgets.
Interaction design activities take some budget
and some time
           time.
Investment at front end saves money overall.
Cost Justifying Usability
Cost of Changes
Design Alternatives




                 Req.          Dev.         Build
                 Phase         Phase        Phase

                      Saving Development Costs
Cost Justifying Usability
Increase Revenue
     “IBM’s Web presence has traditionally been made up of a difficult-to-navigate
      labyrinth of disparate subsidies, but a redesign made it more cohesive and
                             subsidies
      user-friendly. According to IBM, the massive redesign effort quickly paid
     dividends. The company said in the month after re-launch that traffic to the
     Shop IBM online store increased 120 percent and sales went up 400%400%.
      (Battey, 1999)

Increase Safety
   “Chapanis cites two independent studies that showed a 54% reduction
     In rear-end accidents with the use of human factors improvement: the
     centered high mount brake light on autos.”
               high-mount                autos.
More Value for Interaction Design
1. US trade magazines score products on usability along with
   features and cost.
2. 1/3 of new products fail in market place. (PDMA)
3. Some big electronic chain stores do their own usability
   review of products before they will stock them.
4. Customers have become very sophisticated and
   DEMAND highly usable products (as do distributors, investors).
                                             distributors investors)
5. Enables companies to develop on-going relationships with
   customers to keep them current.
                     p
Stories from the Field
  Connectix for Boeing
Assumption that users would
primarily be business travellers
wanting to work.

Studies showed primary user
were indeed business travellers
but wanting to RELAX.
In Conclusion…
7. Resources
Books




Interaction Design by Jenny Preece, Yvonne
Rogers, and Helen Sharp
   g                  p
About Face 2.0: The Essentials of Interaction
Design by Alan Cooper and Robert M. Reimann
                                 M
Mobile Interaction Design by Matt Jones and
Gary Marsden
Resources: More books
Designing Interactions. Bill Moggridge

The Inmates Are Running the Asylum: Why High-Tech Products Drive
   Us Crazy and How to Restore the Sanity. Alan Cooper

Interface Culture. Steven Johnson (history of the development of
    interfaces, well written, more on the ideas)

The invisible Computer. D ld Norman
Th i i ibl C            Donald N

Rapid Contextual Design. A How-to Guide to Key Techniques for User-
   Centered Desi n Karen H lt blatt
            Design.        Holtzblatt

Design Research. Brenda Laurel
Resources: Conferences
OzCHI
CHI (Computer Human Interaction, ACM)
NordiCHI (Nordic CHI, ACM)
MobileHCI (focused on mobile interaction/devices, ACM)
IDC (Interaction Design and Children, ACM)
Interact
HCI International
DIS (Designing Interactive Systems, ACM) - Design Research, open to
    different approaches t d i
    diff    t        h to design
DPPI (Designing Pleasurable Products) - Product Design Conference
DUX (Designing the User Experience, ACM) - more practicioners
CSCW (Computer Supported Cooperative Work)
UbiComp
Online
http://www.interaction-design.org/ Interaction Design online
   p                         g    g                g
encyclopedia
http://www.baddesigns.com/ scrapbook of illustrated examples
of things that are hard to use
http://www.ixda.org/en/ Interaction Design Association
http://dev.uxmatters.com/ (User Experience Matters - blog and
newsletter)
      l     )
http://www.nathan.com/ed/index.html (Nathan Shedroff‘s
website on Experience Design)
Web-Based User Interface Evaluation with Questionnaires, by
Gary Perlman http://www.acm.org/~perlman/question.html
http://usability.gov/ US D
h // bili           /    Dept. Of Health and H
                                  H l h d Human Service
                                                    S i
http://www.paperprototyping.com/ (adjunct homepage to book
on paper p
    p p prototyping)
                  yp g)
Institutions
D-School - Stanford University (USA)
   http://www.stanford.edu/group/dschool/
IIT Institute of Design (USA)
   http://www.id.iit.edu/
CMU School of Design (USA)
   www.design.cmu.edu/
MIT Media Lab (USA)
   www.media.mit.edu
Interaction Design Institute + Domus Academy (Italy)
I       i D i I i              D     A d     (I l )
   http://www.interaction-ivrea.it/
Interaction Design, Royal Co ege of Art (UK)
  te act o   es g , oya College o     t (U )
   http://www.interaction.rca.ac.uk/
University of Queensland (Australia)
   http://www.itee.uq.edu.au/~id/
   htt //     it       d    / id/
More Information

• Mark Billinghurst
  – mark billinghurst@hitlabnz org
    mark.billinghurst@hitlabnz.org
• Website
  – www.hitlabnz.org

Weitere ähnliche Inhalte

Was ist angesagt?

User Experience 3: User Experience, Usability and Accessibility
User Experience 3: User Experience, Usability and AccessibilityUser Experience 3: User Experience, Usability and Accessibility
User Experience 3: User Experience, Usability and AccessibilityMarc Miquel
 
Design process interaction design basics
Design process interaction design basicsDesign process interaction design basics
Design process interaction design basicsPreeti Mishra
 
What is a User Experience?
What is a User Experience? What is a User Experience?
What is a User Experience? Dotinum
 
Scenario-based Design
Scenario-based DesignScenario-based Design
Scenario-based DesignHans Põldoja
 
Usability Engineering Presentation Slides
Usability Engineering Presentation SlidesUsability Engineering Presentation Slides
Usability Engineering Presentation Slideswajahat Gul
 
UI UX introduction
UI UX introductionUI UX introduction
UI UX introductionIsmail Norri
 
i/o extended: Intro to <UX> Design
i/o extended: Intro to <UX> Design  i/o extended: Intro to <UX> Design
i/o extended: Intro to <UX> Design GDGKuwaitGoogleDevel
 
HCI - Chapter 6
HCI - Chapter 6HCI - Chapter 6
HCI - Chapter 6Alan Dix
 
"What Are the Key Differences between UI and UX Design?"
"What Are the Key Differences between UI and UX Design?""What Are the Key Differences between UI and UX Design?"
"What Are the Key Differences between UI and UX Design?"MITAcademy1
 
UX Experience Design: Processes and Strategy
UX Experience Design: Processes and StrategyUX Experience Design: Processes and Strategy
UX Experience Design: Processes and StrategyCHI UX Indonesia
 
UX Prototyping (UXiD) - Slide by Anton Chandra and Bahni Mahariasha
UX Prototyping (UXiD) - Slide by Anton Chandra and Bahni MahariashaUX Prototyping (UXiD) - Slide by Anton Chandra and Bahni Mahariasha
UX Prototyping (UXiD) - Slide by Anton Chandra and Bahni MahariashaAnton Chandra
 
UI & UX Design for Startups
UI & UX Design for StartupsUI & UX Design for Startups
UI & UX Design for StartupsRichard Fang
 
UX/UI Design and How It Works
UX/UI Design and How It WorksUX/UI Design and How It Works
UX/UI Design and How It WorksAciron Consulting
 
Human Computer Interaction (HCI)
Human Computer Interaction (HCI)Human Computer Interaction (HCI)
Human Computer Interaction (HCI)Lahiru Danushka
 
What is Human Computer Interraction
What is Human Computer InterractionWhat is Human Computer Interraction
What is Human Computer Interractionpraeeth palliyaguru
 

Was ist angesagt? (20)

User Experience 3: User Experience, Usability and Accessibility
User Experience 3: User Experience, Usability and AccessibilityUser Experience 3: User Experience, Usability and Accessibility
User Experience 3: User Experience, Usability and Accessibility
 
Good UX Bad UX
Good UX Bad UXGood UX Bad UX
Good UX Bad UX
 
Design process interaction design basics
Design process interaction design basicsDesign process interaction design basics
Design process interaction design basics
 
Prototyping
PrototypingPrototyping
Prototyping
 
What is a User Experience?
What is a User Experience? What is a User Experience?
What is a User Experience?
 
Ux design process
Ux design processUx design process
Ux design process
 
Scenario-based Design
Scenario-based DesignScenario-based Design
Scenario-based Design
 
Basics of UX Research
Basics of UX ResearchBasics of UX Research
Basics of UX Research
 
Usability Engineering Presentation Slides
Usability Engineering Presentation SlidesUsability Engineering Presentation Slides
Usability Engineering Presentation Slides
 
UI UX introduction
UI UX introductionUI UX introduction
UI UX introduction
 
i/o extended: Intro to <UX> Design
i/o extended: Intro to <UX> Design  i/o extended: Intro to <UX> Design
i/o extended: Intro to <UX> Design
 
HCI - Chapter 6
HCI - Chapter 6HCI - Chapter 6
HCI - Chapter 6
 
UI / UX Design Presentation
UI / UX Design PresentationUI / UX Design Presentation
UI / UX Design Presentation
 
"What Are the Key Differences between UI and UX Design?"
"What Are the Key Differences between UI and UX Design?""What Are the Key Differences between UI and UX Design?"
"What Are the Key Differences between UI and UX Design?"
 
UX Experience Design: Processes and Strategy
UX Experience Design: Processes and StrategyUX Experience Design: Processes and Strategy
UX Experience Design: Processes and Strategy
 
UX Prototyping (UXiD) - Slide by Anton Chandra and Bahni Mahariasha
UX Prototyping (UXiD) - Slide by Anton Chandra and Bahni MahariashaUX Prototyping (UXiD) - Slide by Anton Chandra and Bahni Mahariasha
UX Prototyping (UXiD) - Slide by Anton Chandra and Bahni Mahariasha
 
UI & UX Design for Startups
UI & UX Design for StartupsUI & UX Design for Startups
UI & UX Design for Startups
 
UX/UI Design and How It Works
UX/UI Design and How It WorksUX/UI Design and How It Works
UX/UI Design and How It Works
 
Human Computer Interaction (HCI)
Human Computer Interaction (HCI)Human Computer Interaction (HCI)
Human Computer Interaction (HCI)
 
What is Human Computer Interraction
What is Human Computer InterractionWhat is Human Computer Interraction
What is Human Computer Interraction
 

Ähnlich wie Introduction to Interaction Design

10 Truths to Great Product Experiences
10 Truths to Great Product Experiences10 Truths to Great Product Experiences
10 Truths to Great Product ExperiencesJeremy Johnson
 
Wireframes and UI-Prototypes
Wireframes and UI-PrototypesWireframes and UI-Prototypes
Wireframes and UI-Prototypestec
 
Chapter 1 id2e_slides
Chapter 1 id2e_slidesChapter 1 id2e_slides
Chapter 1 id2e_slidesoopscrash1
 
Ni week no designer, no problem
Ni week no designer, no problem Ni week no designer, no problem
Ni week no designer, no problem Jenica Welch
 
It's Better To Have a Permanent Income Than to Be Fascinating: Killer Feature...
It's Better To Have a Permanent Income Than to Be Fascinating: Killer Feature...It's Better To Have a Permanent Income Than to Be Fascinating: Killer Feature...
It's Better To Have a Permanent Income Than to Be Fascinating: Killer Feature...Ultan O'Broin
 
24 Hours of UX - Agile + UX: Good, Bad, Ugly
24 Hours of UX - Agile + UX: Good, Bad, Ugly24 Hours of UX - Agile + UX: Good, Bad, Ugly
24 Hours of UX - Agile + UX: Good, Bad, UglyJoshua Randall
 
User Interface Design For Programmers
User Interface Design For ProgrammersUser Interface Design For Programmers
User Interface Design For ProgrammersChris Poteet
 
Rapid Product Design in the Wild
Rapid Product Design in the WildRapid Product Design in the Wild
Rapid Product Design in the WildMichele Ide-Smith
 
User Experience and Prototyping
User Experience and PrototypingUser Experience and Prototyping
User Experience and PrototypingKshitiz Anand
 
It's Better To Have a Permanent Income Than to Be Fascinating: Killer Feature...
It's Better To Have a Permanent Income Than to Be Fascinating: Killer Feature...It's Better To Have a Permanent Income Than to Be Fascinating: Killer Feature...
It's Better To Have a Permanent Income Than to Be Fascinating: Killer Feature...Ultan O'Broin
 
Stakeholder Persuasion - How to quantify your gut feeling
Stakeholder Persuasion - How to quantify your gut feelingStakeholder Persuasion - How to quantify your gut feeling
Stakeholder Persuasion - How to quantify your gut feelingUser Intelligence
 
Kedar Chavan - UX Process.pdf
Kedar Chavan - UX Process.pdfKedar Chavan - UX Process.pdf
Kedar Chavan - UX Process.pdfssuser6609a5
 
You Don't Know C.R.A.P. about UX/UI
You Don't Know C.R.A.P. about UX/UIYou Don't Know C.R.A.P. about UX/UI
You Don't Know C.R.A.P. about UX/UILindsay Tabas
 
MHIT 603: Introduction to Interaction Design
MHIT 603: Introduction to Interaction DesignMHIT 603: Introduction to Interaction Design
MHIT 603: Introduction to Interaction DesignMark Billinghurst
 
The very basics of human-Centered Interaction Design (sigchi.be 11/2010)
The very basics of human-Centered Interaction Design (sigchi.be 11/2010)The very basics of human-Centered Interaction Design (sigchi.be 11/2010)
The very basics of human-Centered Interaction Design (sigchi.be 11/2010)Koen Peters
 
An introduction to user experience design
An introduction to user experience designAn introduction to user experience design
An introduction to user experience designRian van der Merwe
 
Principles of visual consistency
Principles of visual consistencyPrinciples of visual consistency
Principles of visual consistencyHalil Eren Çelik
 

Ähnlich wie Introduction to Interaction Design (20)

10 Truths to Great Product Experiences
10 Truths to Great Product Experiences10 Truths to Great Product Experiences
10 Truths to Great Product Experiences
 
Wireframes and UI-Prototypes
Wireframes and UI-PrototypesWireframes and UI-Prototypes
Wireframes and UI-Prototypes
 
Chapter 1 id2e_slides
Chapter 1 id2e_slidesChapter 1 id2e_slides
Chapter 1 id2e_slides
 
Ni week no designer, no problem
Ni week no designer, no problem Ni week no designer, no problem
Ni week no designer, no problem
 
It's Better To Have a Permanent Income Than to Be Fascinating: Killer Feature...
It's Better To Have a Permanent Income Than to Be Fascinating: Killer Feature...It's Better To Have a Permanent Income Than to Be Fascinating: Killer Feature...
It's Better To Have a Permanent Income Than to Be Fascinating: Killer Feature...
 
24 Hours of UX - Agile + UX: Good, Bad, Ugly
24 Hours of UX - Agile + UX: Good, Bad, Ugly24 Hours of UX - Agile + UX: Good, Bad, Ugly
24 Hours of UX - Agile + UX: Good, Bad, Ugly
 
User Interface Design For Programmers
User Interface Design For ProgrammersUser Interface Design For Programmers
User Interface Design For Programmers
 
Rapid Product Design in the Wild
Rapid Product Design in the WildRapid Product Design in the Wild
Rapid Product Design in the Wild
 
Summ11 useinterx
Summ11 useinterxSumm11 useinterx
Summ11 useinterx
 
User Experience and Prototyping
User Experience and PrototypingUser Experience and Prototyping
User Experience and Prototyping
 
Ux1
Ux1Ux1
Ux1
 
Hybrid Publishing Design Methods For Technical Books
Hybrid Publishing Design Methods For Technical BooksHybrid Publishing Design Methods For Technical Books
Hybrid Publishing Design Methods For Technical Books
 
It's Better To Have a Permanent Income Than to Be Fascinating: Killer Feature...
It's Better To Have a Permanent Income Than to Be Fascinating: Killer Feature...It's Better To Have a Permanent Income Than to Be Fascinating: Killer Feature...
It's Better To Have a Permanent Income Than to Be Fascinating: Killer Feature...
 
Stakeholder Persuasion - How to quantify your gut feeling
Stakeholder Persuasion - How to quantify your gut feelingStakeholder Persuasion - How to quantify your gut feeling
Stakeholder Persuasion - How to quantify your gut feeling
 
Kedar Chavan - UX Process.pdf
Kedar Chavan - UX Process.pdfKedar Chavan - UX Process.pdf
Kedar Chavan - UX Process.pdf
 
You Don't Know C.R.A.P. about UX/UI
You Don't Know C.R.A.P. about UX/UIYou Don't Know C.R.A.P. about UX/UI
You Don't Know C.R.A.P. about UX/UI
 
MHIT 603: Introduction to Interaction Design
MHIT 603: Introduction to Interaction DesignMHIT 603: Introduction to Interaction Design
MHIT 603: Introduction to Interaction Design
 
The very basics of human-Centered Interaction Design (sigchi.be 11/2010)
The very basics of human-Centered Interaction Design (sigchi.be 11/2010)The very basics of human-Centered Interaction Design (sigchi.be 11/2010)
The very basics of human-Centered Interaction Design (sigchi.be 11/2010)
 
An introduction to user experience design
An introduction to user experience designAn introduction to user experience design
An introduction to user experience design
 
Principles of visual consistency
Principles of visual consistencyPrinciples of visual consistency
Principles of visual consistency
 

Mehr von Mark Billinghurst

Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsMark Billinghurst
 
IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024Mark Billinghurst
 
Future Research Directions for Augmented Reality
Future Research Directions for Augmented RealityFuture Research Directions for Augmented Reality
Future Research Directions for Augmented RealityMark Billinghurst
 
Evaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesEvaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesMark Billinghurst
 
Empathic Computing: Delivering the Potential of the Metaverse
Empathic Computing: Delivering  the Potential of the MetaverseEmpathic Computing: Delivering  the Potential of the Metaverse
Empathic Computing: Delivering the Potential of the MetaverseMark Billinghurst
 
Empathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseEmpathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseMark Billinghurst
 
Talk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationTalk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationMark Billinghurst
 
Empathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseEmpathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
 
2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VRMark Billinghurst
 
2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR SystemsMark Billinghurst
 
Novel Interfaces for AR Systems
Novel Interfaces for AR SystemsNovel Interfaces for AR Systems
Novel Interfaces for AR SystemsMark Billinghurst
 
2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR PrototypingMark Billinghurst
 
2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR InteractionMark Billinghurst
 
2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR Technology2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR TechnologyMark Billinghurst
 
2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: PerceptionMark Billinghurst
 
2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XR2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XRMark Billinghurst
 
Empathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsEmpathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsMark Billinghurst
 
Empathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseEmpathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseMark Billinghurst
 

Mehr von Mark Billinghurst (20)

Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR Systems
 
IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024
 
Future Research Directions for Augmented Reality
Future Research Directions for Augmented RealityFuture Research Directions for Augmented Reality
Future Research Directions for Augmented Reality
 
Evaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesEvaluation Methods for Social XR Experiences
Evaluation Methods for Social XR Experiences
 
Empathic Computing: Delivering the Potential of the Metaverse
Empathic Computing: Delivering  the Potential of the MetaverseEmpathic Computing: Delivering  the Potential of the Metaverse
Empathic Computing: Delivering the Potential of the Metaverse
 
Empathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseEmpathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the Metaverse
 
Talk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationTalk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote Collaboration
 
Empathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseEmpathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader Metaverse
 
2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR
 
2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems
 
ISS2022 Keynote
ISS2022 KeynoteISS2022 Keynote
ISS2022 Keynote
 
Novel Interfaces for AR Systems
Novel Interfaces for AR SystemsNovel Interfaces for AR Systems
Novel Interfaces for AR Systems
 
2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping
 
2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction
 
2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR Technology2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR Technology
 
2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception
 
2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XR2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XR
 
Empathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsEmpathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive Analytics
 
Metaverse Learning
Metaverse LearningMetaverse Learning
Metaverse Learning
 
Empathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseEmpathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole Metaverse
 

Kürzlich hochgeladen

DevEX - reference for building teams, processes, and platforms
DevEX - reference for building teams, processes, and platformsDevEX - reference for building teams, processes, and platforms
DevEX - reference for building teams, processes, and platformsSergiu Bodiu
 
My Hashitalk Indonesia April 2024 Presentation
My Hashitalk Indonesia April 2024 PresentationMy Hashitalk Indonesia April 2024 Presentation
My Hashitalk Indonesia April 2024 PresentationRidwan Fadjar
 
Search Engine Optimization SEO PDF for 2024.pdf
Search Engine Optimization SEO PDF for 2024.pdfSearch Engine Optimization SEO PDF for 2024.pdf
Search Engine Optimization SEO PDF for 2024.pdfRankYa
 
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)Bun (KitWorks Team Study 노별마루 발표 2024.4.22)
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)Wonjun Hwang
 
CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):comworks
 
Training state-of-the-art general text embedding
Training state-of-the-art general text embeddingTraining state-of-the-art general text embedding
Training state-of-the-art general text embeddingZilliz
 
WordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your BrandWordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your Brandgvaughan
 
My INSURER PTE LTD - Insurtech Innovation Award 2024
My INSURER PTE LTD - Insurtech Innovation Award 2024My INSURER PTE LTD - Insurtech Innovation Award 2024
My INSURER PTE LTD - Insurtech Innovation Award 2024The Digital Insurer
 
SAP Build Work Zone - Overview L2-L3.pptx
SAP Build Work Zone - Overview L2-L3.pptxSAP Build Work Zone - Overview L2-L3.pptx
SAP Build Work Zone - Overview L2-L3.pptxNavinnSomaal
 
Story boards and shot lists for my a level piece
Story boards and shot lists for my a level pieceStory boards and shot lists for my a level piece
Story boards and shot lists for my a level piececharlottematthew16
 
DevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache MavenDevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache MavenHervé Boutemy
 
Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Manik S Magar
 
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek SchlawackFwdays
 
What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024Stephanie Beckett
 
Unleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubUnleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubKalema Edgar
 
Integration and Automation in Practice: CI/CD in Mule Integration and Automat...
Integration and Automation in Practice: CI/CD in Mule Integration and Automat...Integration and Automation in Practice: CI/CD in Mule Integration and Automat...
Integration and Automation in Practice: CI/CD in Mule Integration and Automat...Patryk Bandurski
 
Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Scott Keck-Warren
 
Dev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebDev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebUiPathCommunity
 
"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii SoldatenkoFwdays
 

Kürzlich hochgeladen (20)

DevEX - reference for building teams, processes, and platforms
DevEX - reference for building teams, processes, and platformsDevEX - reference for building teams, processes, and platforms
DevEX - reference for building teams, processes, and platforms
 
My Hashitalk Indonesia April 2024 Presentation
My Hashitalk Indonesia April 2024 PresentationMy Hashitalk Indonesia April 2024 Presentation
My Hashitalk Indonesia April 2024 Presentation
 
Search Engine Optimization SEO PDF for 2024.pdf
Search Engine Optimization SEO PDF for 2024.pdfSearch Engine Optimization SEO PDF for 2024.pdf
Search Engine Optimization SEO PDF for 2024.pdf
 
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)Bun (KitWorks Team Study 노별마루 발표 2024.4.22)
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)
 
CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):
 
Training state-of-the-art general text embedding
Training state-of-the-art general text embeddingTraining state-of-the-art general text embedding
Training state-of-the-art general text embedding
 
WordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your BrandWordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your Brand
 
My INSURER PTE LTD - Insurtech Innovation Award 2024
My INSURER PTE LTD - Insurtech Innovation Award 2024My INSURER PTE LTD - Insurtech Innovation Award 2024
My INSURER PTE LTD - Insurtech Innovation Award 2024
 
SAP Build Work Zone - Overview L2-L3.pptx
SAP Build Work Zone - Overview L2-L3.pptxSAP Build Work Zone - Overview L2-L3.pptx
SAP Build Work Zone - Overview L2-L3.pptx
 
DMCC Future of Trade Web3 - Special Edition
DMCC Future of Trade Web3 - Special EditionDMCC Future of Trade Web3 - Special Edition
DMCC Future of Trade Web3 - Special Edition
 
Story boards and shot lists for my a level piece
Story boards and shot lists for my a level pieceStory boards and shot lists for my a level piece
Story boards and shot lists for my a level piece
 
DevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache MavenDevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache Maven
 
Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!
 
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack
 
What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024
 
Unleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubUnleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding Club
 
Integration and Automation in Practice: CI/CD in Mule Integration and Automat...
Integration and Automation in Practice: CI/CD in Mule Integration and Automat...Integration and Automation in Practice: CI/CD in Mule Integration and Automat...
Integration and Automation in Practice: CI/CD in Mule Integration and Automat...
 
Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024
 
Dev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebDev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio Web
 
"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko
 

Introduction to Interaction Design

  • 1. An Introduction to Interaction Design g Mark Billinghurst HIT Lab NZ
  • 2. Mark PhD Electrical Engineering University of Washington Interaction Design Museum experiences Tools for designers Augmented Reality Mobile AR, Evaluation AR Evaluation, Multimodal Interfaces, Collaborative Collaboration Enhanced FtF and remote collaboration Social networking
  • 3. Workshop Overview 1. What is Interaction Design 2. 2 Understanding Interaction 3. Understanding User Experience 4. Design and Prototyping 5. 5 Evaluation 6. Design in the Real World 7. Resources
  • 4. Source Material Interaction Design: Beyond Human p Computer-Interaction Rogers, Sharp, Preece http://www.id-book.com/ htt // id b k /
  • 5. 1. What is Interaction Design? Mark Billinghurst Preece Chapter 1
  • 6. What to do? Imagine I i You’re bringing a new product to market Your #2 competitor has been in the market for over a year, selling millions of units y g Your #1 competitor launches the same month Your technology is slower than your competitors Your technology is older than your competitors Your last product failed in the market
  • 7. Do you compete on Price ? Do you compete on Technology ? Do you compete on Features ? Wrong: Compete on user experience !
  • 8.
  • 9. Nintendo Wii Cheap - $500 Unique game play Wireless 3 DOF controller Position and orientation sensing Aiming to broaden user base g Can play previous games/downloads
  • 10.
  • 12. “The “Th product is no longer d i l the b i f l The th basis of value. Th experience is ” is. Venkat Ramaswamy The Future of Competition.
  • 13. Gilmore + Pine: Experience Economy Gil Pi E i E experiences Emotion E ti services products components Function Sony CSL © 2004
  • 14. The Value of Experience 50c 50 $3.50 20c
  • 15. Good Experience Design Reactrix Top down projection Camera b d input C based i Reactive Graphics No instructions No training
  • 16.
  • 17.
  • 20.
  • 21.
  • 22. Interaction Design “Designing interactive products to support people in their everyday and working lives” lives Preece, J., (2002). Interaction Design Design of User Experience with Technology
  • 23. Goals of interaction design Develop usable products Usability means easy to learn, effective to use and y y , provide an enjoyable experience Involve users in the design process
  • 24. Bill Verplank Interaction Design involves answering three questions: What do you do? - How do you affect the world? What do you feel? – What do you sense of the world? What do you know? – What do you learn? y y
  • 25.
  • 26. HCI and interaction design 26 www.id-book.com
  • 27.
  • 28. Interaction Design Process I D P Identify needs/ establish requirements q (Re)Design Evaluate Build an interactive version Develop alternative prototypes/concepts and compare them Final product And iterate, iterate, iterate.... iterate iterate iterate
  • 29. 2. Understanding Interaction Mark Billinghurst
  • 30. Understanding the problem space What do you want to create? y What are your assumptions? What are your claims? Will it achieve what you hope it will? If so, how?
  • 31. Analysing the problem space Are there problems with an existing product or user experience? p Why do you think there are problems? How do you think your proposed design ideas might overcome these? When designing for a new user experience how will the proposed design extend or change current ways of doing things? y g g
  • 32. Conceptual model A conceptual model i t l d l is: “a high-level description of how a system is organized and operates. operates.” (Johnson and Henderson, 2002, p. 26) Need to first think about how the system will appear to users (i.e. how they will understand it) Not a description of the user interface but a structure outlining the concepts and relationships between them Benefits B f Enables “designers to straighten out their thinking before they start laying out their widgets” (p. 28) y g g (p ) Provides a working strategy and a framework of general concepts and their interrelations
  • 33. Interface metaphors Designed be i il D i d to b similar to a physical entity b also has own h i l i but l h properties e.g. e g desktop metaphor, search engine metaphor Exploit user’s familiar knowledge, helping them to understand ‘the unfamiliar’ Conjures up the essence of the unfamiliar activity, enabling users to leverage of this to understand more aspects of the unfamiliar f ti lit f ili functionality People find it easier to learn and talk about what they are doing at the computer interface in terms familiar to them
  • 34. Example: The spreadsheet Analogous to ledger sheet Interactive and computational p Easy to understand Greatly extending what accountants and others could do www.bricklin.com/history/refcards.htm
  • 35. Why was it so good? It I was simple, clear, and obvious to the users how to l l d b h h use the application and what it could do “it i j “i is just a tool to allow others to work out their l ll h k h i ideas and reduce the tedium of repeating the same calculations. calculations ” capitalized on user’s familiarity with ledger sheets Got h G the computer to perform a range of different f f diff calculations in response to user input
  • 36. Another classic 8010 S office system targeted at workers not Star ff d k interested in computing per se Spent several person-years at beginning working out S l b i i ki the conceptual model Simplified h l Si lifi d the electronic world, making it seem more i ld ki i familiar, less alien, and easier to learn Johnson et al (1989)
  • 37.
  • 38. Benefits of interface metaphors Makes l M k learning new systems easier Helps users understand the underlying p y g conceptual model Can be innovative and enable the realm of computers and their applications to be made more accessible to a greater diversity of users
  • 39. Problems with interface metaphors P bl h f h (Nielson, (Nielson 1990) Break conventional and cultural rules e.g., recycle bin placed on desktop Can constrain designers in the way they conceptualize a problem Conflict with design principles Forces users to only understand the system in terms of the metaphor Designers can inadvertently use bad existing designs and transfer the bad parts over h b d Limits designers’ imagination with new conceptual models
  • 41. Summary points Need to have a good understanding of the problem space specifying what it is you are doing, why, and how it will support p y g y g, y, pp users in the way intended A conceptual model is a high-level description of a product what users can do with it and the concepts they need to understand how to interact with it Decisions about conceptual d i should be made before D ii b l design h ld b d b f commencing any physical design Interface metaphors are commonly used as part of a conceptual model
  • 42. 3. Understanding User Experience Mark Billinghurst
  • 43. What is a Bad Experience ?
  • 45. Cognitive Overload for Simple Task g p
  • 46. Cognitive Overload for Simple Task
  • 47. Dangerously Undermining Task Many p p in Palm Beach, Florida that wanted to vote for y people Al Gore, accidentally voted for Pat Buchanan Estimated 4000 voted “wrong“ wrong Another 19,000 punched both holes (invalid vote)
  • 48. Interaction Design is User Centered A methodology for ensuring good user experiences with products by getting feedback from users to inform the design.
  • 49. 1. User research and needs analysis Identify needs/ establish requirements i t (Re)Design Evaluate Build an interactive version Final p oduct a product
  • 50. What, How and Why? •Why: Requirements definition: the stage where failure occurs most h f il t commonly Getting requirements right is crucial 50 www.id-book.com
  • 51.
  • 52. What, how and why? •What 1. Understand users, task, context 2. Produce a stable set of requirements •How: Data th i D t gathering activities ti iti Data analysis activities Iterate Expression as ‘requirements’ requirements •Why: y Requirements definition: failure occurs most commonly Getting requirements right is crucial
  • 53. What Wh are the Requirements? h R ? Functional What should the system do? What has it done? Data Environment or Context of use Physical: dusty? noisy? light? heat? humidity? …. Social: sharing of files of displays work alone .. files, displays, Organizational: IT support, hierarchy, training.. Users: Wh are they? U Who h ? Usability: learnability, throughput, flexibility..
  • 54. Who are your Users? Everyone! y
  • 55. Who REALLY are your Users/Stakeholders? •Not as obvious as you think: — those who interact directly with the product — those who manage direct users — those who receive output from the product — those who make the purchasing decision — those who use competitor s products competitor’s •Three categories of user (Eason, 1987): — primary: frequent hands-on p y q — secondary: occasional or via someone else — tertiary: affected by its introduction, or will influence its purchase
  • 56. Who are the Stakeholders? Check-out operators • Suppliers • Local shop owners Managers and owners Customers C t
  • 58. Designing for Everyone Designing for Everyone pleases No one
  • 60. Data Gathering Techniques (1) Questionnaires Looking for specific information Qualitative and quantitative results Good for getting data from a large dispersed group large, Interviews Good for exploring issues, using props Structured, unstructured or semi-structured But are time consuming and difficult to visit everyone
  • 61. Data Gathering Techniques (2) Workshops or focus groups W kh f Group interviews/activities Good G d at gaining a consensus view and/or i i i d/ highlighting areas of conflict Observations Spending time with users in day to day tasks Good for understanding task context requires time and can result in a huge amount of data Documentation Procedures and rules written down in manuals
  • 62. A day in the Life of.. Cultural Probes.. Role Playing..
  • 63. Case Study: Equator Domestic Probes
  • 64. Some Basic Guidelines • Focus on identifying the stakeholders’ needs • Involve all the stakeholder groups • Involve more than one person from each group • Use a combination of data gathering techniques •S Support the process with props such as prototypes h ih h • Consider carefully how to record the data y
  • 66. Why? Users can give you lots of f db k about what your U l f feedback b h product does well and what it doesn’t do well. Users can give you insight into their lives and needs helping h l i you understand the context in which your d d h i hi h product will be used Users can inspire design solutions you haven’t thought of. h h f
  • 67. Interviewing Techniques Good interviewing is a skill and needs to be done properly to ensure y maximize the p p y you opportunity you have with your users Tips for interacting with end users: 1. Listen 2. Watch 3. C t T t 3 Create Trust 4. Inform Designg
  • 68. 1. Listen Most important part of interviewing. You are not there to train the user or to demonstrate how much you know. You are interviewing an expert to gain knowledge. Treat them like a precious partner and remember they know a lot more about their work then you do.
  • 69. 2. Watch Remember users will tend to want to say what they think you want to hear. Create opportunities to observe users rather than ask users.
  • 70. Case Study – A usability professional is interviewing a user: Professional: “Do you know how to set the margins?” User: “Oh yes, I do that all the time.” Professional: “Could you show me how to do it?” User: “Sure.” (user presses a series of buttons unrelated to setting margins – the button sequence is actually changing a different setting). “See it beeped so the margins are set ” See set.
  • 71. 3. Create Trust Users will be nervous that they will appear stupid or incompetent. “We are testing design, not you” To get good data, user must feel relaxed and trusting.
  • 72. A user’s perspective: Well okay, today’s the day. I have to report to some building on 14th street. I must admit I m a bit nervous. When I spoke to the woman on the phone, she asked I’m me a whole lot of questions about my background and experience. She seemed particularly gleeful that I wasn’t competent using computers and equipment. I’m g q p glad she is happy but for me it’s a recurring p ppy g problem. I’ve always felt intimidated with electronics. She wants me to use something on the computer while some people watch me. Well, it’s an easy $50 bucks and seeing that I don’t know the people, it can’t be too embarrassing… On the other hand, what if I’m the first person in the world that doesn’t understand how to do whatever I’m supposed to do? What if I totally bomb? What if they ask me a question that is embarrassing and they find out how stupid I really am. Well, I’ll give it a go this time but I don’t think I can do this again.
  • 73. 4. Inform Design g User research does not dictate your design but rather informs you so that you design better. y y g
  • 74. Woodblock Study Example y p Users were asked to place stickers representing f ti k ti functions ti On a block model. Resulting design did not copy word for word where the users placed buttons. Resulting design was informed by how users grouped buttons and by observation of users interacting with the stickers.
  • 75. Summary Four basic activities in the design process 1. Establishing requirements 2. Designing alternatives 3. Prototyping 4. 4 Evaluating User-centered design rests on three principles 1. 1 Early focus on users and tasks E l f dt k 2. Empirical measurement using quantifiable & measurable usability criteria 3. Iterative design 75 www.id-book.com
  • 76. 4. Design and Prototyping Mark Billinghurst
  • 77. 2. (Re)Design 2 (R )D Identify needs/ establish requirements q (Re)Design Evaluate Build an interactive version Final product
  • 79. Discovering Unmet Needs Digital Cameras for Apple Late 80s – What would happen if we married a computer with a digital camera? Many studies of current photography use. Uncovering of unmet needs in traditional experience - not enough photos - not knowing whether photo good or not - ability t add sound bilit to dd d - ability to organize Features determined through research and designed Iteratively.
  • 81. Other Products Notice all the iPod look-alikes?
  • 82. Tools for Effective Design Personas Scenarios Storyboards (comic strip, movie technique) Wireframes and Mock-ups yp Prototypes
  • 83. Persona Technique P T h Personas are a design tool to help visualize who you are designing for and imagine how this person will use the product A persona is an archetype that represents the behavior and goals of a group of users Based on insights and observations from customer research
  • 84. How to Develop a Persona Brainstorming Imagining different people using the technology Design Research Ethnographic Studies Contextual Inquiry Field Studies Usability Studies Marketing Research Focus Groups Sales Feedback
  • 85. Gunther the Ad Guy Gunther is from Germany. He Travels extensively for work and As he is an advertising executive he needs to present concepts to clients quickly and easily. He is a person very well-versed in new technologies t h l i and wishes h had d i h he h d easier portable solutions for his presentations…..
  • 86. 86 www.id-book.com
  • 87. How to use your Personas Use them to find real people for usability testing. Use them as a foundation to discuss any design issues/feature issues that come up. /f h Use them to evaluate competitor’s products. Use them to keep you honest. Keep updating them as part of your continued user research.h Use them to find real customers you can have on- going relationships with with.
  • 88. Scenarios Usage Scenarios are narrative descriptions of how the product meets the needs of a persona Short (2 pages max) Focus on unmet needs of persona Concrete story C Set of stories around essential tasks, problems... Use to test ideas
  • 89. Scenario Technique Develop with personas Prioritize experiences to support Focus on top three experiences but support other experiences
  • 90. A business woman travels from SF to Paris on a business trip. On her way to the airport she narrowly misses a traffic delay She avoids delay. the jam because her Smartphone beeps and send her a warning text message on her route from the office to the airport. Upon arrival the location-sensitive Smartphone notifies the airline that she‘ll check in shortly and an airline employee finds her immediately and takes her baggage Her display shows that her baggage. flight is on time and provides a map to her gate. On the way she downloads tourist information (maps, events) for Paris. Symbian
  • 91. Once found her seat, she begins t review th d O f dh t h b i to i the downloaded l d d information. She books a ticket for an opera she wants to see. Her Smartphone makes the booking using her credit card number p g g stored in memory. The security software of the Smartphone protects her against fraud. The Smartphone stores the opera booking along with emails written ith ritten on the plane. As soon as she steps off the plane, it makes the calls and sends the emails. As she leaves the airport, a map appears on the display and guides her to her hotel Symbian
  • 92. Storyboarding Sequence of sketches showing use of system in everyday use context Concrete example Easier (faster) to grasp than text based stories Means of communication with users and system developers p Sketches, not drawings... Use to test interaction and make sure design works
  • 93. Turning Scenarios into Storyboards 1. Photographs to match personas (can be used to communicate environment or profession) 2. Drawings 3. Draw-over acted photos 4. Detail not important – communicate the experience rather than specifics specifics.
  • 96. Wireframes & Mock Ups Roughly sketched sequences exploring and validating interaction design. Focus is on navigation and functionality. Usually explores one interaction but can also be used as the foundation for development of testing p prototypes. yp
  • 97.
  • 98.
  • 100. Design and Prototyping D dP Identify needs/ establish requirements q (Re)Design Evaluate Build an interactive version Final product
  • 101. Prototypes Redefined Prototyping is common activity in product development. Traditional prototypes can take weeks or months. RAPID prototyping is a design technique to speed up d l d development of ideas. f d A rapid prototype can take as little as a few minutes to make.
  • 102. Benefits of RAPID Prototyping Fast and inexpensive Identifies problems before they re coded they’re Elicits more and better feedback from users Helps developers think creatively Gets users and other stakeholders involved early i th process l in the Fosters teamwork and communication Avoids i i A id opinion wars Helps decide design directions
  • 103. Types of Prototypes Low Fidelity – quick and dirty, easy access materials like cardboard and paper. High Fidelity – more involved electronic versions similar in materials to final product.
  • 104. Paper Prototyping (Low Fidelity) Quick and simple means of sketching interfaces Use ffi U office materials t i l Easier to criticize, quick to change Creative process (develop in team) Can also use for usability test (focus on flow of interaction rather than visuals) Used a lot to test out concepts before real design begins. g
  • 108. Screen M kU Prototypes S MockUp P
  • 110. Interactive Role Play in Environment IDEO.com
  • 111. Half-functional prototypes More hi-fi HTML ((or Powerpoint) ... Mostly precoded flow, but allows clicking and experiencing flow
  • 112. Wireframing T l Wi f i Tools Pidoco (websites mobile, desktop) (websites, mobile No programming http://www.pidoco.com WireframeSketcher Plug-in for Eclipse http://wireframesketcher.com/ htt // i f k t h / Omnigraffle (Mac) Digramming tool http://www.omnigroup.com/products/omnigraffle/ http://www omnigroup com/products/omnigraffle/
  • 113. Mobile Rapid Prototype Tools Android: App Inventor http://appinventor.googlelabs.com/about/ iPhone – Meta collection http://iphoneized.com/2009/11/21-prototyping- mockup-wireframing-tools-iphone-app-development/ mockup wireframing tools iphone app development/
  • 114. Tethered Prototypes (High Fidelity) Goal: Communicate Vision HIGH FIDELITY PROTOTYE
  • 115. Rapid Prototyping Speed development time with quick hardware mockups handheld device connected to PC LCD screen USB phone keypad, Camera screen, keypad Can use PC development tools for rapid development Flash, Vi l Basic, Fl h Visual B i etc
  • 116. ‘Wizard-of-Oz’ Prototyping • The user thinks they are interacting with a computer, but a developer is responding to output rather than the system. • Usually done early in design to understand users’ expectations User >Blurb blurb >Do this >Why? 116 www.id-book.com
  • 117. Typical Iterations for HW/SW Product: 1. 1 Paper prototype to evaluate conceptual model 2. Interactive computer-based prototype with rough screens to evaluate feature placement p 3. Tethered prototype to evaluate button + screen interactions 4. Real device prototyped with major features working 5. Real device prototyped with all features working and graphic design implemented
  • 118. Design and Prototyping D dP Identify needs/ establish requirements q (Re)Design Evaluate Build an interactive version Final product
  • 120. ITERATIVE DESIGN PROCESS Design (redesign) Prototype Evaluate Test Design with Users  (Fix Issues) ( i ) (Note problems)
  • 121. MOBILE AUGMENTED REALITY FOR SPATIAL NAVIGATION Sharon Brosnan 0651869 Bachelor of Science in Digital Media Design
  • 122. BUNRATTY FOLK PARK Sharon Brosnan 0651869 Bachelor of Science in Digital Media Design
  • 123. BUNRATTY FOLK PARK Irish visitor attraction run by Shannon Heritageg 19th 19 h century life is recreated lf d Buildings from the mid-west have been relocated t th 26-land surrounding Bunratty l t d to the 26 l d di B tt Castle 30 buildings are set in a rural or village setting
  • 124. AUGMENTED REALITY In Bunratty Folk Park: Allows the visitor to point a camera at an exhibit, the device recognises its by it’s location and layers digital information on to f the display p y 3- dimensional virtual objects can be positioned with real ones on display Leads to dynamic combination of a live camera view and information
  • 125. NAVIGATIONAL AID Smartphone Platform Most people carry mobile phones and are comfortable with them Ideal A Id l Augmented Reality Technology d R li T h l Global tracking tools g Wireless communication capabilities Location based computing Large display for interaction
  • 127. HUMAN CENTRED DESIGN Goal f the Navigational Aid G l of th N i ti l Easy to use, clear and understandable Useful to visitors Creating interaction between the visitor and the aid through the user interface Engage the visitor E h ii To ensure this… It is necessary to understand the visitor of a navigational aid in Bunratty Folk Park Identify visitor motives and goals while going through the Folk Park. P k
  • 128. HUMAN CENTRED DESIGN Understanding the technology and Related Works Literature Similar Technologies g Electronic Tours in Museum Settings Interactions design in Outdoor Museums g Understanding the User over time Observations Ob Interviews te v ews
  • 129. HUMAN CENTRED DESIGN Findings Most visitors do not use the map Most visitors have mobile phones Visitors want more information View the Folk Park at their own pace Information should be straight to the point Large social interaction within groups g g p
  • 130. NEXT STEPS FROM RESEARCH Define Visitors Goals Define Functionalities f the D fi F ti liti of th Aid Develop Personas – visitors who use the Aid Develop Scenarios – how the persona uses the p p navigational aid in the Folk Park Draw up Storyboards on scenarios
  • 131. FUNCTIONALITY View Options Augmented Reality Camera View Features for Map View navigation List View Text Information 3D Objects Sub Options Sub-Options 3D Tour Guide Places 3D Placement of Events Buildings g Restaurants
  • 133.
  • 134.
  • 136. ITERATIVE DESIGN PROCESS Prototyping and User Testing Low Fidelity Prototyping Sketches Paper Prototyping Post-It Prototyping PowerPoint Prototyping High Fidelity Prototyping Wikitude
  • 137. INITIAL SKETCHES Pros: • Good for idea generation • Cheap • Concepts seem feasible Cons: • Not great feedback gained • Photoshop not fast enough for Photoshop not fast enough for  making changes
  • 138. POST IT PROTOTYPING Camera View with 3D Camera View with 3D First Draft Second Draft Third Draft • Selection Selection  • Home button added Home button added  highlighted in blue for easy navigation to  main menu
  • 139. POWERPOINT PROTOTYPING Benefits  Benefits • Used for User Testing • Interactive • Functionalities work when following the Functionalities work when following the  story of Scenario 1 • Quick •E Easy arrangement of slides t f lid User Testing • Participants found • 15 minute sessions screen captured • ‘Talk Allowed’ technique used  Talk Allowed technique used • Notes taken • Post Interview Post‐Interview
  • 140. WIKITUDE Popular augmented reality browser for mobile devices Mapping Point of Interest abilities Multiplatform M li l f Shows the points of interest of Bunratty Folk Park Markers can be selected in and an information pop-up appears
  • 141. WIKITUDE User Testing Application well received Understandable Participants playful with the technology
  • 143. FINAL DESIGN CONCEPT Key Issues K I Fix issues found in previous sessions Design with guidelines in mind Appealing to the Mental Model Icon Design Aesthetic Design Colour/Font Buttons Look
  • 145. 5. User Evaluation Mark Billinghurst
  • 146. 4. Evaluation Identify needs/ establish requirements i t (Re)Design Evaluate Build an interactive version Final product
  • 147. What is evaluation? Evaluation is concerned with gathering d about the usability of h i data b h bili f a design or product by a specified group of users for a particular activity within a specified environment or work context
  • 148. When to evaluate? Once the product has been developed p pros : rapid development, small evaluation cost p p , cons : rectifying problems redesign & design implementation evaluation reimplementation During design and development pros : find and rectify problems early fi d d if bl l cons : higher evaluation cost, longer development design implementation
  • 149. Four evaluation paradigms ‘quick a dirty’ qu c and ty usability testing (lab studies) field studies predictive evaluation
  • 150. Quick and dirty ‘quick & dirty’ evaluation: informal feedback from users or consultants to confirm that their ideas are in-line with users’ needs and are liked. Quick & dirty evaluations are done any time. Emphasis is on fast input to the design process rather than carefully documented findings.
  • 151. Usability Testing Recording typical users’ performance on typical tasks in controlled settings. Field observations may be used. g y As the users perform these tasks they are watched & recorded on video & their key presses are logged. This data is used to calculate performance times, errors & help explain why the users did what they did. User satisfaction questionnaires & interviews are used to elicit users’ opinions.
  • 152. Laboratory-based studies Laboratory-based studies can be used for evaluating the design, or the implemented system are carried out in an interruption free usability lab interruption-free can accurately record some work situations some studies are only possible in a lab environment some tasks can be adequately performed in a lab q yp are useful for comparing different designs in a controlled context
  • 154. Portable equipment for the field 154 www.id-book.com
  • 155. Field Studies Field studies are done in natural settings The aim is to understand what users do naturally and y how technology impacts them. In product design field studies can be used to: - identify opportunities for new technology - determine design requirements - decide how to introduce new technology - evaluate technology in use use.
  • 156. Predictive Evaluation Experts apply their knowledge of typical users, users often guided by heuristics to predict heuristics, usability problems. Can involve theoretically based models. A key feature of predictive evaluation is that users need not be present Relatively quick and inexpensive
  • 157. Characteristics of approaches Usability Field Predictive testing studies Users do task natural not involved Location controlled natural anywhere When prototype early prototype Data quantitative qualitative problems Feed back measures & descriptions problems errors Type applied naturalistic expert
  • 158. Evaluation approaches and methods Method Usability Field Predictive testing studies Observing x x Asking x x users Asking x x experts Testing x Modeling x
  • 159. Living labs People’s use of technology in their everyday lives can be evaluated in living labs. g Such evaluations are too difficult to do in a usability lab lab. Eg the Aware Home was embedded with a complex network of sensors and audio/video recording devices (Abowd et al., 2000). 159 www.id-book.com
  • 160. User Evaluation Process 160 www.id-book.com
  • 161. DECIDE: A framework to guide evaluation - Determine the goals the evaluation addresses. - Explore the specific questions to be answered. - Choose the evaluation p di and t h i Ch th l ti paradigm d techniques - Identify the practical issues. - Decide how to deal with the ethical issues. - Evaluate, interpret and present the data.
  • 162. DECIDE Framework Determine Goals: D G l What are the high-level goals of the evaluation? How wants the evaluation and why? H t th l ti d h ? Explore the Questions: Create well defined, relevant questions Choose the Evaluation Paradigm Influences the techniques used, how data is analyzed Identify Practical Issues How to select users, stay on budget & schedule How to find evaluators, select equipment
  • 163. DECIDE Framework Decide on Ethical Issues Informed consent form Participants have a right to: -kknow th goals of th study and what will h the l f the t d d h t ill happen to the fi di t th findings - privacy of personal information Evaluate, Interpret and Present Data , p - Reliability: can the study be replicated? - Validity: is it measuring what you thought? y g y g - Biases: is the process creating biases? - Scope: can the findings be generalized? - E l i l validity: is the environment influencing the results? Ecological lidit i th i t i fl i th lt ?
  • 164. Key K points • Many issues to consider before conducting an evaluation study. • These include: goals of the study; involvment or not of users; the methods to use; practical & ethical issues; how data will be collected analyzed & collected, presented. • Th DECIDE f The framework provides a useful checklist k id f l h kli for planning an evaluation study. 164 www.id-book.com
  • 166. Usability Testing U bl T Recording performance of typical users doing typical tasks tasks. Controlled settings. Users are observed and timed. U b d d d Data is recorded on video & key presses are logged. The data is used to calculate performance times, and to identify & explain errors. User satisfaction is evaluated using questionnaires & interviews. Field observations can provide contextual understanding. 166 www.id-book.com
  • 167. Experiments & Usability Testing Experiments test hypotheses to discover new knowledge by investigating the relationship between g y g g p two or more things – i.e., variables. Usability testing is applied experimentation. y g pp p Developers check that the system is usable by the intended user population for their tasks. p p Experiments may also be done in usability testing. 167 www.id-book.com
  • 168. Usability Testing Research U bilit T ti & R h Usability testing y g Experiments for p research Improve products Discover knowledge Few participants Many participants Results inform design Results validated Usually U ll not completely l l statistically replicable Must be replicable Conditions controlled as Strongly controlled much as possible conditions Procedure planned p Experimental design p g Results reported to Scientific report to developers scientific community 168 www.id-book.com
  • 169. Pilot Studies A small trial run of the main study. Can identify majority of issues with interface design Pilot studies check: - that the evaluation plan is viable - you can conduct the procedure - that i h interview scripts, questionnaires, i i i i experiments, etc. work appropriately Iron out problems before doing the main study.
  • 170. Controlled experiments Designer of a controlled experiment should carefully consider y proposed hypothesis selected subjects measured variables experimental methods data collection data analysis
  • 171. Subjects The h Th choice of subjects is critical to the validity of f b l h ld f the results of an experiment subjects group should be representative of the expected user population In selecting the subjects it is important to consider things such as their g age group, education, skills, culture The sample size should be large enough (10+) to be statistically representative of the population
  • 172. Variables V i bl Experiments manipulate and measure variables under controlled conditions There are two types of variables independent: variables that are manipulated to create different experimental conditions - e g number of items in menus, colour of the icons e.g. menus dependent: variables that are measured to find out the effects of changing the independent variables - e.g. speed of menu selection, speed of locating icons
  • 173. “Other” Variables Control variables e.g. room light, noise… if controlled => less external validity Random variables (not controlled) ( ) e.g. fatigue more influence of random variable => less internal validity y Confounding variables practice previous experience
  • 174. Hypothesis A hypothesis is a prediction of the outcome what will happen to the dependent variables when the independent variables are changed to show that the prediction is right - dependant variables don’t change by changing the independent variables - rejecting the null hypothesis (H0 )
  • 175. Experimental methods It is important to select the right experimental p method so that the results of the experiment can be generalized There are mainly two experimental methods between-groups: each subject is assigned to one experimental condition within-groups: each subject performs under all the different conditions
  • 176. Experimental methods Between-groups g p Within-groups g p Subjects Subjects Randomly Randomly assigned assigned rimental tasks rimental tasks rimental tasks Condition Condition Condition erimental task 1 2 3 Condition Condition Condition Condition Condition Condition 1 2 3 2 1 1 Expe Exper Exper Exper Condition Condition Condition 3 3 2 data data data data data data Statistical data analysis Statistical data analysis
  • 177. Within vs. Between Subjects between subjects design each participant is tested on only one level/condition p p y a separate group of participants is used for each condition - one group uses HMD other group uses Handheld device within subjects d i i hi bj design participant is tested on each level/condition - e.g. participants use Handheld device and HMD repeated measurement p
  • 178. Between Subjects Sometimes a factor must be between subjects e.g. gender, age, experience Between subjects advantage: avoids interference effects (e.g. practice / learning effect) ( g p g ) Between subjects disadvantage: Increased variability = need more subjects Important: randomised assignment to conditions
  • 179. Within Subjects Sometimes a f t must be within subjects S ti factor t b ithi bj t e.g. measuring learning effects Within subjects advantages less participants needed (all p p p ( participants in all conditions) p ) differences (variability) between subjects the same across test conditions Counterbalance order of presenting conditions A => B => C B => C => A C => A => B The order is best governed by a Latin Square
  • 180. Latin Square Design each condition occurs once in each row and column Note: In a balanced Latin Square each condition both b th precedes and f ll d d follows each other condition h th diti an equal number of times
  • 181. Data collection and analysis The choice of a method is dependent on the type of data that needs to be collected In order to test a hypothesis the data has to be analysed using a statistical method The choice of a statistical method depends on the type of collected data h f ll dd All the decisions about an experiment should p be made before it is carried out
  • 182. Observe and Measure Observations are gathered… manually ( y (human observers) ) automatically (computers, software, cameras, sensors, etc ) sensors etc.) A measurement is a recorded observation Objective metrics Subjective metrics
  • 183. Typical objective metrics task completion time k l i i errors (number, percent,…) percent of task completed ratio of successes to failures number of repetitions number of commands used number of failed commands physiological data (heart rate,…) …
  • 184. Typical subjective metrics user satisfaction subjective performance ratings ease of use intuitiveness judgments …
  • 185. Data Types Subjective Subjective survey How easy was the task - Likert Scale, condition rankings Scale 1 2 3 4 5 Not very easy Very easy Observations - Think Aloud Interview responses Objective Performance measures - Time accuracy, errors Time, accuracy Process measures - Video/audio analysis
  • 186. Experimental Measures E erimental Meas res Measure What does it tell us? How is it measured? Timings Performance Via a stopwatch, or automatically by the device. Errors Performance, Particular sticking points in a task By success in completing the task correctly. Through experimenter observation, examining the route walked. Perceived Workload Effort invested. User satisfaction Through NASA TLX scales and other questionnaires. i i Distance traveled and route Depending on the application, these can be used Using a pedometer, GPS or other taken to pinpoint errors and to indicate performance location-sensing system. By experimenter observation. Percentage preferred walking Performance By finding average walking speed, speed which is compared with normal walking speed. Comfort User satisfaction. Device acceptability Comfort Rating Scale and other questionnaires. User comments and User satisfaction and preferences. Particular Through questionnaires, interviews and preferences sticking points in a task. think alouds. think-alouds. Experimenter observations Different aspects, depending on the experimenter Through observation and note-taking and on the observations
  • 187. Statistical Analysis Once data is collected statistics can be used for analysis Typical Statistical Techniques yp q Comparing between two results - Unpaired T-Test (for between subjects – assumes normal distribution, interval scale, homogeneity of variances) - Paired T-Test (for within subjects – assumes normal distribution, etc.) - Mann Whitney U test (between subjects – if assumptions are not met) Mann–Whitney U-test Comparing between > two results - Analysis of Variance – ANOVA - Followed by post-hoc analysis – Bonferroni adjustment - Kruskal–Wallis (does not assume normal distribution)
  • 188. Case Study: A Wearable Information Space Head Stabilized Body Stabilized An A AR i t f interface provides spatial audio and visual cues id ti l di d i l Does a spatial interface aid performance? –Task time / accuracy
  • 189. Task Performance Task T k find target icons on 8 pages remember information space b i f i Conditions A - head-stabilized pages B - cylindrical display with trackball C - cylindrical display with head tracking Subjects Within subjects (need fewer subjects) 12 subjects used
  • 190. Experimental Measures Objective Ob spatial ability (pre-test) Many time to perform task information recall Different workload (NASA TLX) kl d Measures Subjective j Post Experiment Survey - rank conditions (forced choice) ( ) - Likert Scale Questions • “How intuitive was the interface to use?”
  • 191. Post Experiment Survey For each of these conditions please answer: 1) How easy was it to find the target? 1 2 3 4 5 6 7 1=not very easy 7=very easy For the head stabilised condition (A): For the cylindrical condition with mouse input (B): For the head tracked condition (C): Rank all the conditions in order on a scale of one to three 1) Which condition was easiest to find target (1 = easiest, 3 = hardest) A: B: C:
  • 192. Results Body St bili ti Improved P f B d Stabilization I d Performance search times significantly faster (One factor ANOVA) Head Tracking Improved Information recall no difference between trackball and stack case Head tracking involved more physical work
  • 193. Subjective Impressions 5 4.5 4 3.5 3 Find Target 2.5 Enjoyable 2 1.5 15 1 0.5 0 A B C Subjects Felt Spatialized Conditions ( j p (ANOVA): ) More enjoyable Easier to find target
  • 194. Subjective Impressions 3 2.5 2 Easiest 1.5 Understanding Intuitive 1 0.5 0 A B C Subject Rankings (Kruskal-Wallis) Spatialized easier to use than head stabilized S l d h h d bl d Body stabilized gave better understanding Head tracking most intuitive
  • 196. Field S d F ld Studies Field studies are done in natural settings settings. “in the wild” is a term for prototypes being used freely in natural settings settings. Aim to understand what users do naturally and how technology impacts them them. Field studies are used in product design to: - identify opportunities for new technology; - determine design requirements; - decide how best to introduce new technology;gy; - evaluate technology in use. 196 www.id-book.com
  • 197. Observation Direct observation in the field Structuring frameworks Degree of participation (i id or outsider) D f ti i ti (insider t id ) Ethnography Direct observation in controlled environments D b ll d Indirect observation: tracking users’ activities Diaries Interaction logging
  • 198. Ethnography (1) • Ethnography is a philosophy with a set of techniques that include participant observation and interviews • Debate about differences between participant observation and ethnography • Ethnographers immerse themselves in the culture that they study • A researcher’s degree of participation can vary along a scale from ‘outside’ to ‘inside’ ‘ d ’ ‘ d ’ • Analyzing video and data logs can be time-consuming • Collections of comments, incidents, and artifacts are made
  • 199. Ethnography (2) Co operation Co-operation of people being observed is required Informants are useful Data analysis is continuous Interpretivist technique Questions get refined as understanding grows Reports usually contain examples
  • 200. Direct observation in a controlled setting g Think-aloud technique q Indirect observation Diaries Interaction logs Cultural C lt l probesb
  • 201. Frameworks to Guide Observation - The person. Who? - The place. Where? - The thing What? thing. The Goetz and LeCompte (1984) framework: - Who is present? - What is their role? - What is happening? - When does the activity occur? - Wh i it happening? Where is h i ? - Why is it happening? - How is the activity organized? 201 www.id-book.com
  • 203. Predictive models Provide a way of evaluating products or designs without directly involving users. g y g Less expensive than user testing. Usefulness limited to systems with predictable tasks - e.g., telephone answering systems, mobiles, systems mobiles cell phones etc phones, etc. Based on expert error-free behavior.
  • 204. Fitts’ Law (Fitts 1954) Fitts’ Law predicts that the time to point at an object using a device is a function of the distance from the target object and the object’s size. The further away and the smaller the object, the object longer the time to locate it and point to it.
  • 205. GOMS Model Goals h G l - the state the user wants to achieve e.g., find a h hi fi d website. Operators - the cognitive processes and physical actions needed to attain the goals Eg moving mouse to select icon g g Methods - the procedures for accomplishing the goals, e.g., drag mouse over icon, click on button. Selection rules - decide which method to select when there is more than one.
  • 206. GOMS Response Times (Card et al., 1983) Operator Description Time (sec) K Pressing a single key or button g g y Average skilled typist (55 wpm) 0.22 Average non-skilled typist (40 wpm) 0.28 Pressing shift or control key 0.08 Typist unfamiliar withthekeyboard with the keyboard 1.20 120 P Pointing with a mouse or other device on a 0.40 display to select an object. This value is derived fromFitts’ Law which is discussed below. P1 Clicking the mouse or similar device 0.20 H Bring ‘home’ hands on the keyboard or other 0.40 device M Mentally prepare/respond 1.35 R(t) The response time is counted only if it causes t the user to wait.
  • 207. Expert Inspections Several kinds. Experts use their knowledge of users and p g technology to review software usability. Expert critiques can be formal or informal reports. p q p Heuristic evaluation is a review guided by a set of heuristics. Walkthroughs involve stepping through a pre- p planned scenario noting potential problems. gp p
  • 208. Nielsen’s heuristics Visibility of system status status. Match between system and real world. User control and freedom freedom. Consistency and standards. Error prevention. E Recognition rather than recall. Flexibility and efficiency of use. Aesthetic and minimalist design.g Help users recognize, diagnose, recover from errors. Help and documentation.
  • 209. Three stages for doing heuristic evaluation Briefing session to tell experts what to do. Evaluation period of 1-2 hours in which: Each expert works separately; Take one pass to get a feel for the product; Take a second pass to focus on specific features. Debriefing session in which experts work together to prioritize problems. g p p
  • 210. No. of evaluators & problems
  • 211. Advantages and problems Few ethical and practical issues to consider because users not involved. Can be difficult and expensive to find experts. Best experts have knowledge of application domain and users. Biggest problems: Important problems may get missed; Many trivial problems are often identified; Experts have biases.
  • 213. Overview • Fi k i Five key issues of d gathering f data h i • Data recording • Interviews • Questionnaires • Observation • Choosing and combining techniques 213 www.id-book.com
  • 214. Five K I F Key Issues 1. Setting goals - Decide how to analyze data once collected 2. Identifying participants - Decide who to gather data from 3. Relationship with participants - Clear and professional - Informed consent when appropriate pp p 4. Triangulation - Look at data from more than one perspective 5. Pilot studies - Small trial of main study 214 www.id-book.com
  • 215. Data recording Notes, audio, video, photographs Notes plus photographs Audio plus photographs Video 215 www.id-book.com
  • 216. Interviews • Unstructured - are not directed by a script. Rich but not replicable. • St Structured - are ti htl scripted, often like a t d tightly i t d ft lik questionnaire. Replicable but may lack richness. richness • Semi-structured - guided by a script but interesting issues can be explored in more depth. Can provide a good balance between richness and replicability. 216 www.id-book.com
  • 217. Interview Q i Questions i • Two types: − ‘closed questions’ have a predetermined answer format, e.g., ‘yes’ or ‘no’ − ‘open questions’ do not have a predetermined format • Closed questions are easier to analyze • A id Avoid: − Long questions − Compound sentences - split them into two − Jargon and language that the interviewee may not understand − Leading questions that make assumptions e.g., why do you like …? − Unconscious biases e.g., gender stereotypes eg 217 www.id-book.com
  • 218. Enriching the interview process • Props - devices for prompting interviewee, e.g., a prototype, scenario 218 www.id-book.com
  • 219. Questionnaires • Key Points • Can be administered to large populations • Paper email and the web used for dissemination Paper, • Sampling can be a problem when the size of a population is unknown as is common online • Design • Provide clear instructions • Questions can be closed or open • closed easier to analyze • The impact of a question can be influenced by order 219 Will phrases be positive, negative or mixed • www.id-book.com
  • 220. Encouraging a Good Response Make sure purpose of study is clear y y Promise anonymity Ensure questionnaire is well designed Offer a short version for those who do not have time to complete a long questionnaire Follow-up with emails, phone calls, letters Provide an incentive 40% response rate is high, 20% is often acceptable p g p 220 www.id-book.com
  • 221. Online Questionnaires • www.surveymonkey.com k • Good • Low cost • Responses are usually received quickly • Data automatically collected • Time required for data analysis is reduced • Bad • Sampling is problematic if population size is unknown • Preventing individuals from responding more than once 221 www.id-book.com
  • 222. 6. Design in the Real World Mark Billinghurst
  • 223. Product Development Balancing Act Marketing g Software Hardware Industrial Design Interaction Design Usability Manufacturing
  • 224. Obstacles to Success Everyone has an opinion E h i i Design by committee Misunderstanding user research Too literal, not objective Power struggles Blue vs. Red Interface Losing focus of the end user Feature Creep Relying on assumptions/myths Featuritis = Requirements not well established
  • 225. There is never only one design solution!!
  • 226. Penny Wise = Dollar Poor Software/Hardware development rewarded g for fast work and low budgets. Interaction design activities take some budget and some time time. Investment at front end saves money overall.
  • 227. Cost Justifying Usability Cost of Changes Design Alternatives Req. Dev. Build Phase Phase Phase Saving Development Costs
  • 228. Cost Justifying Usability Increase Revenue “IBM’s Web presence has traditionally been made up of a difficult-to-navigate labyrinth of disparate subsidies, but a redesign made it more cohesive and subsidies user-friendly. According to IBM, the massive redesign effort quickly paid dividends. The company said in the month after re-launch that traffic to the Shop IBM online store increased 120 percent and sales went up 400%400%. (Battey, 1999) Increase Safety “Chapanis cites two independent studies that showed a 54% reduction In rear-end accidents with the use of human factors improvement: the centered high mount brake light on autos.” high-mount autos.
  • 229. More Value for Interaction Design 1. US trade magazines score products on usability along with features and cost. 2. 1/3 of new products fail in market place. (PDMA) 3. Some big electronic chain stores do their own usability review of products before they will stock them. 4. Customers have become very sophisticated and DEMAND highly usable products (as do distributors, investors). distributors investors) 5. Enables companies to develop on-going relationships with customers to keep them current. p
  • 230. Stories from the Field Connectix for Boeing Assumption that users would primarily be business travellers wanting to work. Studies showed primary user were indeed business travellers but wanting to RELAX.
  • 233. Books Interaction Design by Jenny Preece, Yvonne Rogers, and Helen Sharp g p About Face 2.0: The Essentials of Interaction Design by Alan Cooper and Robert M. Reimann M Mobile Interaction Design by Matt Jones and Gary Marsden
  • 234. Resources: More books Designing Interactions. Bill Moggridge The Inmates Are Running the Asylum: Why High-Tech Products Drive Us Crazy and How to Restore the Sanity. Alan Cooper Interface Culture. Steven Johnson (history of the development of interfaces, well written, more on the ideas) The invisible Computer. D ld Norman Th i i ibl C Donald N Rapid Contextual Design. A How-to Guide to Key Techniques for User- Centered Desi n Karen H lt blatt Design. Holtzblatt Design Research. Brenda Laurel
  • 235. Resources: Conferences OzCHI CHI (Computer Human Interaction, ACM) NordiCHI (Nordic CHI, ACM) MobileHCI (focused on mobile interaction/devices, ACM) IDC (Interaction Design and Children, ACM) Interact HCI International DIS (Designing Interactive Systems, ACM) - Design Research, open to different approaches t d i diff t h to design DPPI (Designing Pleasurable Products) - Product Design Conference DUX (Designing the User Experience, ACM) - more practicioners CSCW (Computer Supported Cooperative Work) UbiComp
  • 236. Online http://www.interaction-design.org/ Interaction Design online p g g g encyclopedia http://www.baddesigns.com/ scrapbook of illustrated examples of things that are hard to use http://www.ixda.org/en/ Interaction Design Association http://dev.uxmatters.com/ (User Experience Matters - blog and newsletter) l ) http://www.nathan.com/ed/index.html (Nathan Shedroff‘s website on Experience Design) Web-Based User Interface Evaluation with Questionnaires, by Gary Perlman http://www.acm.org/~perlman/question.html http://usability.gov/ US D h // bili / Dept. Of Health and H H l h d Human Service S i http://www.paperprototyping.com/ (adjunct homepage to book on paper p p p prototyping) yp g)
  • 237. Institutions D-School - Stanford University (USA) http://www.stanford.edu/group/dschool/ IIT Institute of Design (USA) http://www.id.iit.edu/ CMU School of Design (USA) www.design.cmu.edu/ MIT Media Lab (USA) www.media.mit.edu Interaction Design Institute + Domus Academy (Italy) I i D i I i D A d (I l ) http://www.interaction-ivrea.it/ Interaction Design, Royal Co ege of Art (UK) te act o es g , oya College o t (U ) http://www.interaction.rca.ac.uk/ University of Queensland (Australia) http://www.itee.uq.edu.au/~id/ htt // it d / id/
  • 238. More Information • Mark Billinghurst – mark billinghurst@hitlabnz org mark.billinghurst@hitlabnz.org • Website – www.hitlabnz.org