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2 December 2005
Next Generation User Interfaces
Interaction Design
Prof. Beat Signer
Department of Computer Science
Vrije Universiteit Brussel
http://www.beatsigner.com
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 2October 2, 2017
Interaction Design (IxD)
 In order to design a product we first need some
requirements
 whom to ask about the requirements?
 will users know what they want or need?
 users are unlikely to be able to envision what is possible
- where to get ideas for innovative products?
 user-centred design involves users throughout the
process
Interaction design addresses the design of interactive
products to support the way people communicate and
interact in their everyday and working lives.
Y. Rogers, H. Sharp and J. Preece, Interaction Design: Beyond Human-Computer Interaction
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 3October 2, 2017
Interaction Design (IxD) …
 Reduce negative aspects
 frustration
 annoyance
 Design products that are easy to learn, effective to use
and provide an enjoyable user experience
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 4October 2, 2017
What to Design
 Who (user) is going to use an interactive product, how
(task) is it going to be used and where (context)?
 We further have to understand the activities people are
doing while using the products
 How to optimise a user’s interactions with a system,
environment or product to support and extend their
activities in effective, useful and usable ways?
 take into account what people are good and bad at
 what might help people with the way they currently do things
 listen to what people want and get them involved in the design
 use established user-based techniques during the design process
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 5October 2, 2017
Who Is Involved in Interaction Design
 Often carried out in multidisciplinary teams
 engineers, designers, programmers, users, psychologists, …
 more ideas as well as more creative and original designs
 Communication between people with different
backgrounds might be an issue
 Nowadays companies often seek help from interaction
design consultants
 Cooper, Nielsen Norman Group, IDEO, …
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 6October 2, 2017
Interaction Design Disciplines
[Illustration by Dan Saffer]
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 7October 2, 2017
Good and Poor Design
 Voice mail example
 Possible interaction
 After picking up the handset
we get “beep, beep, beep, there is a message”
 As written in the instructions we type ’41’ and get the answer
“You have reached the Hilton Brussels City voice message
centre. Please enter the room number for which you would like to
leave a message.”
 After waiting and checking the instructions again we press *,
enter our room number and press # to get the answer “You have
reached the mailbox for room 106. To leave a message type in
your password.”
 We type in our room number again and the system replies
“Please enter the room number again and then your password.”
1. Touch 41.
2. Touch *, your room number
and #.
Instructions to listen to voice messages
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 8October 2, 2017
Good and Poor Design …
 What is the problem with this voice mail system?
 confusing
 takes too many steps to do basic tasks
 difficult to use
 not possible to see at a glace how many messages have been left
 instructions are partially provided by the system and partially by
the instructions card
 …
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 9October 2, 2017
Good and Poor Design …
 Marble answering machine
 incoming messages repre-
sented by physical marbles
 Differences
 familiar physical objects show
the number of messages
 aesthetically pleasing and
enjoyable to use
 one-step actions to perform a task
 simple but elegant design with less functionality
 anyone can listen to any of the messages
 Might not be robust enough to be used in public space
 important to take into account where a product is going to be used
Marble answering machine, D. Bishop, 1992
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 10October 2, 2017
Marble Answering Machine (Video)
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 11October 2, 2017
Good and Poor Design
 Remote control example
 Multiple remote controls
 each control looks and works
differently
 often many small, multi-
coloured and double-labelled
buttons
 difficult to find the right buttons even for simplest tasks
 Is it better to converge to a single universal control or
have multiple specialised one?
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 12October 2, 2017
Good and Poor Design …
 TiVo remote control
 large and clearly labelled
buttons
 logically arranged buttons
 remote nicely fits into hand
 good use of colours and
cartoon icons making it easy
to identify them
 Why is the TiVo remote control more usable than others?
 TiVo followed a user-centred design process
 potential users involved in the design process
 avoids “buttonitis” trap by offering only the essential functionality
on the remote and the rest via on-screen menus
TiVo remote control
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 13October 2, 2017
Usability Goals
 Effectiveness
 how good is the product at doing what it is supposed to do
 question: “Is the product capable of allowing people to learn, carry
out their work efficiently, access the information they need, or buy
the goods they want?”
 Efficiency
 how well does the product support the user in carrying out their
tasks
 question: ”Once users have learned how to use a product to carry
out their tasks, can they sustain a high level of productivity?”
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 14October 2, 2017
Usability Goals …
 Safety
 protect the user from dangerous conditions and undesirable
situations
 prevent users from making serious errors by mistake
- do not place a quit or delete command next to a save command in a menu
- asks for a confirmation for “dangerous” commands
 provide different ways to recover from errors
- offer some undo functionality
 question: “What is the range of errors that are possible using the
product and what measures are there to permit users to recover
from them?”
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 15October 2, 2017
Usability Goals …
 Utility
 does the product provide the right kind of functionality
 question: “Does the product provide an appropriate set of
functions that will enable users to carry out all their tasks in the
way they want to do them?”
 Learnability
 how easy is it to learn to use the system
 question: “Is it possible for the user to work out how to use the
product by exploring the interface and trying out certain actions?
How hard will it be to learn the whole set of functions in this way?”
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 16October 2, 2017
Usability Goals …
 Memorability
 how easy is it to remember how to use a system once it
has been learned
- meaningful icons, command names and options
 important for infrequently used products
 question: “What kinds of interface support have been provided to
help users remember how to carry out tasks, especially for
products and operations they use infrequently?”
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 17October 2, 2017
User Experience (UX)
 How does a product behave and how is it used
by people in the real world
 how do people feel
 pleasure and satisfaction when using, holding, opening, …
 We cannot design a user experience but only design for
a user experience
 usability
 aesthetics
 content
 look and feel as well as sensual and emotional appeal
 No unifying theory but conceptual frameworks, verified
design methods, guidelines and research findings
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 18October 2, 2017
User Experience Goals
 Desirable aspects  Undesirable aspects
- boring
- frustrating
- making one feel guilty
- annoying
- childish
- unpleasant
- patronising
- making one feel stupid
- gimmicky
- …
- satisfying
- enjoyable
- engaging
- pleasurable
- exciting
- entertaining
- helpful
- motivating
- challenging
- supporting creativity
- fun
- rewarding
- …
 User experience goals are less objective than usability goals
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 19October 2, 2017
Human Technology Teamwork (Video)
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 20October 2, 2017
3 Ways Good Design Makes You Happy
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 21October 2, 2017
Design Principles
 Principles derived from
theory-based knowledge,
experience and common
sense
 Visibility
 visible functions ensure that
a user knows what to do next
- voice mail system vs. marble answering machine
 non-visible functions might
be harder to use
- sensor-enabled faucets
- sensor-enabled lights
- …
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 22October 2, 2017
Design Principles …
 Simplicity
 balance offered features
vs. ease of use (usability)
 do not oversimplify by elimi-
nating necessary features
- “users want complexity” (Don
Norman)
“In anything at all, perfection
is finally attained not when
there is no longer anything to
add, but when there is no
longer anything to take
away.” Antoine de Saint Exupéry
Complex remote controls
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 23October 2, 2017
Design Principles …
 Mapping
 natural mapping makes it
easy to understand which
control will perform which
action
 “If a design depends upon
labels, it may be faulty.
Labels are important and
often necessary, but the
appropriate use of natural
mappings can minimise the
need for them. Wherever
labels seem necessary,
consider another design.”
Seat adjustment in a Mercedes-Benz
Kitchen stove with natural mapping on the right
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 24October 2, 2017
Design Principles …
 Gestalt Principles
 law of proximity
- objects that are near each other
in space or time are perceived as
belonging together
 law of similarity
- objects with similar attributes are
perceived as belonging together
 law of closure
- objects are perceived as a whole
even if they are not complete
 …
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 25October 2, 2017
Gestalt Principles (Video)
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 26October 2, 2017
Design Principles …
 Feedback
 provide feedback about what
action has been done, which
allows users to continue with
their activity
- audio, tactile, verbal, visual or a
combination of these feedback
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 27October 2, 2017
Design Principles …
 Consistency
 follow certain rules and use similar elements to achieve similar
tasks
 consistent interfaces are easier to learn and use
 No Surprises
 messages should not pop-up as a surprise during some tasks
- e.g. “your battery is now fully charged”
 avoid timeouts
- timeouts are evil
 Dialogues instead of Monologues
 after the user gets an answer from the system there might be
some further interaction
- e.g. car route planner
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 28October 2, 2017
Design Principles …
 Affordance
 an affordance of an object tells us something (gives us a clue)
about how to use the object
 physical objects offer real affordances which do not have to be
learned
 screen-based interfaces offer perceived affordances which are
learned conventions
 There might be some trade-offs between design
principles when using multiple of them
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 29October 2, 2017
Understanding the Problem Space
 Identification of usability and user experience goals as a
prerequisite
 Make underlying assumptions and claims explicit
 e.g. people will want to watch TV on their mobile phones
 Articulation of the problem space is typically done as a
team effort
 Time-consuming process but reduces the chance of
incorrect assumptions and unsupported claims creeping
into a design solution
 Good understanding of the problem space helps in
conceptualising the design space (blueprint)
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 30October 2, 2017
Interaction Types
 Instructing
 user issues instructions to a system
 typing commands, selecting menu options, …
 Conversing
 user having a two-way communication/conversion with the system
- e.g. ticket booking or help systems
 used to find out specific kinds of information
 Manipulating
 in direct manipulation digital objects are designed so that they can
be interacted in a similar way as physical objects in the real world
 Exploring
 explore environment by exploiting knowledge on how to navigate
through existing spaces
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 31October 2, 2017
Four Approaches to Interaction Design
 User-centred design (UCD)
 user knows best and is the only guide to the designer
 designer translates user needs into a design solution
 Activity-centred design (ACD)
 focus on the behaviour surrounding a particular task
 less about the user’s goals but about the tasks forming part of
particular activity
 Systems design
 system (people, computers, objects …) is the centre of attention
and the user’s role is to set the goal of the system
 Genius design
 relies solely on the experience and creativity of the designer
 the user’s role is to validate the design Dan Saffer, 2009
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 32October 2, 2017
Importance of User Involvement
 Before user-centred design was used, developers
defined requirements based on
 talking to their managers
 talking to people playing the role of users (proxy users)
 their own judgement
 User involvement during the development guarantees
that user activities are taken into account
 Makes sure that the user expectations about a new
product are realistic (expectation management)
 pre-release versions and hands-on demonstration also help in
shaping the expectations
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 33October 2, 2017
Importance of User Involvement …
 Users who are involved feel that they have contributed to
the development and are more likely to support a
product’s use (sense of ownership)
 Different degrees of user involvement
 full-time for the duration of the whole project
 full-time for a limited time
 part-time for the duration of the whole project
 part-time for a limited time
 Another possibility is to combine regular newsletters with
workshops
 Customer support and error reporting systems after
product release
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 34October 2, 2017
How Much User Involvement?
 Some studies have shown that too much user
involvement can lead to problems
 higher costs
 less innovation
 lower team effectiveness
 over time, users develop more sophisticated ideas and they want
to have them incorporated late in the project
 users are less predictable and not aware of software development
matters (e.g. asking for major late changes)
 unnecessary conflicts and increased reworking
 …
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 35October 2, 2017
User-Centred Design Principles
1. Early focus on users and tasks
 who will be the users
 study the characteristics of users
2. Empirical measurement
 identify specific usability and user experience goals
- helps to chose between alternative designs
- can be used to check the progress
 sketches, description in natural language and prototypes help to
observe and analyse the performance and reactions of users
3. Iterative design
 problems identified in user testing are fixed and evaluated in a
next iteration
- iteration is particularly important when trying to innovate
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 36October 2, 2017
Early Focus on Users and Tasks
 Users’ tasks and goals are the driving force
 technology informs design options and choices but user goals
and tasks are the driving force
 “What technologies are available to provide better support for
users’ goals?”
 Users’ behaviour and context of use are studied and the
system is designed to support them
 design to support an activity with little understanding of the real
work involved is likely to be incompatible with current practice
- users do not like to deviate from their learned habits
 Users’ characteristics are captured and designed for
 take the cognitive and physical limitations of users into account
and limit the mistakes they can make
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 37October 2, 2017
Early Focus on Users and Tasks …
 Users are consulted throughout the whole development
 respect users and take their input seriously into account
 Design decisions are taken within the context of users,
their work and their environment
 does not necessarily mean that users are actively involved in
design decisions
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 38October 2, 2017
Interaction Design Process
The interaction design process involves four basic activities
1. Establishing requirements
 know target users and the required support
2. Designing alternatives that meet the requirements
 conceptual design
 physical design
3. Prototyping the alternative designs in order that they
can be communicated and assessed
 paper-based prototypes
 software prototypes
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 39October 2, 2017
Interaction Design Process
4. Evaluating
 determining the usability and acceptability
 observing or talking to users
 interviews or questionnaires
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 40October 2, 2017
Interaction Design Lifecycle Model
Establishing
requirements
Designing
alternatives
Prototyping
Evaluating
Final
product
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 41October 2, 2017
Who are the Users?
 Involving the right users is crucial
 Different types of users
 primary users
- frequent hand-on users of the product
 secondary users
- occasional users or users who use the product through an intermediary
 tertiary users
- affected by the introduction of the product or influence its purchase
 Group of stakeholders for a product normally larger than
the group thought of as users
 Difficult to find users for products that are a new
invention
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 42October 2, 2017
What are the Needs?
 People might not know what is possible (un-dreamed-of
requirements)
 cannot just ask “what do you need?”
 Understand characteristics and capabilities of users
 what are they trying to achieve and how do they do it currently
 would they achieve their goals more efficiently and have a more
enjoyable experience?
 Useful to start by understanding similar behaviour that is
already established
 Focus on user’s goals and on usability and user
experience goals is more promising than focusing on
needs
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 43October 2, 2017
Designing Alternatives
 Should not just stick to a solution that is “good enough”
but also consider alternative solutions
 Creativity of the designer plays an important role
 discussion with other designers
 studying other designs
- pay attention to copyrights and patent laws
 solve new problems based on knowledge gained from solving
previous similar problems
 creativity workshops and brainstorming sessions
“The best way to get a good idea, is to get lots of ideas.”
Linus Pauling
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 44October 2, 2017
TechBox, IDEO
 TechBox with interesting labelled objects and materials
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 45October 2, 2017
Choose Among Alternative Designs
 Designs and potential solutions have to be communi-
cated in a suitable form to other people
 sketches, description in natural language, prototypes, …
 Design decisions based on the information collected
about users and their tasks
 Decision also based on the technical feasibility of an idea
 Decide about
 externally visible and measurable features
 internal characteristics of the system
 Let users and stakeholders interact with the products
 decide based on their experience, preferences and suggestions
for improvements
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 46October 2, 2017
Integrating IxD and Other Lifecycle Models
 Lifecycle models associated with other disciplines that
contribute to interaction design
 Software engineering
 “Human-Centred Software Engineering” (HCSE)
 Agile Software Development as a promising attempt
- eXtreme Programming (XP)
- Scrum
- …
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 47October 2, 2017
Further Reading
 Major parts of this lecture are based on
the book Interaction Design: Beyond
Human-Computer Interaction
 chapter 1
- What is Interaction Design
 chapter 2
- Understanding and Conceptualising Interaction
 chapter 9
- The Process of Interaction Design
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 48October 2, 2017
References
 Designing for Interaction: Creating Innovative
Applications and Devices, Dan Saffer, New Riders
(2nd edition), August 2009, ISBN-13: 978-0321643391
 Durrell Bishop’s Marble Answering Machine
 https://www.youtube.com/watch?v=RgVbXV1krgU
 Human Technology Teamwork: The Role of Machines
and Humans in Good UX Design, Don Norman, 2017
 https://www.youtube.com/watch?v=15VmXVPVkyg
 3 Ways Good Design Makes You Happy, Don Norman,
TED Talk, February 2003
 https://www.youtube.com/watch?v=RlQEoJaLQRA
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 49October 2, 2017
References
 Twelve Emerging Best Practices for Adding
UX Work to Agile Development, Jeff Patton
 http://jpattonassociates.com/emerging_best_agile_ux_practice/
 First Principles of Interaction Design, Bruce
Tognazzini, March 2014
 http://asktog.com/atc/principles-of-interaction-design/
 The Design of Everyday Things, Don Norman, Basic
Books (revised edition), November 2013
 Interaction Design and Gestalt Principles
 https://www.youtube.com/watch?v=LlzuJqZ797U
2 December 2005
Next Lecture
Requirements Analysis, Prototyping
and Evaluation

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Interaction Design - Lecture 2 - Next Generation User Interfaces (4018166FNR)

  • 1. 2 December 2005 Next Generation User Interfaces Interaction Design Prof. Beat Signer Department of Computer Science Vrije Universiteit Brussel http://www.beatsigner.com
  • 2. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 2October 2, 2017 Interaction Design (IxD)  In order to design a product we first need some requirements  whom to ask about the requirements?  will users know what they want or need?  users are unlikely to be able to envision what is possible - where to get ideas for innovative products?  user-centred design involves users throughout the process Interaction design addresses the design of interactive products to support the way people communicate and interact in their everyday and working lives. Y. Rogers, H. Sharp and J. Preece, Interaction Design: Beyond Human-Computer Interaction
  • 3. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 3October 2, 2017 Interaction Design (IxD) …  Reduce negative aspects  frustration  annoyance  Design products that are easy to learn, effective to use and provide an enjoyable user experience
  • 4. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 4October 2, 2017 What to Design  Who (user) is going to use an interactive product, how (task) is it going to be used and where (context)?  We further have to understand the activities people are doing while using the products  How to optimise a user’s interactions with a system, environment or product to support and extend their activities in effective, useful and usable ways?  take into account what people are good and bad at  what might help people with the way they currently do things  listen to what people want and get them involved in the design  use established user-based techniques during the design process
  • 5. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 5October 2, 2017 Who Is Involved in Interaction Design  Often carried out in multidisciplinary teams  engineers, designers, programmers, users, psychologists, …  more ideas as well as more creative and original designs  Communication between people with different backgrounds might be an issue  Nowadays companies often seek help from interaction design consultants  Cooper, Nielsen Norman Group, IDEO, …
  • 6. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 6October 2, 2017 Interaction Design Disciplines [Illustration by Dan Saffer]
  • 7. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 7October 2, 2017 Good and Poor Design  Voice mail example  Possible interaction  After picking up the handset we get “beep, beep, beep, there is a message”  As written in the instructions we type ’41’ and get the answer “You have reached the Hilton Brussels City voice message centre. Please enter the room number for which you would like to leave a message.”  After waiting and checking the instructions again we press *, enter our room number and press # to get the answer “You have reached the mailbox for room 106. To leave a message type in your password.”  We type in our room number again and the system replies “Please enter the room number again and then your password.” 1. Touch 41. 2. Touch *, your room number and #. Instructions to listen to voice messages
  • 8. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 8October 2, 2017 Good and Poor Design …  What is the problem with this voice mail system?  confusing  takes too many steps to do basic tasks  difficult to use  not possible to see at a glace how many messages have been left  instructions are partially provided by the system and partially by the instructions card  …
  • 9. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 9October 2, 2017 Good and Poor Design …  Marble answering machine  incoming messages repre- sented by physical marbles  Differences  familiar physical objects show the number of messages  aesthetically pleasing and enjoyable to use  one-step actions to perform a task  simple but elegant design with less functionality  anyone can listen to any of the messages  Might not be robust enough to be used in public space  important to take into account where a product is going to be used Marble answering machine, D. Bishop, 1992
  • 10. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 10October 2, 2017 Marble Answering Machine (Video)
  • 11. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 11October 2, 2017 Good and Poor Design  Remote control example  Multiple remote controls  each control looks and works differently  often many small, multi- coloured and double-labelled buttons  difficult to find the right buttons even for simplest tasks  Is it better to converge to a single universal control or have multiple specialised one?
  • 12. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 12October 2, 2017 Good and Poor Design …  TiVo remote control  large and clearly labelled buttons  logically arranged buttons  remote nicely fits into hand  good use of colours and cartoon icons making it easy to identify them  Why is the TiVo remote control more usable than others?  TiVo followed a user-centred design process  potential users involved in the design process  avoids “buttonitis” trap by offering only the essential functionality on the remote and the rest via on-screen menus TiVo remote control
  • 13. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 13October 2, 2017 Usability Goals  Effectiveness  how good is the product at doing what it is supposed to do  question: “Is the product capable of allowing people to learn, carry out their work efficiently, access the information they need, or buy the goods they want?”  Efficiency  how well does the product support the user in carrying out their tasks  question: ”Once users have learned how to use a product to carry out their tasks, can they sustain a high level of productivity?”
  • 14. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 14October 2, 2017 Usability Goals …  Safety  protect the user from dangerous conditions and undesirable situations  prevent users from making serious errors by mistake - do not place a quit or delete command next to a save command in a menu - asks for a confirmation for “dangerous” commands  provide different ways to recover from errors - offer some undo functionality  question: “What is the range of errors that are possible using the product and what measures are there to permit users to recover from them?”
  • 15. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 15October 2, 2017 Usability Goals …  Utility  does the product provide the right kind of functionality  question: “Does the product provide an appropriate set of functions that will enable users to carry out all their tasks in the way they want to do them?”  Learnability  how easy is it to learn to use the system  question: “Is it possible for the user to work out how to use the product by exploring the interface and trying out certain actions? How hard will it be to learn the whole set of functions in this way?”
  • 16. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 16October 2, 2017 Usability Goals …  Memorability  how easy is it to remember how to use a system once it has been learned - meaningful icons, command names and options  important for infrequently used products  question: “What kinds of interface support have been provided to help users remember how to carry out tasks, especially for products and operations they use infrequently?”
  • 17. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 17October 2, 2017 User Experience (UX)  How does a product behave and how is it used by people in the real world  how do people feel  pleasure and satisfaction when using, holding, opening, …  We cannot design a user experience but only design for a user experience  usability  aesthetics  content  look and feel as well as sensual and emotional appeal  No unifying theory but conceptual frameworks, verified design methods, guidelines and research findings
  • 18. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 18October 2, 2017 User Experience Goals  Desirable aspects  Undesirable aspects - boring - frustrating - making one feel guilty - annoying - childish - unpleasant - patronising - making one feel stupid - gimmicky - … - satisfying - enjoyable - engaging - pleasurable - exciting - entertaining - helpful - motivating - challenging - supporting creativity - fun - rewarding - …  User experience goals are less objective than usability goals
  • 19. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 19October 2, 2017 Human Technology Teamwork (Video)
  • 20. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 20October 2, 2017 3 Ways Good Design Makes You Happy
  • 21. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 21October 2, 2017 Design Principles  Principles derived from theory-based knowledge, experience and common sense  Visibility  visible functions ensure that a user knows what to do next - voice mail system vs. marble answering machine  non-visible functions might be harder to use - sensor-enabled faucets - sensor-enabled lights - …
  • 22. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 22October 2, 2017 Design Principles …  Simplicity  balance offered features vs. ease of use (usability)  do not oversimplify by elimi- nating necessary features - “users want complexity” (Don Norman) “In anything at all, perfection is finally attained not when there is no longer anything to add, but when there is no longer anything to take away.” Antoine de Saint Exupéry Complex remote controls
  • 23. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 23October 2, 2017 Design Principles …  Mapping  natural mapping makes it easy to understand which control will perform which action  “If a design depends upon labels, it may be faulty. Labels are important and often necessary, but the appropriate use of natural mappings can minimise the need for them. Wherever labels seem necessary, consider another design.” Seat adjustment in a Mercedes-Benz Kitchen stove with natural mapping on the right
  • 24. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 24October 2, 2017 Design Principles …  Gestalt Principles  law of proximity - objects that are near each other in space or time are perceived as belonging together  law of similarity - objects with similar attributes are perceived as belonging together  law of closure - objects are perceived as a whole even if they are not complete  …
  • 25. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 25October 2, 2017 Gestalt Principles (Video)
  • 26. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 26October 2, 2017 Design Principles …  Feedback  provide feedback about what action has been done, which allows users to continue with their activity - audio, tactile, verbal, visual or a combination of these feedback
  • 27. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 27October 2, 2017 Design Principles …  Consistency  follow certain rules and use similar elements to achieve similar tasks  consistent interfaces are easier to learn and use  No Surprises  messages should not pop-up as a surprise during some tasks - e.g. “your battery is now fully charged”  avoid timeouts - timeouts are evil  Dialogues instead of Monologues  after the user gets an answer from the system there might be some further interaction - e.g. car route planner
  • 28. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 28October 2, 2017 Design Principles …  Affordance  an affordance of an object tells us something (gives us a clue) about how to use the object  physical objects offer real affordances which do not have to be learned  screen-based interfaces offer perceived affordances which are learned conventions  There might be some trade-offs between design principles when using multiple of them
  • 29. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 29October 2, 2017 Understanding the Problem Space  Identification of usability and user experience goals as a prerequisite  Make underlying assumptions and claims explicit  e.g. people will want to watch TV on their mobile phones  Articulation of the problem space is typically done as a team effort  Time-consuming process but reduces the chance of incorrect assumptions and unsupported claims creeping into a design solution  Good understanding of the problem space helps in conceptualising the design space (blueprint)
  • 30. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 30October 2, 2017 Interaction Types  Instructing  user issues instructions to a system  typing commands, selecting menu options, …  Conversing  user having a two-way communication/conversion with the system - e.g. ticket booking or help systems  used to find out specific kinds of information  Manipulating  in direct manipulation digital objects are designed so that they can be interacted in a similar way as physical objects in the real world  Exploring  explore environment by exploiting knowledge on how to navigate through existing spaces
  • 31. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 31October 2, 2017 Four Approaches to Interaction Design  User-centred design (UCD)  user knows best and is the only guide to the designer  designer translates user needs into a design solution  Activity-centred design (ACD)  focus on the behaviour surrounding a particular task  less about the user’s goals but about the tasks forming part of particular activity  Systems design  system (people, computers, objects …) is the centre of attention and the user’s role is to set the goal of the system  Genius design  relies solely on the experience and creativity of the designer  the user’s role is to validate the design Dan Saffer, 2009
  • 32. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 32October 2, 2017 Importance of User Involvement  Before user-centred design was used, developers defined requirements based on  talking to their managers  talking to people playing the role of users (proxy users)  their own judgement  User involvement during the development guarantees that user activities are taken into account  Makes sure that the user expectations about a new product are realistic (expectation management)  pre-release versions and hands-on demonstration also help in shaping the expectations
  • 33. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 33October 2, 2017 Importance of User Involvement …  Users who are involved feel that they have contributed to the development and are more likely to support a product’s use (sense of ownership)  Different degrees of user involvement  full-time for the duration of the whole project  full-time for a limited time  part-time for the duration of the whole project  part-time for a limited time  Another possibility is to combine regular newsletters with workshops  Customer support and error reporting systems after product release
  • 34. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 34October 2, 2017 How Much User Involvement?  Some studies have shown that too much user involvement can lead to problems  higher costs  less innovation  lower team effectiveness  over time, users develop more sophisticated ideas and they want to have them incorporated late in the project  users are less predictable and not aware of software development matters (e.g. asking for major late changes)  unnecessary conflicts and increased reworking  …
  • 35. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 35October 2, 2017 User-Centred Design Principles 1. Early focus on users and tasks  who will be the users  study the characteristics of users 2. Empirical measurement  identify specific usability and user experience goals - helps to chose between alternative designs - can be used to check the progress  sketches, description in natural language and prototypes help to observe and analyse the performance and reactions of users 3. Iterative design  problems identified in user testing are fixed and evaluated in a next iteration - iteration is particularly important when trying to innovate
  • 36. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 36October 2, 2017 Early Focus on Users and Tasks  Users’ tasks and goals are the driving force  technology informs design options and choices but user goals and tasks are the driving force  “What technologies are available to provide better support for users’ goals?”  Users’ behaviour and context of use are studied and the system is designed to support them  design to support an activity with little understanding of the real work involved is likely to be incompatible with current practice - users do not like to deviate from their learned habits  Users’ characteristics are captured and designed for  take the cognitive and physical limitations of users into account and limit the mistakes they can make
  • 37. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 37October 2, 2017 Early Focus on Users and Tasks …  Users are consulted throughout the whole development  respect users and take their input seriously into account  Design decisions are taken within the context of users, their work and their environment  does not necessarily mean that users are actively involved in design decisions
  • 38. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 38October 2, 2017 Interaction Design Process The interaction design process involves four basic activities 1. Establishing requirements  know target users and the required support 2. Designing alternatives that meet the requirements  conceptual design  physical design 3. Prototyping the alternative designs in order that they can be communicated and assessed  paper-based prototypes  software prototypes
  • 39. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 39October 2, 2017 Interaction Design Process 4. Evaluating  determining the usability and acceptability  observing or talking to users  interviews or questionnaires
  • 40. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 40October 2, 2017 Interaction Design Lifecycle Model Establishing requirements Designing alternatives Prototyping Evaluating Final product
  • 41. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 41October 2, 2017 Who are the Users?  Involving the right users is crucial  Different types of users  primary users - frequent hand-on users of the product  secondary users - occasional users or users who use the product through an intermediary  tertiary users - affected by the introduction of the product or influence its purchase  Group of stakeholders for a product normally larger than the group thought of as users  Difficult to find users for products that are a new invention
  • 42. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 42October 2, 2017 What are the Needs?  People might not know what is possible (un-dreamed-of requirements)  cannot just ask “what do you need?”  Understand characteristics and capabilities of users  what are they trying to achieve and how do they do it currently  would they achieve their goals more efficiently and have a more enjoyable experience?  Useful to start by understanding similar behaviour that is already established  Focus on user’s goals and on usability and user experience goals is more promising than focusing on needs
  • 43. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 43October 2, 2017 Designing Alternatives  Should not just stick to a solution that is “good enough” but also consider alternative solutions  Creativity of the designer plays an important role  discussion with other designers  studying other designs - pay attention to copyrights and patent laws  solve new problems based on knowledge gained from solving previous similar problems  creativity workshops and brainstorming sessions “The best way to get a good idea, is to get lots of ideas.” Linus Pauling
  • 44. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 44October 2, 2017 TechBox, IDEO  TechBox with interesting labelled objects and materials
  • 45. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 45October 2, 2017 Choose Among Alternative Designs  Designs and potential solutions have to be communi- cated in a suitable form to other people  sketches, description in natural language, prototypes, …  Design decisions based on the information collected about users and their tasks  Decision also based on the technical feasibility of an idea  Decide about  externally visible and measurable features  internal characteristics of the system  Let users and stakeholders interact with the products  decide based on their experience, preferences and suggestions for improvements
  • 46. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 46October 2, 2017 Integrating IxD and Other Lifecycle Models  Lifecycle models associated with other disciplines that contribute to interaction design  Software engineering  “Human-Centred Software Engineering” (HCSE)  Agile Software Development as a promising attempt - eXtreme Programming (XP) - Scrum - …
  • 47. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 47October 2, 2017 Further Reading  Major parts of this lecture are based on the book Interaction Design: Beyond Human-Computer Interaction  chapter 1 - What is Interaction Design  chapter 2 - Understanding and Conceptualising Interaction  chapter 9 - The Process of Interaction Design
  • 48. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 48October 2, 2017 References  Designing for Interaction: Creating Innovative Applications and Devices, Dan Saffer, New Riders (2nd edition), August 2009, ISBN-13: 978-0321643391  Durrell Bishop’s Marble Answering Machine  https://www.youtube.com/watch?v=RgVbXV1krgU  Human Technology Teamwork: The Role of Machines and Humans in Good UX Design, Don Norman, 2017  https://www.youtube.com/watch?v=15VmXVPVkyg  3 Ways Good Design Makes You Happy, Don Norman, TED Talk, February 2003  https://www.youtube.com/watch?v=RlQEoJaLQRA
  • 49. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 49October 2, 2017 References  Twelve Emerging Best Practices for Adding UX Work to Agile Development, Jeff Patton  http://jpattonassociates.com/emerging_best_agile_ux_practice/  First Principles of Interaction Design, Bruce Tognazzini, March 2014  http://asktog.com/atc/principles-of-interaction-design/  The Design of Everyday Things, Don Norman, Basic Books (revised edition), November 2013  Interaction Design and Gestalt Principles  https://www.youtube.com/watch?v=LlzuJqZ797U
  • 50. 2 December 2005 Next Lecture Requirements Analysis, Prototyping and Evaluation