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This document delves into the core principles of interaction design, emphasizing the importance of user-centered approaches and emotional design. It explores the double diamond of design, user research methods, and the role of user experience (ux) in creating engaging and usable products. The document also highlights the multidisciplinary nature of interaction design, drawing connections to fields like psychology, ergonomics, and computer science.
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Unit A: What is Interaction Design? Course Content/Subject Matter
Good or Poor? #Poor Design
Examples of Poor Design: Voice Mail System Using the voice mail system in a hotel can be troublesome. Common problems include:
The Internet of Things (IoT) The Internet of Things (IoT) connects numerous products and sensors via the internet, enabling them to communicate with each other. Examples include:
_- Smart heating and lighting
Understanding Users’ Needs A critical question in interaction design is: “How do you optimize the user’s interactions with a system, environment, or product to support their activities effectively, usefully, and pleasurably?” To make informed design choices, it is essential to understand users by: _- Considering their strengths and weaknesses.
What is Interaction Design? Interaction design involves designing interactive products to support the way people communicate and interact in their everyday and working lives. Various terms have been used to highlight different aspects of design, including: _- User Interface Design (UI/UID)
Goals of Interaction Design
The Component of Interaction Design Interaction design intersects with various disciplines, fields, and approaches concerned with researching and developing computer- based systems for people, including: _- Ergonomics
Relationship Between Interaction Design, Human-Computer Interaction, and Other Fields Academic Disciplines Contributing to Interaction Design include: _- Psychology
Working in Multidisciplinary Teams
Accessibility and Inclusiveness Accessibility Accessibility refers to how many people can use an interactive product. Companies like Google and Apple provide tools to promote accessibility, focusing particularly on individuals with disabilities. Inclusive Design An inclusive design approach aims to accommodate the widest possible user base. Disability can arise from interaction designs that do not consider varied user needs. It views the disconnect between users and technology as a design flaw rather than just a limitation stemming from the impairment.
Types of Impairments 1. Sensory Impairment: Conditions affecting one or more senses.
Facts to Remember _- The number of individuals with permanent disabilities increases with age.
**Usability and User Experience Goals** Understanding users necessitates defining primary objectives for developing interactive products, whether for productivity or achieving educational challenges. **Classifying Goals:** - **Usability Goals:** Concerned with fulfilling specific criteria like efficiency. - **User Experience Goals:** Focus on enhancing the quality of user experience, ensuring projects are aesthetically pleasing. **Usability Goals** Usability goals are operationalized as questions that provide interaction designers concrete measures to assess interactive products and user experience aspects. Usability Goals: **Effectiveness** - Refers to how well a product performs its intended functions. - Question: Is the product capable of enabling learning, efficient working, and access to needed information? Usability Goals **: Efficiency** - How well a product assists users in completing tasks. - Question: Once users learn the product, can they maintain high productivity? Usability Goals **: Safety** - Protecting users from dangers and undesirable outcomes. - Question: What range of errors is possible, and what measures are there for users to recover easily? Usability Goals: **Utility** - The extent to which a product provides necessary functionality. - Question: Does the product offer suitable functions to enable users to perform their tasks? Usability Goals: **Learnability** - How easily a system can be learned. - Question: Can users discover how to use the product by exploring the interface?
Usability Goals: Memorability
User Experience Goals User experience encompasses both desirable and undesirable aspects, such as:
What is Involved in Interaction Design Interaction design has specific activities focused on:
**_- Discovering requirements for the product
Participatory Design: Sometimes referred to as cooperative design or co-design, this overarching philosophy places end-users and stakeholders at the center of the creation process. Instead of being passive recipients of new technologies or services, users and stakeholders become active participants in the design process.
What is Involved in Interaction Design: What is User-Centered Approach Early Focus on Users and Tasks: This involves understanding who users will be by studying their cognitive, behavioral, anthropomorphic, and attitudinal characteristics. This requires users to perform their normal tasks, studying those tasks' nature, and involving users in the design process. Underlying Principles:
_- Users’ tasks and goals drive development.
What is Involved in Interaction Design: What is User-Centered Approach Empirical Measurement: Early in development, the reactions and performance of intended users are observed and recorded during evaluations of printed scenarios, manuals, and similar materials. Later, users interact with simulations and prototypes, and their performance and reactions are analyzed. User-Centered Design (UCD): This is an iterative design process in which designers focus on users and their needs at each phase of the design process.
What is Involved in Interaction Design: What is User-Centered Approach Iterative Design: This approach allows designs to be refined based on feedback. When problems are identified during user testing, they are fixed, and then additional tests and observations are conducted to evaluate the effects of these fixes. The design process consists of cycles of design-test-measure- redesign, repeated as needed. “Iteration is inevitable because designers never get the solution right the first time.” – Gould and Lewis, 1985 --- What is Involved in Interaction Design: Four Basic Activities of Interaction Design 1. Discovering Requirements 2. Designing Alternatives 3. Prototyping 4. Evaluating A simple interaction design lifecycle model. --- What is Involved in Interaction Design: Four Basic Activities of Interaction Design Discovering Requirements: This activity covers the left side of the double diamond design model, focused on discovering new insights about the world and defining what will be developed. It includes understanding target users and how an interactive product can support them usefully, gleaned through data gathering and analysis. --- What is Involved in Interaction Design: Four Basic Activities of Interaction Design Designing Alternatives: This is the core activity of designing and falls under the Develop phase of the double diamond. This activity can be divided into two sub- activities: - Conceptual Design: Producing the conceptual model for the product. - Conceptual Model: Describes an abstraction outlining what people can do with a product and what concepts are needed to interact with it. - Concrete Design: Consider details of the
product, including colors, sounds, images, menu design, and icon design. Alternatives are explored at every point.
What is Involved in Interaction Design: Four Basic Activities of Interaction Design Prototyping: This involves designing the behavior of interactive products, as well as their appearance and feel. It is also part of the Develop phase of the double diamond. The most effective way for users to evaluate designs is to interact with them, achievable through prototyping.
What is Involved in Interaction Design: Four Basic Activities of Interaction Design Evaluating: The process of determining the usability and acceptability of the product or design, measured in terms of various usability and user-experience criteria, is also part of the Develop phase of the double diamond. Evaluation does not replace activities concerned with quality assurance and testing to ensure the final product is fit for its intended purpose, but it complements and enhances them.
2. Social Interaction Being Social A fundamental aspect of everyday life is social interaction between people. We continuously update each other about news, changes, activities, etc. While face-to-face conversation remains central to many of our social interactions, the use of social media has dramatically increased. It is also commonplace for people at work to stay connected via workplace communication tools.
Social Interaction: Face-to-Face Conversations Talking is something effortless and comes naturally to most people.
Social Interaction: Face-to-Face Conversations Conversational Mechanisms: These enable people to coordinate their talk, knowing how to start and stop. Conversation analysis describes these mechanisms using three basic rules:
Social Interaction: Remote Conversation Remote Conversations: Conversations when people are at a distance from each other. Telephone: Invented in the nineteenth century, it enables two people to talk at a distance.
Social Interaction: Remote Conversation In the late 1980s and 1990s, various "media spaces" were tested, combining audio, video, and computer systems to extend traditional environments. An early example of a media space was the
Social Interaction: Remote Conversation Since early research, video conferencing has advanced significantly. The availability of affordable webcams and cameras embedded in
**Emotional Interaction: Emotional Design
Emotional Design:** This concept involves creating designs that evoke emotions resulting in positive user experiences. Designers aim to engage users on three cognitive levels – visceral, behavioral, and reflective – fostering positive associations with products and brands. Emotional design anticipates and accommodates users’ needs and responses. Designers must address three levels of cognitive responses:
Emotional Interaction: How to Apply Emotional Design Applying emotional design starts with a solid functional design and requires a deep understanding of user needs through UX research. Here are strategies to benefit from emotional design:
daydreaming, decision-making, seeing, reading, writing, and talking. A well-known way of distinguishing between different modes of cognition is in terms of whether it is experiential or reflective (Norman, 1993). Experiential cognition is a state of mind where people perceive, act, and react to events around them intuitively and effortlessly. It requires reaching a certain level of expertise and engagement. Examples include driving a car, reading a book, having a conversation, and watching a video. In contrast, reflective cognition involves mental effort, attention, judgment, and decision-making, which can lead to new ideas and creativity. Examples include designing, learning, and writing a report. Both modes are essential for everyday life. Another popular way of describing cognition is in terms of fast and slow thinking (Kahneman, 2011). Fast thinking is similar to Don Norman’s experiential mode insofar as it is instinctive, reflexive, and effortless, and it has no sense of voluntary control. Slow thinking, as the name suggests, takes more time and is considered to be more logical and demanding, and it requires greater concentration. The difference between the two modes is easy to see when asking someone to give answers to the following two arithmetic equations: 2+2= 21 * 19 = The former can be done by most adults in a split second without thinking, while the latter requires much mental effort; many people need to externalize the task to be able to complete it by writing it down on paper and using the long multiplication method. Nowadays, many people simply resort to fast thinking by typing the numbers to be added or multiplied into a calculator app on a smartphone or computer. Other ways of describing cognition are in terms of the context in which it takes place, the tools that are employed, the artifacts and interfaces that are used, and the people involved (Rogers, 2012). Depending on when, where, and how it happens, cognition can be distributed, situated, extended, and embodied. Cognition has also been described in terms of specific kinds of processes (Eysenck and Brysbaert, 2018). These include the following: Attention Perception Memory Learning Reading, speaking, and listening Problem-solving, planning, reasoning, and decision-making It is important to note that many of these cognitive processes are interdependent: several may be involved for a given activity. It is rare for one to occur in isolation. For example, when reading a book one has to attend to the text, perceive and recognize the letters and words, and try to make sense of the sentences that have been written. Attention Attention is central to everyday life. It enables us to cross the road without being hit by a car or bicycle, notice when someone is calling our name, and be able to text while at the same time watching TV. It involves selecting things on which to concentrate, at a point in time, from the range of possibilities available, allowing us to focus on information that is relevant to what we are doing. The extent to which this process is easy or difficult depends on (1) Clear Goals (whether someone has clear goals). If someone knows exactly what they want to find out, they try to match this with the information that is available. When someone is not sure exactly what they are looking for, they may browse through information, allowing it to guide their attention to interesting or salient items. (2) Information Presentation (whether the information they need is salient in the environment). The way information is displayed can also greatly influence how easy or difficult it is to comprehend appropriate pieces of information.
information resources are being switched between. When developing new technology to provide more information for people in their work settings, it is important to consider how best to support them so that they can easily switch their attention back and forth among the multiple displays or devices and be able to return readily to what they were doing after an interruption (for instance, the phone ringing or people entering their space to ask questions). Design Implications (Attention) Consider context. Make information salient when it requires attention at a given stage of a task. Use techniques to achieve this when designing visual interfaces, such as animated graphics, color, underlining, ordering of items, sequencing of different information, and spacing of items. Avoid cluttering visual interfaces with too much information. This applies especially to the use of color and graphics: It is tempting to use lots of these attributes, which results in a mishmash of media that is distracting and annoying rather than helping the user attend to relevant information. Consider designing different ways of supporting effective switching and returning to a particular interface. This could be done subtly, such as the use of pulsing lights gradually getting brighter, or abruptly, such as the use of alerting sounds or voice. How much competing visual information or ambient sound is present also needs to be considered. Memory Memory involves recalling various kinds of knowledge that allow people to act appropriately. For example, it allows them to recognize someone’s face, remember someone’s name, recall when they last met them, and know what they said to them last. It is not possible for us to remember everything that we see, hear, taste, smell, or touch, nor would we want to, as our brains would get overloaded. A filtering process is used to decide what information gets further processed and memorized. This filtering process, however, is not without its problems. Often, we forget things that we would like to remember and conversely remember things that we would like to forget. For example, we may find it difficult to remember everyday things, like people’s names, or scientific knowledge such as mathematical formulae. On the other hand, we may effortlessly remember trivia or tunes that cycle endlessly through our heads. How does this filtering process work? Initially, encoding takes place, determining which information is paid attention to in the environment and how it is interpreted. The extent to which it takes place affects people’s ability to recall that information later. The more attention that is paid to something and the more it is processed in terms of thinking about it and comparing it with other knowledge, the more likely it is to be remembered. For example, when learning about a topic, it is much better to reflect on it, carry out exercises, have discussions with others about it, and write notes rather than passively reading a book or watching a video about it. Thus, how information is interpreted when it is encountered greatly affects how it is represented in memory and how easy it is to retrieve subsequently. Another factor that affects the extent to which information can be subsequently retrieved is the context in which it is encoded. One outcome is that sometimes it can be difficult for people to recall information that was encoded in a different context from the one in which they are at present. Consider the following scenario: You are on a train and someone comes up to you and says hello. You don’t recognize this person for a few moments, but then you realize it is one of your neighbors. You are only used to seeing them in the hallway of your apartment building and seeing them out of context makes this person initially difficult to recognize. Another well-known memory phenomenon is that people are much better at
recognizing things than recalling things. Furthermore, certain kinds of information is easier to recognize than others. In particular, people are good at recognizing thousands of pictures even if they have only seen them briefly before. In contrast, people are not as good at remembering details about the things they photograph when visiting places, such as museums. It seems that they remember less about objects when they have photographed them than when they observe them with the naked eye (Henkel, 2014). The reason for this is that the study participants appeared to be focusing more on framing the photo and less on the details of the object being photographed. Consequently, people don’t process as much information about an object when taking photos of it compared with when they are actually looking at it; hence, they are unable to remember as much about it later. Increasingly, people rely on the Internet and their smartphones to act as cognitive prostheses. Smartphones with Internet access have become an indispensable extension of the mind. Sparrow et al. (2011) showed how expecting to have readily available Internet access reduces the need and hence the extent to which people attempt to remember the information itself, while enhancing their memory for knowing where to find it online. Many people will whip out a smartphone to find out who acted in a movie, the name of a book, or what year a pop song was first released, and so on. Besides search engines, there are a number of other cognitive prosthetic apps that instantly help people find out or remember something, such as Shazam.com, the popular music recognition app. Personal Information Management The number of documents written, images created, music files recorded, videoclips downloaded, emails with attachments saved, URLs bookmarked, and so on, increases every day. A common practice is for people to store these files on a phone, on a computer, or in the cloud with a view to accessing them later. This is known as personal information management (PIM). The design challenge here is deciding which is the best way of helping users organize their content so that it can be easily searched, for example, via folders, albums, or lists. The solution should help users readily access specific items at a later date, for example, a particular image, video, or document. It can become frustrating if an item is not easy to locate, especially when users have to spend lots of time opening numerous folders when searching for a particular image or an old document, simply because they can’t remember what they called it or where they stored it. How can we improve upon this cognitive process of remembering? Ofer Bergman and Steve Whittaker (2016) have proposed a model for helping people manage their “digital stuff” based on curation. The model involves three interdependent processes: how to decide what personal information to keep, how to organize that information when storing it, and which strategies to use to retrieve it later. The first stage can be assisted by the system they use. For example, email, texts, music, and photos are stored as default by many devices. Users have to decide whether to place these in folders or delete them. In contrast, when browsing the web, they have to make a conscious decision as to whether a site they are visiting is worth bookmarking as one they might want to revisit later. A number of ways of adding metadata to documents have been developed, including time stamping, categorizing, tagging, and attribution (for example color, text, icon, sound, or image). Surprisingly, however, the majority of people still prefer the oldfashioned way of using folders for holding their files and other digital content. One reason is that folders provide a powerful metaphor that people can readily understand—placing things that have something in common into a container. To help users with searching, a number of search and find tools, such as Apple’s Spotlight, now enable them to type a partial name or even the first letter of a file that
Mental models are used by people when needing to reason about a technology, in particular, to try to fathom what to do when something unexpected happens with it or when encountering unfamiliar products for the first time. The more someone learns about a product and how it functions, the more their mental model develops. For example, broadband engineers have a deep mental model of how Wi-Fi networks work that allows them to work out how to set them up and fix them. In contrast, an average citizen is likely to have a reasonably good mental model of how to use the Wi-Fi network in their home but a shallow mental model of how it works. Within cognitive psychology, mental models have been postulated as internal constructions of some aspect of the external world that are manipulated, enabling predictions and inferences to be made (Craik, 1943). This process is thought to involve the fleshing out and the running of a mental model (Johnson-Laird, 1983). This can involve both unconscious and conscious mental processes, where images and analogies are activated. General Valve Theory (Kempton 1986) -This assumes the underlying principle of more is more: the more you turn or push something, the more it causes the desired effect. This principle holds for a range of physical devices, such as faucets, where the more you turn them, the more water that comes out. However, it does not hold for thermostats, which instead function based on the principle of an on-off switch. What seems to happen is that in everyday life, people develop a core set of abstractions about how things work and apply these to a range of devices, irrespective of whether they are appropriate. Using incorrect mental models to guide behavior is surprisingly common. Just watch people at a pedestrian crossing or waiting for an elevator. How many times do they press the button? A lot of people will press it at least twice. When asked why, a common reason is that they think it will make the lights change faster or ensure the elevator arrives. Many people’s understanding of how technologies and services work is poor, for instance, the Internet, wireless networking, broadband, search engines, computer viruses, the cloud, or AI. Their mental models are often incomplete, easily confusable, and based on inappropriate analogies and superstition (Norman, 1983). As a consequence, they find it difficult to identify, describe, or solve a problem, and they lack the words or concepts to explain what is happening. How can user experience (UX) designers help people to develop better mental models? A major obstacle is that people are resistant to spending much time learning about how things work, especially if it involves reading manuals or other documentation. An alternative approach is to design technologies to be more transparent, which makes them easier to understand in terms of how they work and what to do when they don’t. This includes providing the following: Clear and easy-to-follow instructions Appropriate online help, tutorials, and context-sensitive guidance for users in the form of online videos and chatbot windows, where users can ask how to do something Background information that can be accessed to let people know how something works and how to make the most of the functionality provided Affordances of what actions an interface allows (for example, swiping, clicking, or selecting). The concept of transparency has been used to refer to making interfaces intuitive to use so that people can simply get on with their tasks, such as taking photos, sending messages, or talking to someone remotely without having to worry about long sequences of buttons to press or options to select. An ideal form of transparency is where the interface simply disappears from the focus of someone’s attention. Imagine if every time you had to give a presentation that all you had to do was say, “Upload and start my slides for the talk I
prepared today,” and they would simply appear on the screen for all to see. That would be bliss! Instead, many AV projector systems persist in being far from transparent, requiring many counterintuitive steps for someone to get their slides to show. This can include trying to find the right dongle, setting up the system, typing in a password, setting up audio controls, and so forth, all of which seems to take forever, especially when there is an audience waiting. Gulfs of Execution and Evaluation The gulf of execution and the gulf of evaluation describe the gaps that exist between the user and the interface (Norman, 1986; Hutchins et al., 1986). The gulfs are intended to show how to design the latter to enable the user to cope with them. The first one, the gulf of execution, describes the distance from the user to the physical system while the second one, the gulf of evaluation, is the distance from the physical system to the user (see Figure 3.1). Don Norman and his colleagues suggest that designers and users need to concern themselves with how to bridge the gulfs to reduce the cognitive effort required to perform a task. This can be achieved, on the one hand, by designing usable interfaces that match the psychological characteristics of the user (for example, taking into account their memory limitations) and, on the other hand, by the user learning to create goals, plans, and action sequences that fit with how the interface works. Fig. 3.1 Bridging the gulfs of execution and evaluation The conceptual framework of the gulfs is still considered useful today, as it can help designers consider whether their proposed interface design is increasing or decreasing cognitive load and whether it makes it obvious as to which steps to take for a given task. For example, Kathryn Whitenton (2018), who is a digital strategy manager, describes how the gulfs prevented her from understanding and why she could not get her Bluetoothheadset to connect with her computer despite following the steps in the manual. She wasted a whole hour repeating the steps and getting more and more frustrated and not making any progress. Eventually, she discovered that the system she thought was toggled “on” was actually showing her that it was “off” (see Figure 3.2). She found this out by searching the web to see whether someone else could help her. She found a site that showed a screenshot of what the settings switch looks like when turned on. There was an inconsistency between the labels of two similar-looking switches, one showing the current status of the interaction (off) and the other showing what would happen if the interaction were engaged (Add Bluetooth Or Other Device). This inconsistency of similar functions illustrated how the gulfs of execution and evaluation were poorly bridged, making it confusing and difficult for the user to know what the problem was or why they could not get their headset to connect with their computer despite many attempts. In the article, she explains how the gulfs could be easily bridged by designing all sliders to give the same information as to what happens when they are moved from one side to the other.
environment in which the plane is flying (that is, the sky, runway, and so on) A primary objective of the distributed cognition approach is to describe these interactions in terms of how information is propagated through different media. By this we mean how information is represented and re-represented as it moves across individuals and through the array of artifacts that are used (for example, maps, instrument readings, scribbles, and spoken word) during activities. These transformations of information are referred to as changes in representational state. This way of describing and analyzing a cognitive activity contrasts with other cognitive approaches, such as the information processing model, in that it focuses not on what is happening inside the head of an individual but on what is happening across a system of individuals and artifacts. For example, in the cognitive system of the cockpit, a number of people and artifacts are involved in the activity of flying at a higher altitude. The air traffic controller initially tells the pilot when it is safe to ascend to a higher altitude. The pilot then alerts the captain, who is flying the plane, by moving a knob on the instrument panel in front of them, confirming that it is now safe to fly. Hence, the information concerning this activity is transformed through different media (over the radio, through the pilot, and via a change in the position of an instrument). This kind of analysis can be used to derive design recommendations, suggesting how to change or redesign an aspect of the cognitive system, such as a display or a socially mediated practice. In the previous example, distributed cognition could draw attention to the importance of any new design needing to keep shared awareness and redundancy in the system so that both the pilot and the captain can be kept aware and also know that the other is aware of the changes in altitude that are occurring. It is also the basis for the DiCOT analytic framework that has been developed specifically for understanding healthcare settings and has also been used for software team interactions. External Cognition People interact with or create information by using a variety of external representations, including books, multimedia, newspapers, web pages, maps, diagrams, notes, drawings, and so on. Furthermore, an impressive range of tools has been developed throughout history to aid cognition, including pens, calculators, spreadsheets, and software workflows. The combination of external representations and physical tools has greatly extended and supported people’s ability to carry out cognitive activities (Norman, 2013). Indeed, they are such an integral part of our cognitive activities that it is difficult to imagine how we would go about much of our everyday life without them. External cognition is concerned with explaining the cognitive processes involved when we interact with different external representations such as graphical images, multimedia, and virtual reality (Scaife and Rogers, 1996). A main goal is to explain the cognitive benefits of using different representations for different cognitive activities and the processes involved. The main ones include the following: