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Lecture

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Perceived or actual properties of an object that determine how it could possibly ... Includes sound, tactile, and visual feedback ... – PowerPoint PPT presentation

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Title: Lecture


1

Lecture 1b Introduction to Interaction Design
2
Lecture Overview
  • Part I Design Concepts
  • Part II Group Artifact Analysis and Discussion

3
Part IDesign Concepts
4
Design Concepts
  • Generalizable abstractions for thinking about
    different aspects of design
  • Help determine what to provide and what not to
    provide at the interface
  • Derived from a mix of theory-based knowledge,
    experience and common-sense
  • Note often too general to be helpful

5
Fundamental Design Concepts
  • Affordances
  • Constraints
  • Mappings
  • Conceptual models
  • Visibility
  • Feedback
  • Transfer effects
  • Population stereotypes
  • Individual differences

6
Affordances (Gibson)
  • Perceived or actual properties of an object that
    determine how it could possibly be used
  • Shows relationship between what you want to do
    and what is possible (Perceivable possibilities
    for action)
  • Examples. . .

7
Affordance Doorknob
8
Affordance? Doorknob (2)
9
Affordance Chairs
10
Constraints
  • Perceived limitations of the actions that are
    possible with an object
  • Based on objects appearance
  • Show what parts operate and how
  • Suggest range of possible uses
  • Helps prevent user from selecting incorrect
    options
  • Three main types (Norman)
  • physical
  • cultural
  • logical
  • Examples. . .

11
Physical Constraints Light Switches
12
Logical Constraints? Labels on Back of Computer
13
Cultural Constraints
  • Learned arbitrary conventions like red
    triangles for warning
  • Can be universal or culturally specific

14
Mappings
  • The set of possible relations between objects
  • Physical mappings
  • Displays and controls
  • Cultural mappings
  • Functionality and appearance
  • Examples. . .

15
Mappings Fireplace Flue
16
Mappings Stove
A
B
C
D
17
Mappings Stove (2)
18
Conceptual Models
  • Mental model of an object that consists of
  • Parts
  • Possible actions and effects
  • When you have a conceptual model, you can perform
    a simplified mental simulation of how something
    works
  • Examples. . .

19
Conceptual Model Dishwasher
20
Conceptual Model Thermostat
21
Visibility
  • Make what can be done visible
  • Visibility suffers when the number of possible
    actions exceeds the number of controls
  • Examples. . .

22
Visibility Elevator
  • This is a control panel for an elevator.
  • How does it work?
  • Push a button for the floor you want?
  • Nothing happens. Push any other button? Still
    nothing. What do you need to do?
  • What to do is not visible!

From www.baddesigns.com
23
Visibility Elevator (cont.)
  • You need to insert your room card in the slot by
    the buttons to get the elevator to work!

24
Visibility Cell Phone
25
Feedback
  • Sending information back to the user about what
    has been done
  • Includes sound, tactile, and visual feedback
  • e.g. when screen button clicked on provides sound
    or red highlight feedback

ccclichhk
26
Feedback Fireplace Flue
27
Feedback Copier
28
Transfer Effects
  • Prior experience influences what functionality we
    expect for an object and how we operate an object
  • Learning by analogy and metaphor
  • Can be both positive and negative
  • Positive This is a pair of scissors therefore,
    you put your fingers in the holes
  • Negative This keyboard looks like a phone pad
    maybe I can use it to key in a phone number

29
Population Stereotypes
  • Assumptions about a group of people who use an
    object
  • Can be cultural and physical
  • Examples
  • In US, people expect light switch down to be
    off in UK down is on
  • Everyones keyboard will have a function pad
  • People understand concept of restart
  • All keyboards have function keys

30
Individual Differences
  • Individuals within a group differ by experience,
    interests, and ability
  • Examples
  • Some people are right-handed, others are left,
    and still others are ambidextrous
  • I usually remember how to program my VCR
  • I can never remember how to set my answering
    machine greeting.

31
Part II Group Activity
  • Divide into groups of 5 to 6
  • Each group will be given an artifact to evaluate
    with respect to the design concepts just
    introduced
  • As a group, evaluate your artifact with respect
    to the design concepts just introduced (see next
    slide).
  • Note both the positive and negative aspects of
    your artifacts design with respect to the design
    concepts. (Note that not all concepts may apply.)
  • Have a scribe keep track of your discussion, and
    write down key points for possible presentation
  • Near end of class, instructor may call on you to
    introduce your artifact and discuss your results.
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