Title: Interactive Systems Design
1Interactive Systems Design Evaluation
-
- John T Burns
- e-mail jtb_at_dmu.ac.uk
- Recommended Text
- Interactive Design J Preece 2002
- Also
- User Centred Wed Design, McCracken Wolfe
Pearson Prentice Hall, 2004 - HCI, Dix, Finlay, Abowd Beale, Prentice Hall,
1998 (New ed 2004) - Designing the User Interface, B Shneiderman,
Addison Wesley, 1996 (New ed 2004)
2Objectives of this Lecture
- To outline what we mean by ISDE
- To define HCI
- To demonstrate the need for ISDE
- To indicate the scope of ISDE
- To consider some general principles of HCI design
3What is ISDE about?
- Interactive systems are designed to enable
communication between the system and the user - This takes place via the systems user interface
- ISDE is concerned with-
- Designing interactive systems to support human
activities - Applying usability engineering techniques to
evaluate the effectiveness and appropriateness of
the design
4Goals of interaction design
- Develop usable products
- Usability means easy to learn, effective to use
and provide an enjoyable experience - Involve users in the design process
5Some definitions From HCI - ID
- Human-Computer Interaction
- a discipline concerned with the design,
evaluation and implementation of interactive
computing systems for human use and with the
study of the major phenomena surrounding them - Interaction design
- The design of spaces for human communication and
interaction - User Interface
- any boundary between the human user and the
computer system (includes documentation and
training material) - not restricted to screens, keyboards and mice
6What is HCI
- HCI is concerned about -
- Finding out how people use computers
- Trying to ensure that systems are designed to
closely match users needs - Ensuring that users can make sense of the
information that is presented to them - Ensuring that the user can communicate/interact
with the system - This is not always the case!!
7Getting it wrong!
- Some examples of bad design
- The Photocopier
- The Vending Machine
- The ATM
8The photocopier
- What is wrong with this display message?
- You have a XJ69 error
9Why is this vending machine so bad?
- Need to push button first to activate reader
- Normally insert bill first before making
selection - Contravenes well known convention
From www.baddesigns.com
10ATM
11(No Transcript)
12Getting it right!
- These illustrate 3 key factors that the designer
needs to focus on - The user
- The task
- The environment
- Next slide shows other factors
13Organisational Factors
Environmental Factors
Health and Safety Factors
Comfort Factors
The User
User Interface
Task Factors
Constraints
System Functionality
Productivity Factors
14Relationship between ID, HCI and other fields
Academic disciplines (e.g. computer
science, psychology)
Design practices (e.g. graphic design)
Interaction Design
Interdisciplinary fields (e.g HCI, CSCW)
15Relationship between ID, HCI and other fields
- Academic disciplines contributing to ID
- Psychology
- Social Sciences
- Computing Sciences
- Engineering
- Ergonomics
- Informatics
16Relationship between ID, HCI and other fields
- Design practices contributing to ID
- Graphic design
- Product design
- Artist-design
- Industrial design
- Film industry
17Relationship between ID, HCI and other fields
- Interdisciplinary fields that do interaction
design - HCI
- Human Factors
- Cognitive Engineering
- Cognitive Ergonomics
- Computer Supported Co-operative Work
- Information Systems
18How easy is it to work in multidisciplinary teams?
- More people involved in doing interaction design
the more ideas and designs generatedbut - the more difficult it can be to communicate and
progress forwards the designs being created
19What do professionals do in the ID business?
- Interaction designers - people involved in the
design of all the interactive aspects of a
product - usability engineers - people who focus on
evaluating products, using usability methods and
principles - web designers - people who develop and create the
visual design of websites, such as layouts - information architects - people who come up with
ideas of how to plan and structure interactive
products - user experience designers - people who do all the
above but who may also carry out field studies to
inform the design of products
20What is involved in the process of interaction
design
- Identify needs and establish requirements
- Develop alternative designs
- Build interactive prototypes that can be
communicated and assessed - Evaluate what is being built throughout the
process
21Core characteristics of interaction design
- users should be involved through the development
of the project - specific usability and user experience goals
need to be identified, clearly documented and
agreed at the beginning of the project - iteration is needed through the core activities
22Introduction to ISDE Part 2
- Objectives
- To outline general design principles
- Justifying the need for good design
- To identify features of good design
- To consider design implications
23Design principles
- Wide range of design principles- guidelines or
heuristics - Provide list of dos and donts of interaction
design - What to provide and what not to provide at the
interface - Derived from a mix of theory-based knowledge,
experience and common-sense - Design is complex not simply ticking checklist!
- Great skill is required
24Visibility
- 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? - It is not visible as to what to do!
From www.baddesigns.com
25Visibility
- you need to insert your room card in the slot
by the buttons to get the elevator to work! -
- How would you make this action more visible?
- make the card reader more obvious
- provide an auditory message, that says what to
do (which language?) - provide a big label next to the card reader
that flashes when someone enters - make relevant parts visible
- make what has to be done obvious
-
26Feedback
- Sending information back to the user about what
has been done - Includes sound, highlighting, animation and
combinations of these - e.g. when screen button clicked on provides sound
or red highlight feedback
ccclichhk
27Constraints
- Restricting the possible actions that can be
performed - Helps prevent user from selecting incorrect
options - Three main types (Norman, 1999)
- physical
- cultural
- logical
28Physical constraints
- Refer to the way physical objects restrict the
movement of things - E.g. only one way you can insert a key into a
lock - How many ways can you insert a CD or DVD disk
into a computer? - How physically constraining is this action?
- How does it differ from the insertion of a floppy
disk into a computer?
29Logical constraints
- Exploits peoples everyday common sense reasoning
about the way the world works - An example is the logical relationship between
physical layout of a device and the way it works
as the next slide illustrates
30Logical or ambiguous design?
- Where do you plug the mouse?
- Where do you plug the keyboard?
- top or bottom connector?
- Do the color coded icons help?
From www.baddesigns.com
31How to design them more logically
- (i) A provides direct adjacent mapping between
icon and connector - (ii) B provides color coding to associate the
connectors with the labels
From www.baddesigns.com
32Cultural constraints
- Learned arbitrary conventions like red
triangles for warning - Can be universal or culturally specific
33Which are universal and which are
culturally-specific?
34Mapping
- Relationship between controls and their movements
and the results in the world - Why is this a poor mapping of control buttons?
35Mapping
- Why is this a better mapping?
- The control buttons are mapped better onto the
sequence of actions of fast rewind, rewind, play
and fast forward
36Activity on mappings
- Which controls go with which rings (burners)?
A
B
C
D
37Why is this a better design?
38Consistency
- Design interfaces to have similar operations and
use similar elements for similar tasks - For example
- always use ctrl key plus first initial of the
command for an operation ctrlC, ctrlS, ctrlO - Main benefit is consistent interfaces are easier
to learn and use
39When consistency breaks down
- What happens if there is more than one command
starting with the same letter? - e.g. save, spelling, select, style
- Have to find other initials or combinations of
keys, thereby breaking the consistency rule - E.g. ctrlS, ctrlSp, ctrlshiftL
- Increases learning burden on user, making them
more prone to errors
40Internal and external consistency
- Internal consistency refers to designing
operations to behave the same within an
application - Difficult to achieve with complex interfaces
- External consistency refers to designing
operations, interfaces, etc., to be the same
across applications and devices - Very rarely the case, based on different
designers preference
41Keypad numbers layout
- A case of external inconsistency
(a) phones, remote controls
(b) calculators, computer keypads
8
9
1
2
7
3
4
5
6
4
5
6
8
9
1
2
7
3
0
0
42Affordances to give a clue
- Refers to an attribute of an object that allows
people to know how to use it - E.g. a mouse button invites pushing, a door
handle affords pulling - Norman (1988) used the term to discuss the design
of everyday objects - Since has been much popularized in interaction
design to discuss how to design interface objects - E.g. scrollbars to afford moving up and down,
icons to afford clicking on
43What does affordance have to offer interaction
design?
- Interfaces are virtual and do not have
affordances like physical objects - Norman argues it does not make sense to talk
about interfaces in terms of real affordances - Instead interfaces are better conceptualised as
perceived affordances - Learned conventions of arbitrary mappings between
action and effect at the interface - Some mappings are better than others
44Activity
- Physical affordances
- How do the following physical objects afford? Are
they obvious?
45Activity
- Virtual affordances
- How do the following screen objects afford?
- What if you were a novice user?
- Would you know what to do with them?
46Justifying HCI
- Poor interface design can lead to
- Increased errors
- User frustration
- Poor system performance
- User rejection - particularly true for WWW
47Justifying HCI
- Good Interface design will provide
- Fail-safe systems
- Competitive advantages
- Financial rewards
- Increased efficiency
- User satisfaction and enjoyment
48What makes for a good interface?
- A good interface will
- Provide feedback
- Provide easy reversal of actions (relieves
anxiety) - Give users feeling that they are in control
- Reduce reliance on STM
49Think about a car...
- how much knowledge about a car do you need to be
able to drive it? - do the best designed cars give the driver the
most information about the engine, suspension,
etc? - good design of the interface to the car includes
designing controls that are - obvious to use
- behave in the way you expect
- give fast feedback
- are comfortable to use
- hide unnecessary information from the user
50Perspectives on design
- users are often not interested in the program and
use it only as a tool to achieve some task in
their work - give me 20 from my current account (ATM)
- draw me a section of the valve called P1023 in a
place I can define (CAD system) - manufacturers are aware of the importance of
usability... - ... but often do not know how to design for
usability and how to test or evaluate it
effectively
51Continued perspectives...
- think design first, implementation second
- design the interface first for usability, only
compromise in the design for ease of
implementation later if necessary - think how the system and interface should support
what the user wants to do, rather than what the
system is capable of doing
52Misconceptions about user interface design
- a usable system has lots of functions
- I know its a bit hard to use but its all
described in the Help system - I know it works - Ive got the people in the
office (or on the course) to use it
53User Centred Design
- all systems need not be designed to suit
everyone... - .... but should be designed around the needs and
capabilities of those people who will use them - usability - concerned with making systems easy to
learn, easy to use and efficient to use
54Implications for the design process
- there must be an early focus on users and tasks
- there must be a clear understanding of what
particular usability attributes are important - to ensure usability targets can be met, there
must be testing of prototypes of the design from
an early stage in the process - results from prototype testing need to be used to
modify the design and this is then retested -
i.e. there are iterations in the design - test
cycle - software tools are needed to support this process
- to enable designs to be built and modified with
little programming overhead
55Design Methods
- There is no single golden design method that
can ensure successful interactive design - Requires designer to gain an understanding of the
problem and apply appropriate techniques - Fundamental to achieving success is the need to
shift continually between two types of design
activity
56Design Activities
- Analysis
- During analysis we test the design to ensure it
is meeting our targets for usability and quality - Synthesis
- Here we shape the design drawing on fresh ideas,
previous experience and solutions to similar
problems
57Key points
- ID is concerned with designing interactive
products to support people in their everyday and
working lives - ID is multidisciplinary, involving many inputs
from wide-reaching disciplines and fields - ID is big business even after the dot.com crash!
58Key points
- ID involves taking into account a number of
interdependent factors including context of use,
type of task and kind of user - Need to strive for usability and user experience
goals - Design and usability principles are useful
heuristics for analyzing and evaluating
interactive products
59Further Reading
- The Psychology of Everyday things. Norman D 1988
- Turn Signals are the Facial expressions of
Automobiles. Norman 1992. - Both books provide amusing and thought provoking
examples of bad designs in everyday life. He uses
this as the basis to argue for the need for
technology to be humanized. - www.bad-designs.com