This book is also essential for professionals who want to know the state of the art in interaction design. Welcome to the fifth edition of Interaction Design: Beyond Human-Computer Interaction and our interactive website at www.id-book.com.
The writing style throughout the book is intended to be accessible to a wide range of readers. The book and accompanying website are also intended to encourage readers to be active in reading and thinking about important issues.
Changes from Previous Editions
Objectives
- Introduction
- Good and Poor Design 1.3 What Is Interaction Design?
- The User Experience 1.5 Understanding Users
- Accessibility and Inclusiveness 1.7 Usability and User Experience Goals
- Chapter 1
- Good and Poor Design
This involves typing, at the right time, the room number and the extension phone number (the latter is the password, which is different from the room number). Now compare it to the telephone set shown in Figure 1.1 The illustration shows a small sketch of a telephone call.
DILEMMA
- What to Design
- What Is Interaction Design?
- The Components of Interaction Design
- Who Is Involved in Interaction Design?
- Interaction Design Consultancies
- The User Experience
- Understanding Users
- Accessibility and Inclusiveness
- Usability and User Experience Goals
- Usability Goals
- User Experience Goals
There are many aspects of the user experience to take into account and there are many ways to take them into account when designing interactive products. The quality of the user experience can also be affected by individual actions performed on an interface.
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Design Principles
So one of the benefits of consistent interfaces is that they are easier to learn and use. One of the challenges of applying more than one of the design principles in interaction design is that trade-offs can arise between them.
In-Depth Activity
However, placing knives in different locations often makes them easier to find because they are available for the context in which they are used and are also near other objects used for a specific task; for example, all of the home improvement project tools are stored together in a box in the garage. Stripping away design elements to see what can be thrown away without affecting the overall function of the website can be a useful lesson.
Summary
Further Reading
INTERVIEW with Harry Brignull
Chapter 2
- Introduction
- What Is Involved in Interaction Design?
- Some Practical Issues
- Understanding the Problem Space
- The Importance of Involving Users
Linus Pauling, two-time Nobel laureate, once said, "The best way to get a good idea is to get lots of ideas." Generating lots of ideas isn't necessarily difficult, but choosing which ones to pursue is harder. Involving users in development is important because it is the best way to ensure that the end product is usable and will actually be used.
DIlEMMA
Degrees of User Involvement
They also found that high levels of user involvement can cause conflicts and increased rework. User involvement is undoubtedly beneficial, but the levels and types of involvement require careful consideration and balance. Once a product is released, a different type of user engagement is possible: a form of user engagement that captures data and user feedback based on daily use of the product.
What Is a User-Centered Approach?
All design decisions are made within the context of the users, their activities and their environment. Workshops or evaluation sessions can be held with them, possibly in one of the alternative shopping environments such as the market. The last principle can be supported by the creation of a design room that houses all the data collected, and is a place where the development team can go to find out more about the users and the product goals.
Four Basic Activities of Interaction Design
A Simple Lifecycle Model for Interaction Design
On the fifth day of the sprint, we presented that vision to higher-level executives. Each RITW study may emphasize the elements of the framework to varying degrees. For a more detailed description of the Google Design Sprint and to access a series of five videos describing what happens on each day of the sprint, visit www.gv.com/sprint/#book.
Who Are the Users?
Examples are those who manage direct users, those who receive outputs from the system, those who test the system, those who make purchasing decisions, and those who use competing products (Holzblatt and Jones, 1993). Who are the stakeholders for a smart electricity meter for home use that helps households control energy consumption? First, there are people living in the house, such as older adults and young children, with varying abilities and experiences.
What Are the Users’ Needs?
How to Generate Alternative Designs
The process of inspiration and creativity can be enhanced by encouraging a designer's own experiences and studying the ideas and suggestions of others. These sources may be very close to the intended new product, such as competitors' products; they may be earlier versions of similar systems; or they may be from a completely different domain. When making an upgrade to an existing system, the priority may be to keep familiar elements of it in order to maintain the same user experience.
How to Choose Among Alternative Designs
In the open source software development movement, for example, software code is distributed freely and can be modified, incorporated into other software, and redistributed under the same open source conditions. Most recently, it is often used in health informatics (see e.g. Kushniruk et al., 2015). Does the system support e.g. travel organisation, choice of transport routes, booking accommodation and so on.
How to Integrate Interaction Design Activities Within Other Lifecycle Models
Many companies have integrated agile methods with interaction design practices to create better user experience and business value (Loranger and Laubheimer, 2017), but this is not necessarily easy, as discussed in Chapter 13. In this chapter we looked at user-centered design and the process of interaction design. Interaction design activities are increasingly integrated with life cycle models from other related disciplines, such as software engineering.
Chapter 3
- Introduction
- Conceptualizing Interaction 3.3 Conceptual Models
- Interface Metaphors 3.5 Interaction Types
- Paradigms, Visions, Theories, Models, and Frameworks
- Conceptualizing Interaction
- Conceptual Models
- Interface Metaphors
- Interaction Types
- Instructing
- Conversing
- Manipulating
- Exploring
- Responding
- Paradigms, Visions, Theories, Models, and Frameworks
- Paradigms
- Visions
- Theories
- Models
- Frameworks
For example, a conceptual model based on the core aspects of the customer experience when in a mall underlies most online shopping websites. Another way to conceptualize the design space is in terms of the types of interaction that will underlie the user experience. Many frameworks have been published in the HCI/interaction design literature, covering different aspects of user experience and a variety of application areas.
System image How the system actually works, presented to the user through the interface, manuals, help objects, etc. If the system image does not make the designer's model clear to users, it is likely that they will end up with a wrong understanding of the system, which in turn will increase the likelihood that they will use the system ineffectively and make mistakes. But what happens if a person chooses to rest in an unexpected area (on the carpet), which the system detects as a fall.
In-depth Activity
This short, lecture-style book provides a comprehensive overview of what a conceptual model is, using detailed examples. This short, lecture-style book provides a new theoretical framework to help design smart, automated, and interactive devices by studying the small interactions we make in our daily lives, often without explicit communication. It presents the idea of implicit interaction as a central concept for designing future interfaces.
INTERVIEw with Albrecht schmidt
Chapter 4
- Introduction
- Introduction 4.2 What Is Cognition?
- Cognitive Frameworks
- What Is Cognition?
- Attention
Imagine it's late at night and you're sitting in front of your laptop. Look at the top screen in Figure 4.1 and (1) find the price of a double room at the Quality Inn in Columbia, South Carolina, and (2) find the phone number for the Days Inn in Charleston, South Carolina. Next, look at the screen below in Figure 4.1 and (1) find the price of a double room at the Holiday Inn in Bradley, Pennsylvania, and (2) find the phone number for the Quality Inn in Bedford, Pennsylvania.
Design Implications
Perception
Design audio sounds to be easily distinguishable from each other so that users can perceive how they differ and remember what each one represents. Research proper color contrast techniques when designing an interface, especially when choosing a color for text to stand out from the background. The forms of haptics used should be easily distinguishable, so e.g. the sensation of squeezing is represented in a tactile form that is different from the sensation of pushing.
Memory
Part of the problem with using search engines is that it's hard to recall the name of the file someone is looking for. Here, read the first set of numbers (or have someone read them to you), cover it up, and then try to remember as many items as possible. The camera used a fisheye lens that allowed it to capture almost anything in front of the user.
Learning
Reading, Speaking, and Listening
Problem-Solving, Planning, Reasoning, and Decision-Making
Rather than providing ever more information so that people can compare products when making a choice, a better strategy is to design technological interventions that provide just enough information and in the right form to facilitate good choices. In the end, however, they can finally choose the institution where their friends go, or the one they liked the look of in the first place. In this section, we outline three that focus primarily on mental processes and three others that explain how people interact and use technologies in the context in which they arise.
Mental Models
It appears that in the previous two scenarios they are using a mental model based on a general valve theory of how something works (Kempton, 1986). However, this does not hold for thermostats, which instead operate based on the principle of an on-off switch. Their mental models are often incomplete, easily confused, and based on inappropriate analogies and superstitions (Norman, 1983).
Gulfs of Execution and Evaluation
Imagine if every time you had to give a presentation, all you had to do was say, "Upload and start my slides for the talk I prepared today." This inconsistency of similar features illustrated how the gaps of execution and evaluation were poorly bridged, making it confusing and difficult for the user to know what the problem was or why they couldn't connect their headset to their computer despite many attempts. In the article, she explains how the gaps can be easily bridged by designing all the sliders so that they provide the same information about what happens when they are moved from one side to the other.
Information Processing
In the 1980s, it was found to be a useful tool for comparing different word processors for a range of editing tasks. Nowadays, it is more common to understand cognitive activities in the context in which they occur and to analyze cognition as it occurs in nature (Rogers, 2012). The central aim was to examine how structures in the environment can aid human cognition and reduce cognitive load.
Distributed Cognition
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 climb to a higher altitude. In the previous example, distributed cognition can draw attention to the importance of any new design which must maintain 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 height that takes place.
External Cognition
They can also rearrange objects in the environment by creating different stacks as the nature of the work to be done changes. When they actually shop at the store, they may cross off items on the shopping list as they are placed in the shopping cart or cart. An interactive diagram can be used to highlight all the nodes visited, exercises completed and units still to be studied.
Embodied Interaction
In particular, the aim is to understand the nature of people's knowledge of an interactive product in terms of how to use it and how it works. He explains why this is so, given how people rely on quick and frugal heuristics to make decisions, which are often unconscious rather than rational. This bestseller provides an overview of the workings of the mind, drawing on aspects of cognitive and social psychology.
Chapter 5
- Introduction 5.2 Being Social
- Face-to-Face Conversations 5.4 Remote Conversations
- Social Engagement
- Introduction
- Being Social
- Face-to-Face Conversations
- Remote Conversations
- Co-presence
- Physical Coordination
- Awareness
- Shareable Interfaces
For example, when someone suggests an ambiguous meeting time where the given date and day do not match the month, the person receiving the message might begin their response by politely asking, "Did you mean this month or June?" instead of baldly stating the other person's mistake, for example "May 13th is not a Wednesday!". Watching two small children playing at the sandpit, this writer heard one say to the other as he flattened a pile of sand, "Let's make this land into a sea." The other replied "OK, but let's make an island out of it." They continued to talk about how and why they needed to change their landscape. By allowing discrete and accessible ways to add and manipulate content to an ongoing collaborative task on a sharable surface, Figure 5.9 The Reflection Table.
DILEmmA
Chapter 6
- Introduction
- Emotions and the User Experience
- Expressive Interfaces and Emotional Design 6.4 Annoying Interfaces
- Affective Computing and Emotional AI
- Persuasive Technologies and Behavioral Change 6.7 Anthropomorphism
- Expressive Interfaces and Emotional Design
- Annoying Interfaces
Examples include showing a picture of a cute animal or a hungry, wide-eyed child on a website that "pulls at the heartstrings." The goal is to make people feel sad or upset about what they observe and want to do something to help, such as by making a donation. Featuritis—an excessive number of operations, such as a variety of buttons on remote controls. The server tells the user that they did something wrong, such as misspelling the URL or requesting a page that no longer exists.