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This agenda covers the importance of interaction design and user testing in creating highly usable experiences. It explores elements of good design, such as goal-oriented design, clear visibility, natural mappings, and reducing mental load. It also discusses the use of mental models, constraints, and feedback in enhancing user experiences. The agenda concludes with a focus on prototyping and user testing as essential steps in the design process.
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agenda • Interaction design • User testing
Use Usability Meaning
How are these broken?
What makes a good, highly usable experience?
Good interaction design should … • Let you easily figure out what to do to reach your goal • Tell you what is going on • Let you enjoy the experience
Elements of good design • Be designed to meet specific goals • Make it easy to determine possible actions to get to those goals • Make things visible • Make it easy to evaluate current state • Follow natural mappings • Reduce mental load and increase delight
Identifying goals 1. Interviewing Imperatives
Elements of good design • Be designed to meet specific goals • Make it easy to determine possible actions to get to those goals • Make things visible • Make it easy to evaluate current state • Follow natural mappings • Reduce mental load and delight
How can you figure it out? • Transfer knowledge based on something similar you dealt with in the past: mental models • Take signals from product of how it should be used: affordances and constraints • Read instructions
Affordances How properties of an object give clues as to it’s use
How do you put this together? • Come get a lego set • Spend the next five minutes putting it together • Try to do it withoutlooking at the pictureOR the instructions
Types of constraints • Physical: Shape of legos
Types of constraints • Physical: Shape of legos • Semantic: Meaning of the situation controls outcomes
Types of constraints • Physical: Shape of legos • Semantic: Meaning of the situation controls outcomes • Cultural: Symbols and expectations
Types of constraints • Physical: Shape of legos • Semantic: Meaning of the situation controls outcomes • Cultural: Symbols and expectations • Logical: No other solution
Constraints Limit the possible actions that can be performed on a system
Mental Models People understand and interact with systems based on mental representations developed from experience. How system actually works vs. How user thinks the system works
Interaction model for brakes On slick surface: • Depress brake pedal smoothly • Pump breaks to prevent lock up • Do not steer while braking except to counter steer • Noise and vibration = BAD
Model for ABS brakes On slick surface: • Depress brake pedal fast and hard • Do not pump breaks • Steer while breaking • Noise and vibration = System is working!
ABS brakes No reduction in frequency or cost in traffic accidents
Mental models Match expectations of user AND communicate how system works
Mental Models Model A
Mental models Model A Model B
What’s the mental model? Storyboarding Imperatives Prototyping User testing
Elements of good design • Be designed to meet specific goals • Make it easy to determine possible actions to get to those goals • Make things visible • Make it easy to evaluate current state • Follow natural mappings • Reduce mental load and increase delight
Visible (obvious) feedback When you or the system does something, there is a logical response: • Sight • Sound • Touch • Motion
Elements of good design • Be designed to meet specific goals • Make it easy to determine possible actions to get to those goals • Make things visible • Make it easy to evaluate current state • Follow natural mappings • Reduce mental load and increase delight