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What is Interaction Design?

What is Interaction Design?. Chapter 1. Goals of Interaction Design. Develop usable interactive products that are easy to learn, effective and enjoyable to use Involve users in the design process. Interaction Design: Elevator Controls.

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What is Interaction Design?

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  1. What is Interaction Design? Chapter 1

  2. Goals of Interaction Design • Develop usable interactive products that are easy to learn, effective and enjoyable to use • Involve users in the design process

  3. Interaction Design: Elevator Controls • Elevator controls and labels on the bottom row all look the same, so it is easy to push a label by mistake instead of a control button From: www.baddesigns.com

  4. Interaction Design: Remote Control Many remote controls have been designed with dizzying array of small, multicolored and double labeled buttons (one on the button and one above it) • TiVo Key Features • Peanut shaped to fit in hand • Logical layout and color-coded, distinctive buttons • Easy to locate buttons

  5. Interaction Design: More Examples • www.baddesigns.com • Trapped between the doors! • Which side has the gas cap?

  6. Goals of Interaction Design • Take into account a number of interdependent factors including • Where is the interaction taking place? • Pay phone or cell phone? • What activities are being carried out? • ATM vs candy vending machine • Who are the users? • User group and cultural differences

  7. Where is the Interaction Taking Place? • Public phones • Designed to be used by general public • Braille embossed keys • Simple interaction (insert card or money, key in phone number) • Noise protection through use of hoods and booths • Cell Phones • Intend for use for all user groups • Can be difficult for blind users • Complex interaction/ functionality (contact book, saved messages, games, camera, clock) • Alert user to a call in different ways (vibrate, customizable ring tones)

  8. What Activities Are Being Carried Out? • Withdrawing cash from an ATM • Authorized Access • Security (Camera, Password Protection) • Can you mistakenly withdraw from someone else’s account? • Buying a candy bar from a vending machine • Used by children • Can you mistakenly select the wrong item to buy?

  9. Who are the users? Cultural Differences • 5/21/1960 versus 21/5/1960? • Which should be used for international services and online forms? • Why is it that certain products, like the iPod, are universally accepted by people from all parts of the world whereas websites are reacted to differently by people from different cultures?

  10. Anna, IKEA online sales agent • Designed to be different for UK and US customers • What are the differences and which is which? • What should Anna’s appearance be like for other countries, like India, South Africa, or China?

  11. Usability goals • Effective to use • Efficient to use • Safe to use • Have good utility • Easy to learn • Easy to remember how to use

  12. User experience goals • satisfying • aesthetically pleasing • enjoyable • supportive of creativity • engaging • supportive of creativity • pleasurable • rewarding • exciting • fun • entertaining • provocative • helpful • surprising • motivating • enhancing sociability • emotionally fulfilling • challenging • boring • annoying • frustrating • cutsey

  13. Understanding users’ needs • Need to take into account what people are good and bad at • Consider what might help people in the way they currently do things • Think through what might provide quality user experiences • Listen to what people want and get them involved • Use tried and tested user-centered methods

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