What is Interaction Design?

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Presentation transcript:

Chapter 6 The Process of Interaction Design Presented by: Amber Wendt, John Neal, Michael Willis

What is Interaction Design? Design: A plan or scheme conceived in the mind and intended for subsequent execution. (Oxford English Dictionary) It is a process: a goal-directed problem solving activity informed by intended use, target domain, materials, cost, and feasibility a creative activity a decision-making activity to balance trade-offs It is a representation: a plan for development a set of alternatives and successive elaborations

Four basic activities There are four basic activities in Interaction Design: Identifying needs and establishing requirements 2. Developing alternative designs 3. Building interactive versions of the designs 4. Evaluating designs

Three key characteristics Three key characteristics permeate these four activities: Focus on users early in the design and evaluation of the artifact 2. Identify, document and agree specific usability and user experience goals 3. Iteration is inevitable. Designers never get it right first time

Some practical issues Who are the users? What are ‘needs’? Where do alternatives come from? How do you choose among alternatives?

Who are the users/stakeholders? They interact directly with the product They manage direct users They receive output from the product They make the purchasing decision They use competitor’s products Three categories of user (Eason, 1987): primary: frequent hands-on secondary: occasional or via someone else tertiary: affected by its introduction, or will influence its purchase

What are the users’ capabilities? Humans vary in many dimensions: Size of hands may affect the size and positioning of input buttons Motor abilities may affect the suitability of certain input and output devices Disabilities(e.g. sight, hearing, dexterity) What are ‘needs’? Users can’t tell you what they ‘need’ to help them achieve their goals Instead, look at existing tasks: Envisioned tasks: can be rooted in existing behaviour can be described as future scenarios

Where do alternatives come from? Humans stick to what they know works But considering alternatives is important to ‘break out of the box’ Designers are trained to consider alternatives, software people generally are not How do you generate alternatives? ‘Flair and creativity’: research and synthesis Seek inspiration: look at similar products or look at very different products

How do you choose among alternatives? Evaluation with users or with peers, e.g. prototypes Technical feasibility: some not possible Quality thresholds: Usability goals lead to usability criteria set early on and check regularly safety: how safe? utility: which functions are superfluous? effectiveness: appropriate support? task coverage, information available efficiency: performance measurements

Lifecycle models Show how activities are related to each other Lifecycle models are: management tools simplified versions of reality Many lifecycle models exist, for example: from software engineering: waterfall, spiral, JAD/RAD, Microsoft from HCI: Star, usability engineering

A simple interaction design model Identify needs/ establish requirements (Re)Design Evaluate Build an interactive version Final product Exemplifies a user-centered design approach

Traditional ‘waterfall’ lifecycle Requirements analysis Design Code Test Maintenance

A Lifecycle for RAD (Rapid Applications Development) Project set-up JAD workshops Iterative design and build Engineer and test final prototype Implementation review

Spiral Lifecycle model (Barry Boehm) Important features: Risk analysis Prototyping Iterative framework allowing ideas to be checked and evaluated Explicitly encourages alternatives to be considered Spiral Lifecycle Model is Bad for simple projects Spiral Lifecycle Mode is GREAT for large and complex projects From www.code-development.com/ images/spiral.gif

The Star Model (Hartson and Hix, 1989) No particular ordering of activities. Development may start in any one Derived from empirical studies of interface designers Conceptual/ formal design Implementation task/functional analysis Evaluation Is at the center of all activities UCD is a very general philosphy that instantiates itself in the context of a design project. Within HCI there have been many attempts to come up with actual life cycles where users are central. Examples include Rubinstein and Hersch successive iteration of 5 stages, info collecion, design, implementation, evaluation and deploment. The one here is taken fromHartson and Hix model came about by analysing how design takes place in practice evaluation is central: results of each ativity are evaluated before going onto next one both bottom-up and top -down required in waves software designers are familiar with this in their work and call it ‘yo-yoing’ it is important to do both structure and detail at the same time in practice this is what is done - but the end result suggests otherwise corporate requirments dictate a top=down approach which is wha gets recorded ch 5 of Developing User Interfaces (An Overview of Systems Analysis and Design) p- nice step-by-step methodology for doing user-centred design Prototyping Requirements specification

Usability engineering lifecycle model (on page 194) Proposed by Deborah Mayhew Important features: Holistic view of usability engineering Provides links to software engineering approaches, e.g. OOSE Stages of identifying requirements, designing, evaluating, prototyping Can be scaled down for small projects Uses a style guide to capture a set of usability goals

Summary Four basic activities in the design process Identify needs and establish requirements Design potential solutions ((re)-design) Choose between alternatives (evaluate) Build the artefact These are permeated with three principles Involve users early in the design and evaluation of the artefact Define quantifiable & measurable usability criteria Iteration is inevitable Lifecycle models show how these are related