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Chapter 1: What is interaction design?

Good and poor design


Designing usable interactive products requires considering: o Who is going to be using them o How they (products) are going to be used o Where they are going to be used Need to understand the kind of activities people are doing when interacting with the products, because the appropriateness of different kinds of interfaces and arrangements of input and output devices depends on what kinds of activities need to be supported To optimize the interaction of the products, decisions can be made by basing on an understanding of the users: o Taking into account (b n k) what people are good or bad at o Considering what might help people with the way they currently do thing o Thinking through what might provide quality user experiences o Listening to what people want and getting them involved in the design o Using tried and test user-bases techniques during the design process

What is interaction design?


Interaction design is - designing interactive products to support the way people communicate and interact in their everyday and working lives - about creating user experiences that enhance (lm n i b c, nng cao) and augment (lm t ng ln) the way people work, communicate, and interact - the design of a space for human communication and interaction Interaction design covers all different aspects of what is being designed: user interface design, software design, usercentered design, product design, web design, experience design, and interaction system design Interaction design is the fundamental to all disciplines (ngnh, l nh v c), fields, and approaches that are concerned with researching and designing computer-base systems (as the look of an IT developer) The differences between interaction design and the other approaches: - the methods, philosophies (tri t l), and lenses they use to study, analyze, and design computer - scope and problems they address Interaction Design (ID) versus Human Computer Interaction: - ID is concerned with the theory, research, and practice of design user experiences for all manners (cch, l i) of technologies, systems, and products - HCI has a narrower (= not wide) focus, it is concerned with the design, evaluation, and implementation of interactive computing systems for human use and with the study of major phenomena (hin th ng) surrounding them Designers need to know many things about users, technologies, interaction between them (users and technologies), and also many other things in order to create effective user experiences designers are in a multidisciplinary ( a ngnh/ l nh v c) team: - Multidisciplinary team is the potential of many ideas being generated - It also involves to the costs of products (increase the cost) - People from different background and training have different perspective and ways of seeing and talking about the world difficult to communicate and progress (ti n b , i ln) forward the designs being generated (confusion, misunderstanding, communication breakdowns) Some jobs that emerge to ID: - Interactive/interaction designers: involved in the design of all the interactive aspects of a product - Usability engineers: focus on evaluating products, using usability methods and principles - Web designers: create the visual design of websites - UI designers: experienced in user-centered design methodologies - UI design engineers: develop and model the end user experience, using task, workflow analytic methods, and low and high level prototyping tools - Information architects: come up with ideas how to plan and structure interactive products

User experience (UX) designers/architects/researchers: who do all the above but who may also carry out ethnographic field studies to research into users need and convert them into actionable results

The user experience


How a product behaves and is used by people in the real world o the way people feel about it and their pleasure and satisfaction when using it, looking at it, holding it, and opening or closing it o every product that is used by someone has a user experience: newspapers, ketchup bottles, reclining armchairs, cardigan sweaters. (Garrett, 2003) Cannot design a user experience, only design for a user experience

The process of interaction design


Involves four basic activities: - Identifying needs and establishing requirements for the user experience - Developing alternative designs that meet those requirements - Building interactive versions of designs so that they can be communicated and assessed - Evaluating what is being built throughout the process and the user experience it offers Understanding of people in the context in which they live, work, and learn can help designers understand how to design interactive products that will fit those niches Learning more about people and what they do can also reveal (b c l , l ra) incorrect assumptions (gi nh) that designers may have about particular user groups and what they need Being aware of culture differences is also an important concern for ID, particularly for products intended for a diverse range of user groups from different countries

Interaction design and the user experience


Usability goals
Is generally regarded as ensuring that interactive products are easy to learn, effective to use, and enjoyable for the users perspective Involves optimizing the interactions people have with the interactive products to enable them to carry out their activities at works, school, and in their everyday life Is broken down into : o Effectiveness (effective to use): o Efficiency (efficient to use): o Safety (safe to use): o Utility (having good utility): o Learnability (easy to learn): o Memorability (easy to remember how to use):

Chapter 2: Chapter 3: Chapter 4:

Chapter 5: Chapter 6:
Paradigms
A paradigms refers to a particular approach that has been adopted by the community of researchers and designers for carrying out their work, in terms of shared assumptions, concepts, values, and practices The predominant 80s paradigms was to design user-center application for the single user on the desktop Shifting in thinking occurred in the mid 90s Many technological advances led to a new generation of user-computer environment Effect of moving interaction design beyond the desktop resulted in many new challenges, questions, and phenomena being considered Ubicomp: one of the most influential developments was the birth of ubiquitous computing - Would radically change the way people think about and interact with the computer - Computers would be designed to be embedded in the environment - Major rethink of what HCI is in this context

Interface types
Command interfaces - Command line driven interfaces require the user to type in commands that are typically abbreviations. Then at the prompt symbol appearing on the computer display to which the system responds 1990s interfaces Advanced graphical interfaces - Extend how users can access, explore and visualize information. Designed to be used and viewed by: o Individuals o Group of users - Two major developments: 1) Multimedia  Combines different media within a single interface, namely, graphics, text, sound, videos, animations, and links them with various forms of interactivity  Many multimedia narratives and games have been developed that are designed to encourage users to explore different parts of the game or story by clicking on different parts of the screen.  A combination of media and interactivity (t ng tc) can provide better ways to presenting the information that can either than one  Ability to facilitate rapid access to multiple representations of information  Users tend to be highly selective as to what they actually attend to promote fragmented interactions where only part of media is ever viewed dangerous. It is acceptable for certain kinds of activities  One way to encourage more systematic and extensive interactions is to require certain activities to be completed that entail (di s n) the reading of accompanying (km theo) text, before the user is allowed to move on to the next level or task 2) Virtual environment  Virtual reality (VR) and virtual environment (VE) are computer generated graphical simulations, intended to create the illusion of participation in a synthetic environment rather than external observation of such an environment

VR is the generic term that refers to the experience of interacting with an artificial environment, which makes it feel virtually  VE is used to describe what have been generated using computer technology (although both terms are used interchangeably)  Images are displayed stereoscopically to the users most common through shutter glass and objects within the field of vision can be interacted with via an input device like a joystick  VRs/VEs provide opportunity for new kinds of experience which enables users to interact with objects and navigate in 3D space  One of the advantages of VRs/VEs is that simulations of the world can be constructed to have a higher level of fidelity ( trung th c) with the object they represent compare with other forms of graphical interface  The illusion afforded (c p cho) by the technology can make virtual objects appear to be very life-like and behave according to the laws of physics  Another distinguishing feature of VRs/VEs is the different viewpoints they offer  One of the challenges facing interaction designers is whether to use realism or abstraction when design an interface design objects either to give the illusion of behaving and looking like real-world counterparts or appear as abstraction of the objects being represented 3) Information visualization  Is a growing field concerned with the design of computer-generated visualization of complex data that are typically interactive and dynamic  The goal is to amplify human cognition, enabling users to see patterns, trends, and anomalies in the visualization and from this to gain insight  To enhance discovery, decision-making, and explanation of phenomena  Most interactive visualizations have been developed for use by experts to enable them to understand and make sense of vast amounts of dynamically changing domain data or information  Common techniques that are used for depicting information and data are 3D interactive maps that can be zoomed in and out of and which present data via webs, trees, clusters, scatterplot diagrams, and interconnected nodes. Hierarchical and networked structures, color, labeling, tiling, and stacking are also used to convey different features and their spatial relationships  The viewers can zoom in to parts of the visualization to find out more about certain data point, and also enable to see the overall structure of the entire data set 

Which interfaces?

Chapter 7: Data Gathering


Four key issues
There are four key issues that require attention for a data gathering sessions to be successful 1) Setting goals  Before beginning gathering data, it is important to identify specific goals for the particular study  The goals are the set influence the nature of the data gathering session, the data gathering techniques to be used, and also the analysis to be performed  The goals may be expressed more or less formally. In interaction design, it is more usual to express the goals of data gathering more informally 2) The relationship with participants  Making sure that the relationship between participants is clear and professional will help clarify the nature of the study can ask participants to sign an informed consent form which asks the participant to confirm that the purpose of the data gathering and how the data will be used has been explained to them and they are happy to continue protect the interest of both the date provider and data gatherer 3) Triangulation  Is a strategy that entails using more than one data gathering technique to tackle a goal, or using more than one data analysis approach on the same set of data

Provide different perspectives and corroboration of finding across techniques, thus leading to more rigorous and defensible findings 4) Pilot studies  Is a small trial run of the main study make sure the proposed method is viable before embarking in the real study  Plan for data gathering should be tested by doing a pilot study before launching into the main study 

Data recording
Which data recording techniques are used will depend on the context, time available, and the sensitivity of the situation; the choice of data recording techniques will have an impact on how intrusive the data gathering will be There are three approaches: 1) Note plus still camera: o Is the least technical way of recording data. o It can be difficult and tiring to write and listen or observe at the same time o It is easy to lose concentration, biases creep in, and handwriting can be difficult to decipher o The speed of writing is limited o 2) Audio plus still camera y Allow observers to e more mobile y Allow interviewers to play more attention to the interviewees rather than try to take note as well as listen y Transcribing a lot of audio data is time-consuming 3) Video y Has the advantage of capturing both visual and audio type y A further problem with using video is that the attention becomes focus on what is seen through the lens easy to miss other things going on outside the camera view

Interviews Questionnaires Observation Choosing and combining techniques

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