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FP511 HUMAN COMPUTER

INTERACTION

Chapter 2 : The Design Process


Learning Outcome :

 Define Interaction Design


 Identify the lifecycles models and
interaction design process
 Explain the usability engineering
What is Interaction Design?

 Good design vs Bad Design

Which remote much better designed? Why?


What is Interaction Design?

 Good design vs Bad Design


What is Interaction Design?

 Designing interactive products to support the way


people communicate and interact in their everyday
and working lives
• Sharp, Rogers and Preece (2011)

 The design of spaces for human communication


and interaction
 Winograd (1997)

 Is the professional discipline that defines the


behavior of interactive products and how products
communicate their functionality to the people who
use them
What is Interaction Design?

Interaction Design is….


What is Interaction Design?

Interaction Design is….


What is Interaction Design?

Interaction Design is….


What is Interaction Design?

Four basic activities .


There are four basic activities in Interaction Design:

1. Identifying needs and establishing requirements


 Who our target users are?

 What kind of support an interactive product can provide?

2. Developing alternative designs


 Developing conceptual and detailed design

 Conceptual design: produce the conceptual model for the product, e.g.,
what the product should do, behave and look like

 Physical design: consider detail of the product including the colors, sounds,
images to use, menu design, icon design, etc
What is Interaction Design?

Four basic activities .


There are four basic activities in Interaction Design:

3. Building interactive versions of the designs


 Not necessarily build a software version, other possible

simple prototypes include paper-based storyboard, wood, etc.


 Interactive version are used to evaluate design

4. Evaluating designs
 Evaluation based on observation, questionnaires, etc
 Determine usability & acceptability of product or design
.
What is Interaction Design?

Three key characteristics.


.

Three key characteristics permeate these four activities:

1. Focus on users early in the design and evaluation of


the artefact

2. Identify, document and agree specific usability and


user experience goals

3. Iteration is inevitable. Designers never get it right first


time
What is Interaction Design?

Interaction Design Process

Scenarios task
What is wanted analysis

guidelines
Interview analysis principles
ethnography Precise
specification
Dialogue design
notation
Evaluation
prototype
heuristics
Implement and
deploy

architectures
documentation
help
What is Interaction Design?

Goals of interaction design

 Develop usable products

 Usability means easy to learn, effective to use and provide


an enjoyable experience

 Involve users in the design process


Lifecycles Models

Lifecycle models describe how the activities in a design


process relate to each other

Lifecycle models have been developed to describe processes


in a number of fields.

Lifecycle models are management tools and simplified


versions of reality

Many lifecycle models exist, for example:


—from software engineering: waterfall, spiral, JAD/RAD,
Microsoft
—from HCI: Star, usability engineering
Lifecycles Models
A Simple Interaction Design Model

Identify needs/ establish


requirements

(Re)Design Evaluate

Build an interactive
version

End with evaluation that ensures the final product meets Final product
the prescribed usability criteria
Lifecycles Models

The waterfall model


Requirements
specification

Architectural
design

Detaile
ddesign

Coding and
unit testing

Integration
and testing

Operation and
maintenance
Lifecycles Models

Activities in lifecycle
Requirements specification
designer and customer try capture what the system is
expected to provide can be expressed in natural language or
more precise languages, such as a task analysis would
provide

Architectural design
high-level description of how the system will provide the
services required factor system into major components of the
system and how they are interrelated needs to satisfy both
functional and nonfunctional requirements

Detailed design
refinement of architectural components and interrelations to
identify modules to be implemented separately the
refinement is governed by the nonfunctional requirements
Lifecycles Models

Activities in lifecycle
Coding and Unit Testing

The detailed design for a component of the system should be in such a form that it is
possible to implement it in some executable programming language. After coding, the
component can be tested to verify that it performs correctly, according to some test
criteria that were determined in earlier activities.

Integration and testing

To ensure correct behavior and acceptable use of any shared resources. Also possible
at this time to perform some acceptance testing with customers to ensure that the
system meets their requiremnets.

Maintainence

After product release, all work on the system is considered under the category of
maintenance, until such time as a new version of the product demands a total
redesign.
SDLC for interactive system

Requirements
specification

Architectural
design

Detailed
design

Coding and
unit testing

Integration
and testing

lots of feedback!
Operation and
maintenance
Lifecycles Models
Verification and validation

Real world
requirement
and constraints The formality gap

Verification
designing the product right
Validation
designing the right product

The formality gap


validation will always rely to some extent on subjective means
of proof
Management and contractual issues
design in commercial and legal contexts
Lifecycles Models
Software Engineering: Lifecycle, RAD (Rapid Applications
Development)
Project set-up

JAD workshops

Iterative Design
And build

Evaluate final
system

Implementation
Review
Lifecycles Models
The Star Lifecycle Model
Lifecycles Models
The Spiral Model
Usability Engineering

What is Usability?

“ the extent to which a product can be used by specified users

to achieve specified goals with effectiveness, efficiency and


satisfaction in a specified context of use.”

“Usability is a quality attribute that assesses how easy user interfaces


are to use. The word ‘usability’ also refers to methods for improving
ease-of-use during the design process.”
Usability Engineering

What is Usability?
According to Jakob Nielsen (2003), usability is defined by 5
quality components :
Learn ability:
How easy is it for users to accomplish basic tasks the first time they
encounter the design?
Efficiency:
Once users have learned the design, how quickly can they perform tasks?
 Memorability:
When users return to the design after a period of not using it, how easily
can they reestablish proficiency?
 Errors:
How many errors do users make, how severe are these errors, and how
easily can they recover from the errors?
 Satisfaction:
How pleasant is it to use the design?
Usability Engineering

What is Usability?
some metrics from ISO 9241
Usability Effectiveness Efficiency Satisfaction
objective measures measures measures

Suitability Percentage of Time to Rating scale


for the task goals achieved complete a task for satisfaction

Appropriate for Number of power Relative efficiency Rating scale for


trained users features used compared with satisfaction with
an expert user power features

Learnability Percentage of Time to learn Rating scale for


functions learned criterion ease of learning

Error tolerance Percentage of Time spent on Rating scale for


errors corrected correcting errors error handling
successfully
Usability Engineering

One of the key concepts in HCI.


It is concerned with making systems easy to learn and
use

A Usable system
is:

Easy to Easy to
remember Effective Efficient to Safe to Enjoyable
learn to use use use to use
how to use
Usability Engineering

Why is Usability Important?

Frustration

Many everyday
systems and
products seemed
to be designed
with little regard
to usability.
Wasted This leads to: Errors
time
Usability Engineering

Why is Usability Important?

Mobile
phone
Remote
Computer
Control

How many systems are


Photoc Example Personal
easy, effortless, and
opier Organizer
of
enjoyable to use?
Interactive
products
Ticket-
Watch
Machine

The
ATM
Web
Usability Engineering

Why is Usability Important?

 Improving usability can


 • increase productivity of users
 • reduce costs (support, efficiency)
 • increase sales/revenue (web shop)
 • enhance customer loyalty
 • win new customers
Usability Engineering

Principles to support usability

Learn ability
the ease with which new users can begin effective interaction
and achieve maximal performance

Flexibility
the multiplicity of ways the user and system exchange
information

Robustness
the level of support provided the user in determining successful
achievement and assessment of goal-directed behaviour
Usability Engineering

Principles of learn ability


Predictability
 determining effect of future actions based on past interaction history
 We can predict the outcome from our action based on our
knowledge.

Synthesizability
 Give feedback to user after user’s action.
 provide the user with effective and reliable information about the
effect of the action after its execution and the changes that it
performed
Usability Engineering

Principles of learn ability

Familiarity
 how prior knowledge applies to new system
 guessability; affordance

Generalizability
 extending specific interaction knowledge to new situations

Consistency
 likeness in input/output behaviour arising from similar
situations or task objectives
Usability Engineering

Principles of flexibility
Ways in which the user and the system exchange information

Dialogue initiative
 freedom from system imposed constraints on input dialogue
 system vs. user pre-emptiveness
Usability Engineering

Principles of flexibility
Ways in which the user and the
system exchange information

Multithreading
 ability of system to support user interaction for more than one task
at a time
 Eg : editing text and beep (incoming mail) at the same time

Task migratability
 passing responsibility for task execution between user and system
 Eg : spell checking
Usability Engineering

Principles of flexibility

Substitutivity

 allowing equivalent values of input and output to be


substituted for each other
 representation multiplicity; equal opportunity

Customizability
 modifiability of the user interface by user (adaptability)
or system (adaptivity)
Usability Engineering

Principles of robustness
Observability
 ability of user to evaluate the internal state of the
system from its perceivable representation
 browsability; defaults; reachability; persistence;
operation visibility

Recoverability
 ability of user to take corrective action once an error has
been recognized
 reachability; forward/backward recovery;
commensurate effort
Usability Engineering

Principles of robustness

Responsiveness
 how the user perceives the rate of communication with
the system
 Stability

Task conformance
 degree to which system services support all of the user's
tasks
 task completeness; task adequacy

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