Interaction Design Basics
Overview
 Design involves
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achieving goals within constraints
tradeoffs and limitations
 Design process has several stages and is
iterative
 Interaction starts with getting to know users
and their context
 Scenarios (rich design stories)
 System Navigation
 Iteration and prototyping
Introduction
 HCI is focused on
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understanding and
design - doing things and making things
 Interaction design
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not just design of interactive system, but about
interaction itself
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how it affects the way people work
not just devices and programs, but manuals,
tutorials, online help systems
What is design?
Design is achieving goals within constraints
 Goals
What is the purpose of the design? Who is it for?
Why do they want it?
 Constraints
 materials
 standards
 cost and time
 health and safety issues
 Tradeoffs
 involve choosing which goals and constraints can be
relaxed so others can be met
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Golden rule of design
 understand your materials
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raw materials are the same, but designs
produced may be different
 for HCI
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obvious materials are human and computer
understand computers
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limitations, capacities, tools, platforms
understand people
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psychological, social aspects, human error
Human error
 Human error often taken to mean operator error
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error is inherent in design or installation of
human interface
 Bad interfaces
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slow or error-prone to use
cost money and lives
 People do make mistakes – human nature
 Design to reduce mistakes or minimize
consequences
Process of Design
 Usability is designed in from the start
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don’t call in HCI experts at the end or
view usability as equivalent to testing
Interaction Design Process
 Requirements – what is wanted
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precursor: what is currently happening
interview, observe, look at documents
 Analysis
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order results of requirements
identify key issues
use scenarios
 Design
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how do accomplish what you want
apply rules, guidelines, design principles
navigations
layout of screens
 Iteration and Prototyping
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can’t expect to get it right the first time
 Implementation and Deployment
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coding, making hardware, writing documentation
User Focus
 Know thy user
 Rarely one user
 System may impact more than person
immediately using it
 Stakeholders – everyone affected directly or
indirectly by a system
Get to know user
 Who are they?
 young or old? novice or experienced?
 harder if we are producing generic software
 think of several specific users
 Know they are probably not like you
 most developers male
 but women have better empathetic skills
 Talk to them
 interview, open-ended discussions
 bring them into design process (design
ownership)
Get to know user
 Watch them
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explanations often do not match what people do
observe them, tape them
look at artifacts they use and create
discuss observations with them
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observations tell you what they do, they will tell you why
 Use your imagination
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try to imagine their experiences if you cannot involve
actual users
Do NOT imagine what you would do in their place,
buy imagine what they would do (method acting)
develop a persona – a rich picture of an imaginary
person who represents core user group
Scenarios
 Scenarios – design stories of interaction
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simplest design representation
flexible and powerful
detailed to make events seem real
augmented with storyboards (sketches,
simulated screen shots, etc.)
Scenarios
 Used to:
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communicate with others (designers, clients,
users)
validate other models
express dynamics (describe behavior)
 Are linear
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Advantage: Time is linear
Disadvantage: No alternative paths, so miss
unintended things a person may do
Design
Object of design is not just computer
system or device, but socio-technical
intervention as a whole, but for now
focus on system:
 Most tangible outputs of design
 Widgets
 Screens or windows
 Navigation within application
 environment
Levels of Interaction
PC app
Website
Physical Device
widgets
form elements,
tags, links
buttons, dials, lights
displays
screen design
page design
physical layout
navigation design
site structure
main modes of
device
Other apps &
OS
web, browser,
external links
The real world
Navigation Design
 1st task
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who is using application?
how do they think about it?
what will they do with it?
 2nd task – think about structure
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local structure – one screen or page
global structure – site, movement between
screens
Local Structure
 Much interaction is goal-seeking behavior
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users know what they are after
users know a partial model of system
ideal world users would take shortest path to
achieve goal, pressing right buttons and links
in order
real world, users meander through system and
make assessments at each point if they are
getting closer to goal
Local structure
 Four things to look for when looking at web
page, screen or state of a device
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know where you are
know what you can do there
know where you are going – or what will
happen
know where you’ve been – or what you’ve done
 Make this clear to user!
Local Structure
 Make things clear to the user
 where you are
 show bread crumbs, path of titles, progress bars, etc.
 what you can do
 what can be pressed or clicked, gray out things that
can’t be done or get rid of entirely
 use standards for links
 where you are going or what will happen
 tool tips for icons, ‘back’ mechanism to return in case
you go somewhere you didn’t mean to
 modes for different contexts should be clear
 what you’ve done or where you’ve been
 confirmation
 feedback
 history, and back button
Global Structure
 Way various screens, pages or device states
link to one another
 Create a hierarchical chart
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shows functional boundaries
may be organized by roles, user type, etc.
Deep hierarchies difficult to navigate, better to
have broad top-level categories
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7+ 2 doesn’t apply for menus, it applies to
memory, not visual search
menu breadth can be quite large if they are
organized
Global Structure - Dialog
 Dialog – refers to pattern of interactions
between user and a system
 Should be flow of screens and commands that
is not about hierarchy
 Use a Network Diagram to show principal
states or screens linked with arrows
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show what leads to what
show what happens when
include branches and loops - take into account
different paths through system and loops that
return to same screen
more task oriented than hierarchy
More Global
 Each thing we design sits among other
devices and applications
 Implications
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style issues – conform to platform standards
functional issues
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example: PC app must interact with files, read
standard formats, etc.
navigation issues – support linkages between
apps
Screen Design and Layout
 How to put the different elements that make
up interactive applications together
 Basic Principles at the screen level reflect
other areas of interaction
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Ask – what is the user doing?
Think – what information is required? what
order are things likely to be needed?
Design - form follows function: let the required
interactions drive the layout
Tools for layout
Number of visual tools allow
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grouping and structure
 indentation, group spatially, use line separators, boxes
order within groups
 date, alphabetic, natural order
 set up order of tab key moves between fields
decoration
 boxes, separating lines, font style, text or background
color can emphasize groupings
alignment
 text at the left, numbers at right or by decimal point
 multiple columns – ‘leaders’ or alternate colors of rows
white space – can create more complex structures, can
create resting areas
User action and Control
 Entering information
 forms-based interfaces and dialog boxes
 alignment still important
 labels just above or to the left and in smaller font
 Knowing what to do
 some elements passive, some active
 buttons and menus need to be recognizable
 Affordances
 things may suggest by their shape and other attributes
what you can do with them
 use when designing novel interaction elements
 depend on background and culture of user
Appropriate Appearance
 Presenting information
 know the purpose for which it is being used
 alphabetic, date – most recent?
 complex numerical data – consider scatter graphs,
histograms or 3D surfaces, outlines, etc.
 allow user to choose among representations
 Aesthetics and utility
 pretty interface not necessarily a good interface
 beauty and utility may be at odds
 example diversity of controls can help operator keep
track of which controls refer to which subsystem
 careful application of aesthetics often aid
comprehensibility
Appropriate Appearance
 Making a mess of color and 3D
 Color should not be relied upon to convey information,
but instead reinforce
 3D pie chart useless
 Localization/internationalization
 process of making software suitable for different
languages and cultures
 many toolkits have resources for doing this easily
 text left-to-right or top-to-bottom more difficult
 icons and images are meaningful in restricted cultural
context
 Example:
Iteration and Prototyping
 First design will NOT be perfect
 Formative evaluation – intended to improve
design
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expert checks against guidelines (the knowing
where you are stuff)
involves real users
 Redesign, reevaluate, …
Prototyping
 Iteration and prototyping universally accepted
“best practice” approach for interaction
design
 pitfall – finds local maxima
Prototyping
 Two things to improve prototyping methods
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understand what is wrong and how to improve it
choose a good starting point
 Good designers might guess a good initial
design based on experience and judgment
 Another approach – have several initial ideas
and drop them one by one as they are
developed further
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What is HCI? - Department of Computer Science