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e3 chap 05 Interaction Design Basics

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HUMAN-COMIPUTER INTERACTION interaction design basics e design:

- what it is, interventions, goals, constraints

e the design process

- what happens when e users — who they are, what they are like e scenarios — rich stories of design e navigation

- finding your way around a system

e iteration and prototypes

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HUMAN-COMIPUTER

INTERACTION

interactions and interventions

design interactions not just interfaces

not just the immediate interaction

e.g stapler in office — technology changes interaction style

e manual: write, print, staple, write, print, staple, e electric: write, print, write, print, ., staple

designing interventions not just artefacts

not just the system, but also

e documentation, manuals, tutorials

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what is design?

HUMAN-COMPUTER

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ise nt tt on HH2): a ae

INTERACTION

golden rule of design

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HUMAN-COMIPUTER INTERACTION

for Human-Computer Interaction

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GREGORY D ABOWD, RUSSELL BEALE HUMAN-COMPUTER INTERACTION To err is human e accident reports

— aircrash, industrial accident, hospital mistake - enquiry blames ‘human error’

e but

— concrete lintel breaks because too much weight

— blame ‘lintel error’ ?

NO — design error

we know how concrete behaves under stress

e human ‘error’ is normal

— we know how users behave under stress

— so design for it!

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SN Ủng INTERACTION Steps e requirements — what is there and what is wanted e analysis - ordering and understanding e design

— what to do and how to decide

e iteration and prototyping

— getting it right and finding what is really needed!

e implementation and deployment

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bu† how can T do r† all I Ì HUMAN-COMIPUTER Tae e limited time => design trade-off e usability?

- finding problems and fixing them? [ ]

— deciding what to fix? L|

e a perfect system is badly designed

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ALAN DIX, JANET FINLAY, GREGORY D ABOWD, RUSSELL BEALE

HUMAN-COMPUTER INTERACTION

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HUMAN-COMIPUTER INTERACTION

Know your user

e who are they?

e probably not like you! e talk to them

e watch them

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HUMAN-COMIPUTER INTERACTION

persona

e description of an ‘example’ user — not necessarily a real person

e use as Surrogate user

- what would Betty think

e details matter

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HH INTERACTION example persona

Betty is 37 years old, She has been Warehouse Manager for five years and worked for Simpkins Brothers Engineering for twelve years She didn’t go to university, but has studied in her

evenings for a business diploma She has two children aged 15 and 7 and does not like to work late She did part of an

introductory in-house computer course some years ago, but it was interrupted when she was promoted and could no longer

afford to take the time Her vision is perfect, but her right-hand

movement is slightly restricted following an industrial accident 3 years ago She is enthusiastic about her work and is happy to

delegate responsibility and take suggestions from her staff

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ON Ay củ yy UA 01g v6) me @ INTERACTION cultural probes e direct observation — sometimes hard e in the home e psychiatric patients, e probe packs

— items to prompt responses

e e.g glass to listen at wall, camera, postcard

— given to people to open in their own environment

they record what is meaningful to them

e used to

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scenarios

Stories for design

use and reuse

HUMAN-COMPUTER

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HUMAN-COMIPUTER

INTERACTION

scenarios

e stories for design

- communicate with others — validate other models

- understand dynamics e linearity

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HUMAN-COMIPUTER INTERACTION scenarios e what will users want to do? e step-by-step walkthrough

— what can they see (sketches, screen shots) — what do they do (keyboard, mouse etc.) —- what are they thinking?

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HH

INTERACTION

scenario - movie player

Brian would like to see the new film “Moments of Significance” and wants to invite Alison, but he knows she doesn’t like “arty” films He decides to take a look at it to see if she would like it and so connects to one of the movie sharing networks He uses his work machine as it has a higher bandwidth connection, but feels a bit guilty He knows he will be getting an illegal copy of the film, but decides it is OK as he is intending to go to the

cinema to watch it After it downloads to his machine he takes

out his new personal movie player He presses the ‘menu’

button and on the small LCD screen he scrolls using the arrow

keys to ‘bluetooth connect’ and presses the select button On his computer the movie download program now has an icon

showing that it has recognised a compatible device and he drags

the icon of the film over the icon for the player On the player the LCD screen says “downloading now”, a percent done

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CNG NSRP CEN am ae GREGORY D ABOWD, RUSSELL BEALE HUMAN-COMPUTER INTERACTION 7a /Ạ GO al also play act e mock up device

e pretend you are doing it

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HUMAN-COMIPUTER INTERACTION

use scenarios fo

e communicate with others

- designers, clients, users

e validate other models

— ‘play’ it against other models

e express dynamics

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eee INTERACTION linearity Scenarios — one linear path through system Pros:

— life and time are linear

— easy to understand (stories and narrative are natural)

— concrete (errors less likely) Cons:

— no choice, no branches, no special conditions

— miss the unintended

e SO:

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ALAN DIX, JANET FINLAY, GREGORY D ABOWD, RUSSELL BEALE

HUMAN-COMPUTER INTERACTION

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HUMAN-COMIPUTER INTERACTION info and help management messages add user remove user navigation design

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HUMAN-COMPUTER INTERACTION †he web e widget choice e elements and tags —- <a href=“ %>

e screen design e page design

e navigation design — e site structure

e environment e the web, browser,

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HUMAN-COMPUTER

INTERACTION

physical devices

e widget choice e controls

— buttons, knobs, dials

e screen design e physical layout

e navigation design e¢ modes of device

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local

from one screen looking out

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HUMAN-COMIPUTER INTERACTION

four golden rules

e knowing where you are e knowing what you can do

e knowing where you are going - or what will happen

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where you are - breadcrumbs

Shows path through web site hierarchy

top level category — sub-category

web site this page HUMAN-COMPUTER INTERACTION —| meandeviation.com > statistics tutorial > aan > 7 errors | | t È ¬>Ầ4 7 common errors

live links | Some common errors arise again and again in < sce apain and again in statisti cs

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© beware the big button trap số HUMAN-COMIPUTER things other things the thing from more things outer space

e where do they go?

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mee

@ INTERACTION

modes

e lock to prevent accidental use - remove lock - ‘c’ + ‘yes’ to confirm — frequent practiced action

e if lock forgotten

-— in pocket ‘yes’ gets pressed - goes to phone book

- in phone book ‘c’ — delete entry ‘yes’ — confirm

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hierarchical diagrams ctd

e parts of application

— SCreens OF QFOUPS of screens

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HUMAN-COMIPUTER INTERACTION navigating hierarchies e deep is difficult! e misuse of Miller’s 7 + 2 - short term memory, not menu size e optimal?

— many items on each screen - but structured within screen

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SN Ủng

INTERACTION

think about dialogue

what does it mean in UI design?

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HUMAN-COMIPUTER

INTERACTION

think about dialogue

what does it mean in UI design?

Minister: do you name take this woman

¢ marriage service

e general flow, generic — blanks for names e pattern of interaction between people

¢ computer dialogue

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HUMAN-COMIPUTER INTERACTION

ne†work diagrams c†d

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ALAN DIX, JANET FINLAY, GREGORY D ABOWD, RUSSELL BEALE

HUMAN-COMPUTER INTERACTION

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grouping and structure HUMAN-COMPUTER INTERACTION logically together = physically together Billing details: Name Address: Credit card no Delivery details: Name Address: Delivery time Order details: item

size 10 screws (boxes)

quantity cost/item cost

| 3.71 25.97

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HUMAN-COMIPUTER

INTERACTION

order of groups and items e think! - what is natural order

e should match screen order!

— use boxes, space etc - set up tabbing right!

e instructions

— beware the cake recipie syndrome!

mix milk and flour, add the fruit

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HUMAN-COMIPUTER

INTERACTION

decoration

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ALAN DIX, JANET FINLAY, GREGORY D ABOWD, RUSSELL BEALE HUMAN-COMPUTER INTERACTION alignment - text e you read from left to right (English and European) = align left hand side boring but

Willy Wonka and the Chocolate Factory LS S |

Winston Churchill - A Biography readable!

Wizard of Oz

Xena - Warrior Princess

Willy Wonka and the Chocolate Factory Winston Churchill - A Biography

Wizard of Oz

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HUMAN-COMIPUTER INTERACTION alignment - names e Usually scanning for surnames = make it easy! Alan Dix

Janet Finlay Dix Alan

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@

alignment - numbers

visually:

long number = big number

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HUMAN-COMIPUTER INTERACTION

white space - the counter

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ise nt tt on HH2): a ae

INTERACTION

white space - the counter

WHAT YOU SEE

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ALAN DIX, JANET FINLAY,

GREGORY D ABOWD, RUSSELL BEALE

Ry lea aie)

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HUMAN-COMPUTER IÑTERACTION physical controls e grouping of items e order of items e decoration different colours for different functions lines around related

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ALAN DIX, JANET FINLAY, GREGORY D ABOWD, RUSSELL BEALE

HUMAN-COMPUTER INTERACTION

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HH INTERACTION entering information

e forms, dialogue boxes

— presentation + data input

- similar layout issues Mang VỤ D1x

— alignment - N.B different label lengths | Address: | Lancaster

e logical layout lan Dix — use task analysis (ch15) Address:

—- groupings

— natural order for entering information

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eee INTERACTION knowing what to do

e what is active what is passive

— where do you click —- where do you type

e consistent style helps — e.g web underlined links

e labels and icons

— standards for common actions

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HUMAN-COMPUTER INTERACTION affordances mug handle e psychological term ‘affords’

se for physical objects grasping

— shape and size suggest actions

e pick up, twist, throw

— also cultural — buttons ‘afford’ pushing

e for screen objects

¬ button-like object ‘affords’ mouse click — physical-like objects suggest use

e culture of computer use

— icons ‘afford’ clicking

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SN Ủng INTERACTION presenting information

e purpose matters name %

— sort order (which column, numeric alphabetic) chap10 12

- text vs diagram chaps 16

chapl 17

- scatter graph vs histogram chap14 22

chap20 27

đ uSâ Daper presentation principles!l Sh6tJE SẼ

e but add interactivity

— softens design choices

e e.g re-ordering columns

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HUMAN-COMIPUTER INTERACTION colour and 3D e both often used very badly! e colour

—- older monitors limited palette

— colour over used because ‘it is there’ — beware colour blind!

— use sparingly to reinforce other information

e 3D effects

- good for physical information and some graphs — but if over used

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Se

HUMAN- COMIPUTER

INTERACTION

across countries and cultures

e localisation & internationalisation

— changing interfaces for particular cultures/languages

e globalisation

— try to choose symbols etc that work everywhere

e simply change language?

— use ‘resource’ database instead of literal text

but changes sizes, left-right order etc

e deeper issues

— cultural assumptions and values

— meanings of symbols

e.g tick and cross +ve and -ve in some cultures

but mean the same thing (mark this) in others

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ALAN DIX, JANET FINLAY, GREGORY D ABOWD, RUSSELL BEALE

HUMAN-COMPUTER INTERACTION

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prototyping

ALAN DIX, JANET FINLAY, GREGORY D ABOWD, RUSSELL BEALE

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iteration and prototyping

getting better and starting well

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HUMAN-COMIPUTER INTERACTION

prototyping

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HUMAN-COMIPUTER INTERAC TION pi†falls of pro†o†yping e moving little by little but to where 7 e Malverns or the Matterhorn?

1 needa good start point

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