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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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
Trang 4what is design?
HUMAN-COMPUTER
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ise nt tt on HH2): a ae
INTERACTION
golden rule of design
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for Human-Computer Interaction
Trang 8GREGORY 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!
Trang 11SN 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
Trang 12bu† 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
Trang 13ALAN DIX, JANET FINLAY, GREGORY D ABOWD, RUSSELL BEALE
HUMAN-COMPUTER INTERACTION
Trang 15HUMAN-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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persona
e description of an ‘example’ user — not necessarily a real person
e use as Surrogate user
- what would Betty think
e details matter
Trang 17HH 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
Trang 18ON 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
Trang 19scenarios
Stories for design
use and reuse
HUMAN-COMPUTER
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INTERACTION
scenarios
e stories for design
- communicate with others — validate other models
- understand dynamics e linearity
Trang 21HUMAN-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
Trang 23CNG 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
Trang 25HUMAN-COMIPUTER INTERACTION
use scenarios fo
e communicate with others
- designers, clients, users
e validate other models
— ‘play’ it against other models
e express dynamics
Trang 26eee 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:
Trang 27ALAN DIX, JANET FINLAY, GREGORY D ABOWD, RUSSELL BEALE
HUMAN-COMPUTER INTERACTION
Trang 28HUMAN-COMIPUTER INTERACTION info and help management messages add user remove user navigation design
Trang 30HUMAN-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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INTERACTION
physical devices
e widget choice e controls
— buttons, knobs, dials
e screen design e physical layout
e navigation design e¢ modes of device
Trang 33local
from one screen looking out
Trang 38HUMAN-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
Trang 39where 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
Trang 40© 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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@ 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
Trang 44hierarchical diagrams ctd
e parts of application
— SCreens OF QFOUPS of screens
Trang 45HUMAN-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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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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ne†work diagrams c†d
Trang 52ALAN DIX, JANET FINLAY, GREGORY D ABOWD, RUSSELL BEALE
HUMAN-COMPUTER INTERACTION
Trang 56grouping 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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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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INTERACTION
decoration
Trang 59ALAN 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
Trang 60HUMAN-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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white space - the counter
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ise nt tt on HH2): a ae
INTERACTION
white space - the counter
WHAT YOU SEE
Trang 69ALAN 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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HUMAN-COMPUTER INTERACTION
Trang 79HH 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
Trang 80eee 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
Trang 81HUMAN-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
Trang 83SN 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
Trang 85HUMAN-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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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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HUMAN-COMPUTER INTERACTION
Trang 89prototyping
ALAN DIX, JANET FINLAY, GREGORY D ABOWD, RUSSELL BEALE
Trang 90iteration and prototyping
getting better and starting well
Trang 91HUMAN-COMIPUTER INTERACTION
prototyping
Trang 92HUMAN-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