User-Centered Interaction Design


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Slides from March 20, 2009 presentation to Damascus High School advanced web class for Jeffrey Brown.

Presentation introduces human factors, principles of human/computer interaction, and interaction design best practices.

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  • User-Centered Interaction Design

    1. User-Centered Interaction Design understanding human factors and design fundamentals to create satisfying experiences by Chris Avore, Erova Studios LLC March 20, 2009 Friday, March 20, 2009
    2. Today’s Discussion who I am and how I got here (I’ll be brief, trust me) introduction to User Centered Interaction Design understand how people interact with systems how to understand your audience how to design for your audience next steps: academic and career paths in UCD/IxD Friday, March 20, 2009
    3. Who am I? Chris Avore User Experience pro Erova Studios LLC Strange obsession with English Bulldogs Friday, March 20, 2009
    4. How’d I get here? BA: English UMD, 1998 studied multimedia & web design Graduate study at UMBC, 2007 human factors & human-computer interaction Freelance since 1999, completed over 50 jobs clients include National Geographic, Amazon, Blockbuster, Kodak, Smithsonian, more Friday, March 20, 2009
    5. So what is User-Centered Interaction Design? Interaction Design (IXD) defines the structure and behavior of interactive products and services. Interaction Designers create compelling relationships between people and the interactive systems they use, from computers to mobile devices to appliances. Interaction Designers lay the groundwork for intangible experiences. from the Interaction Design Association Friday, March 20, 2009
    6. In other words... Interaction designers strive to create useful and usable products and services. Friday, March 20, 2009
    7. User-Centered means what? The systems we design are balanced between: user goals business objectives technological capabilities and involve user feedback & research throughout the entire design and development process Friday, March 20, 2009
    8. So let’s talk about users. Fundamental information can shape everything: how people work how people think and how people live Friday, March 20, 2009
    9. How People Work: Human Factors Ergonomics how human beings design of equipment interact with to reduce operator technology fatigue, discomfort and injury how technology affects human science of designing performance equipment to better fit the human body Friday, March 20, 2009
    10. How People Work: Human Factors Perceived Affordance: assumable use (knobs, buttons) Visible Constraints: electric plugs, firearm safety locks Causality: blame/credit, feedback Mapping: possible relationships Fitts’s Law: pointing & acquiring targets Friday, March 20, 2009
    11. How People Work: Ergonomics Friday, March 20, 2009
    12. How People Think Cognitive Psychology: memory (short & long term) mental models aesthetics/ appreciation GOMS/KLM Friday, March 20, 2009
    13. How People Live Ethnography observational technique rooted in sociology and anthropology immerses an individual researcher or research team in the everyday activities of an organization or society Friday, March 20, 2009
    14. That’s our foundation. Now let’s get specific. Friday, March 20, 2009
    15. Know your Audience unfortunate, likely truths: you are probably not your target audience neither is your boss and you probably don’t know as much about your target market as you should (but don’t worry, no one else does either) Friday, March 20, 2009
    16. Know your Audience User Segmentation: break users into manageable chunks demographics: gender, age, education, income, etc. consider attitudes toward technology and lifestyle: how much time using computers, online activities, enjoy technology, etc. look at server logs and customer data listen everywhere: forums, Twitter, blogs, Facebook Friday, March 20, 2009
    17. Know your Audience With a grasp on who your audience is, you can begin user testing to confirm your assumptions contextual inquiry: on-site observation card sorting (tests labeling and subject matter) usability testing: test task flows, wireframes, prototypes, live sites Friday, March 20, 2009
    18. these various elements. Concrete Completion Web as software interface Visual Design Visual Design: graphic treatment of interface elements (the quot;lookquot; in quot;look-and-feelquot;) Now let’s put Interface Design: as in traditional HCI: design of interface elements to facilitate Interface Design Navigation Design user interaction with functionality Information Design Information Design: in the Tuftean sense: everything designing the presentation of information to facilitate understanding together Interaction Information Interaction Design: development of time Design Architecture application flows to facilitate user tasks, defining how the user interacts with site functionality how to create those Functional Content Functional Specifications: quot;feature setquot;: satisfying experiences detailed descriptions of functionality the site Specifications Requirements must include in order to meet user needs (inUser Needs: externally derived goals 5 slides) User Needs for the site; identified through user research, ethno/techno/psychographics, etc. Site Objectives Site Objectives: business, creative, or other internally derived goals for the site task-oriented Abstract Conception This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arisin that may influence decisions during user experience development. Also, this model does not describe a development pr user experience development team. Rather, it seeks to define the key considerations that go into the development of us Friday, March 20, 2009
    19. Understand Heuristics Guidelines used to review existing software and guide design of new systems source: Visibility of Recognition, Helpful system status not Recall Error Messages Friday, March 20, 2009
    20. Use Patterns & Components Don’t reinvent the wheel: Patterns and Components can be your best friend Reduce your ability to screw up tried and true interactions Friday, March 20, 2009
    21. Sweat the Details Think of all touch-points, not just primary tasks: site registration error messages wish lists shipping confirmations email support Friday, March 20, 2009
    22. Plan for Mistakes People will use your system differently than you assume Poka Yoke: forcing functions limit harm or damage web examples: inline validation, no Clear buttons, etc. Friday, March 20, 2009
    23. Usability is an Ideal baseline usability to tasks you defined at beginning, not arbitrary myth (fold, # of links) don’t be penny-wise and pound foolish with usability (neatly aligned form labels in a useless form) stark difference between usable and simple some tasks will always be difficult Friday, March 20, 2009
    24. After the Launch Your job’s not over yet: continue to assess usability use server logs to confirm people are using the site like you expected continue monitoring the groundswell: twitter, blogs, forums, etc. Friday, March 20, 2009
    25. Interested in learning more? University of Maryland PSYC 309V: The Psychology of Video Games and Entertainment PSYC 444: Cyberpsychology: An Introduction to the Psychology of HCI CMSC 434: Introduction to Human-Computer Interaction UMBC IS 303 Human Factors in Computer System Design IS 387 Web Content Development IS 403 User Interface Design and many more... Friday, March 20, 2009
    26. Useful Sources Friday, March 20, 2009
    27. Thank you Thanks for your time and your attention. Chris Avore | provide feedback on this talk at SpeakerRate download this presentation at SlideShare Friday, March 20, 2009