Interaction design involves designing interactive products and digital interfaces to support people's activities and needs. The goals of interaction design are to create usable, effective and enjoyable experiences for users by involving them in the design process. Key aspects of interaction design include understanding users, prototyping designs, evaluating usability throughout the process, and applying design principles such as visibility, feedback, consistency and mapping to create intuitive interfaces.
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
Interaction Design in Human Computer Interaction by Vrushali Dhanokar. This PPT is useful to every students who study Human Computer Interaction in detail. Specially for TE Students of Information Technology in Pune University. Thank You.
This document discusses models of interaction between humans and computers. It describes Norman's model of the execution-evaluation cycle, which outlines 7 stages of interaction: establishing a goal, forming an intention, specifying actions, executing actions, perceiving the system state, interpreting the state, and evaluating it. It also discusses Abowd and Beale's interaction framework, which includes the system, user, input, and output as components and how there are translations between them. Key concepts discussed include the gulfs of execution and evaluation, different interaction styles, and how interface design can help reduce errors.
The document discusses several models of human-computer interaction, including predictive models, Guiard's model of bimanual skill, and the Key-Action Model (KAM) of keyboard interaction. Guiard's model describes the different roles of the preferred and non-preferred hands in tasks. The KAM categorizes keyboard keys as symbol, executive, or modifier keys. Both models provide insights for interaction design, such as implementing scrolling with the non-preferred hand and distributing executive keys for both hands. Microsoft keyboards are cited as an example of applying these insights.
Chapter 12: Cognitive models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
The document discusses models of interaction between users and computer systems. It describes Norman's seven-stage model of interaction which focuses on the user's perspective when interacting with an interface. It also discusses Abowd and Beale's framework which identifies the major components involved in interaction, including user input and system output. Different styles of interaction are examined, such as command line interfaces, menus, and WIMP interfaces.
Interaction design involves designing interactive products and digital interfaces to support people's activities and needs. The goals of interaction design are to create usable, effective and enjoyable experiences for users by involving them in the design process. Key aspects of interaction design include understanding users, prototyping designs, evaluating usability throughout the process, and applying design principles such as visibility, feedback, consistency and mapping to create intuitive interfaces.
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
Interaction Design in Human Computer Interaction by Vrushali Dhanokar. This PPT is useful to every students who study Human Computer Interaction in detail. Specially for TE Students of Information Technology in Pune University. Thank You.
This document discusses models of interaction between humans and computers. It describes Norman's model of the execution-evaluation cycle, which outlines 7 stages of interaction: establishing a goal, forming an intention, specifying actions, executing actions, perceiving the system state, interpreting the state, and evaluating it. It also discusses Abowd and Beale's interaction framework, which includes the system, user, input, and output as components and how there are translations between them. Key concepts discussed include the gulfs of execution and evaluation, different interaction styles, and how interface design can help reduce errors.
The document discusses several models of human-computer interaction, including predictive models, Guiard's model of bimanual skill, and the Key-Action Model (KAM) of keyboard interaction. Guiard's model describes the different roles of the preferred and non-preferred hands in tasks. The KAM categorizes keyboard keys as symbol, executive, or modifier keys. Both models provide insights for interaction design, such as implementing scrolling with the non-preferred hand and distributing executive keys for both hands. Microsoft keyboards are cited as an example of applying these insights.
Chapter 12: Cognitive models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
The document discusses models of interaction between users and computer systems. It describes Norman's seven-stage model of interaction which focuses on the user's perspective when interacting with an interface. It also discusses Abowd and Beale's framework which identifies the major components involved in interaction, including user input and system output. Different styles of interaction are examined, such as command line interfaces, menus, and WIMP interfaces.
Jakob Nielsen developed the method of 'Heuristic Evaluation' to help identify problems with an interface. This presentation explains the 10 rules of thumb or heuristics with examples.
System users often judge a system by its interface rather than its functionality
A poorly designed interface can cause a user to make catastrophic errors
Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
What is Heuristic evaluation
Background
Benefits
Main advantages and drawbacks of the method
Scenario and methods of evaluation
10 usability Heuristics in usability engineering
How to conduct heuristic Evaluation
Phases of the Evaluation Method
Problems and Evaluators
Seamlessness thought the whole user experience
This Document by Daroko blog,this describe the human computer interface in use today,to read More about Notes on human computer intrface,kindly go to daroko blog,this is ust a section of those notes,go to daroko blog and read all the Notes,check on the tutorials part on that blog and then choose human computer interafec
The document discusses various aspects of human-computer interaction, including input devices like keyboards, mice, touchscreens; output displays like screens, digital paper; and interaction techniques like virtual reality, 3D interaction, and physical controls. It covers topics like text entry, positioning and pointing devices, display resolutions and technologies, situated and large displays, and using additional senses like sound and haptics for richer interaction.
The document discusses different methods for evaluating user interface designs, including expert evaluation techniques like heuristic evaluation and cognitive walkthroughs. It also covers user testing, which is considered more reliable than expert evaluation alone. Formative evaluation involves testing prototypes during development to identify issues, while summative evaluation assesses the final product. Both qualitative and quantitative methods are important to identify usability problems from the user's perspective.
Human Computer Interaction (HCI) is an interdisciplinary field that focuses on the design, evaluation and implementation of interactive computing systems for human use, and the study of major phenomena surrounding them. The goal of HCI is to improve the interaction between users and computers by making computers more user-friendly and responsive to user needs. Key aspects of HCI include usability testing interfaces for effectiveness, efficiency and satisfaction. Emerging areas of HCI research include pervasive/ubiquitous computing which embeds technology in everyday objects and ambient intelligence which aims to make technology invisible to users.
HCI is the study of the interaction between humans and computers. The goal of HCI is to improve this interaction by designing systems that are more user-friendly and responsive to user needs. Key principles of user interface design include structure, visibility, feedback, affordances, mapping, constraints, consistency, simplicity, and tolerance. Following these principles can help create intuitive interfaces that reduce barriers to users achieving their goals.
This document provides an overview of human-computer interaction (HCI) from the perspective of a student group consisting of Buwenaka, Piyumika, Thilan, Sachith, and Nuwan. It defines HCI as the discipline concerned with designing, evaluating, and implementing interactive computing systems for human use. The document discusses key aspects of HCI like the importance of understanding how humans and computers interact, defining user interfaces, principles of HCI design, the history and importance of HCI, and different types of user interfaces.
This document summarizes a discussion on the book "The Design of Everyday Things" by Don Norman. It provides an overview of the key concepts in the book, including conceptual models, affordances, and constraints. It discusses how these concepts relate to human-centered design and improving designs by understanding how users think and interact with products. The document outlines changes that can be made today by designers and users, such as putting themselves in the user's perspective. It poses discussion questions about the audience of the book, limits of design work, and potential problems with a user-centered focus.
The document summarizes Lecture 3 of the Human-Computer Interaction Course 2014 given by Lora Aroyo. It discusses interaction design concepts like design principles, affordances, constraints, mappings, feedback and visibility. It also outlines four psychological principles of user interaction and how they can be applied in design. Specific concepts like consistency, affordances, mappings, feedback and cultural associations are explained in detail along with examples. Design guidelines, standards and principles for optimizing the user experience are also presented.
This document introduces human-computer interaction (HCI). It defines HCI as a field that deals with humans, computers, and the interaction between them. The objective of HCI is to design interactive systems that support people in their everyday lives. HCI considers both the user and the computer, where the user can be an individual or group, and the computer encompasses any technology from desktops to embedded systems. Interaction in HCI refers to any communication between the user and computer, whether direct or indirect. The document provides a formal definition of HCI and discusses elements of a successful HCI product.
Human computer interaction 3 4(revised)emaan waseem
human computer interaction Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
This document provides an overview of human-computer interaction (HCI). It begins with early computing in 1945, which involved large specialized machines. As computers developed, they became smaller, cheaper, and more widely used. HCI emerged as a field to study the interaction between humans and computers. Key aspects of HCI include understanding human abilities and limitations as well as the computer system components that enable interaction such as input devices, output displays, and memory. The document explores various interaction paradigms that have developed over time including command lines, menus, natural language interfaces, and graphical user interfaces. It provides examples of how interaction involves both the human and computer systems working together.
The psychopathology of everyday things!Irfan Ahmed
This document discusses principles of user-centered design and good and bad design. It provides examples of a slide projector with one button and a telephone without a visible hold function to illustrate bad design principles. Key principles of good design discussed include visibility, mappings, appropriate clues, and feedback. User-centered design aims to simplify tasks, provide mental aids like visibility and feedback, and ensure users maintain control. It also discusses designing for errors and standardizing design while considering constraints.
The document provides an overview of design process and factors that affect user experience in interface design. It discusses various principles and heuristics to support usability, including learnability, flexibility, and robustness. The document outlines principles that affect these factors, such as predictability, consistency and dialog initiative. It also discusses guidelines for improving usability through user testing and iterative design. The document emphasizes the importance of usability and provides several heuristics and guidelines to measure and improve usability in interface design.
The document outlines the curriculum for a 10-session UX design workshop. It includes icebreaker exercises, lessons on design thinking tools and processes, prototyping tutorials, and homework assignments requiring teamwork. Some key topics covered are the marshmallow challenge icebreaker, design thinking frameworks like ideation and prototyping, and lessons on usability testing tools like eye tracking and card sorting. The goal is to teach students practical skills in an interactive, hands-on way and to emphasize the importance of empathy, iteration and teamwork in UX design.
Jakob Nielsen developed the method of 'Heuristic Evaluation' to help identify problems with an interface. This presentation explains the 10 rules of thumb or heuristics with examples.
System users often judge a system by its interface rather than its functionality
A poorly designed interface can cause a user to make catastrophic errors
Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
What is Heuristic evaluation
Background
Benefits
Main advantages and drawbacks of the method
Scenario and methods of evaluation
10 usability Heuristics in usability engineering
How to conduct heuristic Evaluation
Phases of the Evaluation Method
Problems and Evaluators
Seamlessness thought the whole user experience
This Document by Daroko blog,this describe the human computer interface in use today,to read More about Notes on human computer intrface,kindly go to daroko blog,this is ust a section of those notes,go to daroko blog and read all the Notes,check on the tutorials part on that blog and then choose human computer interafec
The document discusses various aspects of human-computer interaction, including input devices like keyboards, mice, touchscreens; output displays like screens, digital paper; and interaction techniques like virtual reality, 3D interaction, and physical controls. It covers topics like text entry, positioning and pointing devices, display resolutions and technologies, situated and large displays, and using additional senses like sound and haptics for richer interaction.
The document discusses different methods for evaluating user interface designs, including expert evaluation techniques like heuristic evaluation and cognitive walkthroughs. It also covers user testing, which is considered more reliable than expert evaluation alone. Formative evaluation involves testing prototypes during development to identify issues, while summative evaluation assesses the final product. Both qualitative and quantitative methods are important to identify usability problems from the user's perspective.
Human Computer Interaction (HCI) is an interdisciplinary field that focuses on the design, evaluation and implementation of interactive computing systems for human use, and the study of major phenomena surrounding them. The goal of HCI is to improve the interaction between users and computers by making computers more user-friendly and responsive to user needs. Key aspects of HCI include usability testing interfaces for effectiveness, efficiency and satisfaction. Emerging areas of HCI research include pervasive/ubiquitous computing which embeds technology in everyday objects and ambient intelligence which aims to make technology invisible to users.
HCI is the study of the interaction between humans and computers. The goal of HCI is to improve this interaction by designing systems that are more user-friendly and responsive to user needs. Key principles of user interface design include structure, visibility, feedback, affordances, mapping, constraints, consistency, simplicity, and tolerance. Following these principles can help create intuitive interfaces that reduce barriers to users achieving their goals.
This document provides an overview of human-computer interaction (HCI) from the perspective of a student group consisting of Buwenaka, Piyumika, Thilan, Sachith, and Nuwan. It defines HCI as the discipline concerned with designing, evaluating, and implementing interactive computing systems for human use. The document discusses key aspects of HCI like the importance of understanding how humans and computers interact, defining user interfaces, principles of HCI design, the history and importance of HCI, and different types of user interfaces.
This document summarizes a discussion on the book "The Design of Everyday Things" by Don Norman. It provides an overview of the key concepts in the book, including conceptual models, affordances, and constraints. It discusses how these concepts relate to human-centered design and improving designs by understanding how users think and interact with products. The document outlines changes that can be made today by designers and users, such as putting themselves in the user's perspective. It poses discussion questions about the audience of the book, limits of design work, and potential problems with a user-centered focus.
The document summarizes Lecture 3 of the Human-Computer Interaction Course 2014 given by Lora Aroyo. It discusses interaction design concepts like design principles, affordances, constraints, mappings, feedback and visibility. It also outlines four psychological principles of user interaction and how they can be applied in design. Specific concepts like consistency, affordances, mappings, feedback and cultural associations are explained in detail along with examples. Design guidelines, standards and principles for optimizing the user experience are also presented.
This document introduces human-computer interaction (HCI). It defines HCI as a field that deals with humans, computers, and the interaction between them. The objective of HCI is to design interactive systems that support people in their everyday lives. HCI considers both the user and the computer, where the user can be an individual or group, and the computer encompasses any technology from desktops to embedded systems. Interaction in HCI refers to any communication between the user and computer, whether direct or indirect. The document provides a formal definition of HCI and discusses elements of a successful HCI product.
Human computer interaction 3 4(revised)emaan waseem
human computer interaction Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
This document provides an overview of human-computer interaction (HCI). It begins with early computing in 1945, which involved large specialized machines. As computers developed, they became smaller, cheaper, and more widely used. HCI emerged as a field to study the interaction between humans and computers. Key aspects of HCI include understanding human abilities and limitations as well as the computer system components that enable interaction such as input devices, output displays, and memory. The document explores various interaction paradigms that have developed over time including command lines, menus, natural language interfaces, and graphical user interfaces. It provides examples of how interaction involves both the human and computer systems working together.
The psychopathology of everyday things!Irfan Ahmed
This document discusses principles of user-centered design and good and bad design. It provides examples of a slide projector with one button and a telephone without a visible hold function to illustrate bad design principles. Key principles of good design discussed include visibility, mappings, appropriate clues, and feedback. User-centered design aims to simplify tasks, provide mental aids like visibility and feedback, and ensure users maintain control. It also discusses designing for errors and standardizing design while considering constraints.
The document provides an overview of design process and factors that affect user experience in interface design. It discusses various principles and heuristics to support usability, including learnability, flexibility, and robustness. The document outlines principles that affect these factors, such as predictability, consistency and dialog initiative. It also discusses guidelines for improving usability through user testing and iterative design. The document emphasizes the importance of usability and provides several heuristics and guidelines to measure and improve usability in interface design.
The document outlines the curriculum for a 10-session UX design workshop. It includes icebreaker exercises, lessons on design thinking tools and processes, prototyping tutorials, and homework assignments requiring teamwork. Some key topics covered are the marshmallow challenge icebreaker, design thinking frameworks like ideation and prototyping, and lessons on usability testing tools like eye tracking and card sorting. The goal is to teach students practical skills in an interactive, hands-on way and to emphasize the importance of empathy, iteration and teamwork in UX design.
The document provides an overview of human-machine interaction and user interface design. It discusses the history and generations of user interfaces from machines that reduced physical labor to today's intelligent machines. The key aspects of user interface design discussed include input/output channels, visual and auditory human perception, hardware and software considerations, and principles of user-centered design like feedback, constraints, and affordances. It also covers reasoning, problem solving, and the psychology of human actions and interactions with devices.
1st in the "Rewriting the Rules of Perfomance Testing" series. Scott Barber and Dan Bartow discuss ways load and performance teams have "cheated" in the past due to constraints that are eliminated with new cloud-based approaches to testing.
Getting Things Done outlines a productivity system to help people manage their commitments and stay stress-free. It recommends capturing all tasks and projects using collection tools outside the mind, then processing them to clarify outcomes and next actions. This allows commitments to be organized and reviewed regularly so the mind remains clear and focused on forward progress.
Lean Kanban India 2015 | Personal Kanban Workshop | Sudipta LahiriLeanKanbanIndia
This document provides an overview of using Personal Kanban to manage one's work. It begins with moving tasks written on post-it notes and stored in Outlook to a visual board with different columns. It then discusses categorizing work types with colors, planning for recurring tasks, prioritizing the backlog, and limiting work-in-progress. The document also covers ideas like breaking out the "Done" column, flagging promises, applying 5S principles, and learning from the Getting Things Done methodology to further strengthen the Personal Kanban system. The overall aim is to transform overwhelm into a stress-free and integrated approach to work through visualization and limiting multi-tasking.
DevOps is becoming the new "buzzworld", like "SOA" or "Agile" did in the past years.
In this presentation we will try to separate the idea from the marketing following "DevOps" idea since its inception in the 2008, from its relationship with Agile and other, similar, ideas in other disciplines.
Then we will discuss why these ideas work and how they're applied in an IT context.
WORKSHOP: Making the World Easier with Interaction DesignCheryl Platz
Interaction designers aim to make technology intuitive and easy to use. Their goal is to prevent user frustration by ensuring products function as expected. The presentation discusses interaction design through an example of redesigning a microwave user interface. It encourages brainstorming ideas, sketching prototypes, and testing designs with others. The key is an iterative process of researching user needs, exploring solutions, testing, and refining designs.
This document summarizes key concepts from Chapter 1 of Donald Norman's book "The Psychopathology of Everyday Things". It discusses how design can improve everyday objects that people interact with deeply and unconsciously. Good design considers conceptual models that reflect how users think objects work. Important design principles include visibility of functions, affordances or cues about how objects can be used, and signifiers that provide instructions. The summary highlights how designs should align the conceptual models implied by the design with users' mental models to avoid confusion.
In February 2012 Annika Naschitzki presented to both Wellington and Auckland audiences about Optimal Usability's new eye tracker, and what it can do. Here is the presentation, however if you would like Anni to come into your organisation to do the presentation please get in touch: anni@optimalusability.com
This document introduces design principles based on Don Norman's book "The Design of Everyday Things". It discusses Norman's work in user-centered design and establishing principles like visibility, feedback, affordance, mapping, constraints, and consistency as a framework for analyzing interaction problems. Each principle is defined and examples are provided to illustrate both proper and poor implementations. The document concludes that design principles are validated by usability methods that evaluate learnability, efficiency, memorability, errors, and satisfaction.
User research, analytics, hypotheses and experiments: we are focused on gaining understanding through data, validating that our interventions bring about the (user) behaviour we desire. We design systems, the systems we design interact with other systems, and it’s all getting awfully complex. Can we truly understand what’s going on?
In this talk, Johanna will introduce you to core principles of systems thinking, and discuss how they relate to our work as designers of products, services, companies. What methods and tools can we employ to make sense of systems? How do we enable users to form a mental model of a system - and what role are we designing for our users?
Expect to walk away with some systems theory, some practical take-aways, and the insight that the system is always one step ahead of you.
This is my second ChangeThis manifesto, based on an innovation workshop and keynote speech I give regularly, as a lead-in to design thinking. Based on parts of my books, THE ELEGANT SOLUTION and IN PURSUIT OF ELEGANCE.
This is my presentation covering Dan Saffer's UX London day one presentation and the workshop from days two and three.
Originally presented at the London IA UX London Redux on August 12th, 2009.
11 Insightful Quotes From UX London 2016 (And How They Apply to Digital Agenc...Clément Génin
This document contains 11 summaries of quotes from various experts in UX design. The summaries address topics such as the importance of user research before prototyping, considering the real-life experiences of users rather than just metrics, designing for flows and stories rather than just features, understanding users to build rapport, allowing for experimentation in the design process, and addressing problems through iterative steps even if a full solution is not immediately apparent.
UX 101: The secrets of good (web & mobile) designMary Lan
User experience design is about more than just being pretty. In this presentation, I talk about form and function and provide quick tips for evaluating your own designs and products.
Similar to Affordance,mapping,constraints and convention in hci (20)
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Best Digital Marketing Strategy Build Your Online Presence 2024.pptxpavankumarpayexelsol
This presentation provides a comprehensive guide to the best digital marketing strategies for 2024, focusing on enhancing your online presence. Key topics include understanding and targeting your audience, building a user-friendly and mobile-responsive website, leveraging the power of social media platforms, optimizing content for search engines, and using email marketing to foster direct engagement. By adopting these strategies, you can increase brand visibility, drive traffic, generate leads, and ultimately boost sales, ensuring your business thrives in the competitive digital landscape.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
4. AFFORDANCE
Affordance maens “What you can do with something”. (Neilsen/Budiu
)
An other definition of Affordance
“What the user CAN SEE that an OBJECT DOES”.
Affordance answers how do i use it?
• Giving a clue...!
• Example:
switch for toggling
chairs are for sitting
table for placing things on 4
6. PERCEIVED AFFORDANCE
“The perceived properties of the object that suggest how one could use it”
OR
“Type of actions a user perceives to be possible”
Problems occur when
These are not the same,
People’s perceptions are not what the
designer expects
6
11. MAPPINGM
the relationship between control and their effect....
the natural relationship between controls and displays
e.g., when we preess the on button of swith then the light wiill be on...or off...
11
13. MAPPING PROBLEMS
Quick, open the top drawer
Mapping:
suggests it should open
the drawer but doesn’t
Affordance:
handle is for pulling
13
14. CAUSALITY
the thing that happens right after an action is
assumed by people to be caused by that action
interpretation of “feedback”
false causality
• incorrect effect
– invoking unfamiliar function just as computer hangs
– causes “superstitious” behaviours
• invisible effect
– command with no apparent result often re-entered repeatedly
– e.g., mouse click to raise menu on unresponsive system
14
16. CONSTRAINTS
• The state of being checked, restricted, or compelled to avoid or perform some action.
• For the effective and efficient use of any application constraints are really necessary.
• There are certain types of constraints:
– Cultural constraints.
– Logical constraints.
– Physical constraints.
16
21. CONVENTIONS
• Conventions are actually cultural constraints.
• They can’t be change so easily.
• Designers must have to kept in mind and design according to the international
standards.
21