SlideShare a Scribd company logo
CHAPTER 4
INTERACTION DESIGN
WHAT IS DESIGN?
• It is achieving goals with constraints
This does not capture everything about design, but helps to focus us on certain
things:
Goals
Constraints
Trade off
This does not capture everything about design, but helps to focus us on certain things:
Goals – it refers to the purpose of the design we are intending to produce. For example, if
if we are designing a wireless personal movie player, we may think about young affluent
users wanting to watch the latest movies whilst on the move and download free copies,
and perhaps wanting to share the experience with a few friends.
Constraints – this include the materials and platforms in making the design
Trade off – Choosing which goals or constraints can be relaxed so that others can be
met. Often the most exciting moments in design are when you get a radically different
idea that allows you to satisfy several apparently contradictory constraints. However, the
more common skill needed in design is to accept the conflict and choose the most
appropriate trade-off.
GOLDEN RULE OF DESIGN
• Understand your materials.
• That is we must:
 understand computers – limitations, capacities, tools, platforms
 understand people – psychological, social aspects, human error.
THE PROCESS OF DESIGN
interviews
ethnography
what is there
vs.
what is wanted
guidelines
principles
dialogue
notations
precise
specification
architectures
documentation
help
evaluation
heuristics
scenarios
task analysiswhat is
wanted
analysis
design
implement
and deploy
prototype
THE PROCESS DESIGN
• Requirements – what is wanted The first stage is establishing what exactly is needed. As
a precursor to this it is usually necessary to find out what is currently happening.
• Analysis The results of observation and interview need to be ordered in some way to
bring out key issues and communicate with later stages of design.
• Design Well, this is all about design, but there is a central stage when you move from
what you want, to how to do it.
• Iteration and prototyping Humans are complex and we cannot expect to get designs
right first time. We therefore need to evaluate a design to see how well it is working and
where there can be improvements.
• Implementation and deployment Finally, when we are happy with our design, we need
to create it and deploy it. This will involve writing code, perhaps making hardware, writing
documentation and manuals – everything that goes into a real system that can be given
to others.
USER FOCUS
• Know your user.
- a little indecision about user/users – much of traditional user interface design
has focused on a single user.
• Persona
- It is a rich picture of an imaginary person who represents your core user
group. See figure 5.3 for the example
• Scenarios
- are stories for design: rich stories of interaction. They are perhaps the simplest
design representation, but one of the most flexible and powerful. See figure 5.4 for the
example
NAVIGATION DESIGN
• As we stressed, the object of design is not just a computer system or device, but
the socio-technical intervention as a whole.
• Widgets
-The appropriate choice of widgets and wording in menus and buttons will help you know how to
use them for a particular selection or action.
• Screens or windows
-You need to find things on the screen, understand the logical grouping of
buttons.
• Navigation within the application
-You need to be able to understand what will happen when a
button is pressed, to understand where you are in the interaction.
• Environment
-The word processor has to read documents from disk, perhaps some are on remote networks. You
swap between applications, perhaps cut and paste.
LOCAL STRUCTURE
• To get you started, here are four things to look for when looking at a single web
page, screen or state of a device.
• knowing where you are
• knowing what you can do
• knowing where you are going – or what will happen
• knowing where you’ve been – or what you’ve done.
DISCUSSION
• The screen, web page or device displays should make clear where you are in terms of
the interaction or state of the system.
• It is also important to know what you can do – what can be pressed or clicked to go
somewhere or do something.
• You then need to know where you are going when you click a button or what will
happen.
These different contexts that change the interpretation of commands are
called modes, see the figure on the next slide
• Finally, if you have just done some major action you also want some sort of
confirmation of what you’ve done.
GLOBAL STRUCTURE – HIERARCHICAL
ORGANIZATION
• One way to organize a system is in some form of hierarchy. This is typically
organized along functional boundaries (that is, different kinds of things), but may
be organized by roles, user type, or some more esoteric breakdown such as
modules in an educational system.
• The hierarchy links screens, pages or states in logical groupings. For example,
Figure 5.6 gives a high-level breakdown of some sort of messaging system. This
sort of hierarchy can be used purely to help during design, but can also be used
to structure the actual system. For example, this may reflect the menu structure of
a PC application or the site structure on the web.
GLOBAL STRUCTURE – DIALOG
• As well as these cross-links in hierarchies, when you get down to detailed
interactions, such as editing or deleting a record, there is obviously a flow of
screens and commands that is not about hierarchy. In HCI the word ‘dialog’ is
used to refer to this pattern of interactions between the user and a system.
NOTICE THIS DESCRIBES THE GENERAL FLOW OF THE SERVICE,
BUT HAS BLANKS FOR THE NAMES OF THE BRIDE AND GROOM. SO IT
GIVES THE PATTERN OF THE INTERACTION BETWEEN THE PARTIES, BUT
IS INSTANTIATED DIFFERENTLY FOR EACH SERVICE.
• A simple way is to use a network diagram showing the principal states or screens linked
together with arrows. This can: n show what leads to what n show what happens when n
include branches and loops n be more task oriented than a hierarchy.
WIDER STILL
• This has several implications:
• Style issues We should normally conform to platform standards, such as positions for
menus on a PC application, to ensure consistency between applications. For example, on
our proposed personal movie player we should make use of standard fast-forward, play
and pause icons.
• Functional issues On a PC application we need to be able to interact with files, read
standard formats and be able to handle cut and paste.
• Navigation issues We may need to support linkages between applications, for example
allowing the embedding of data from one application in another, or, in a mail system,
being able to double click an attachment icon and have the right application launched for
the attachment.
SCREEN DESIGN AND LAYOUT
• The basic principles at the screen level reflect those in other areas of interaction
design:
o Ask What is the user doing?
o Think What information is required? What comparisons may the user need to make?
In what order are things likely to be needed?
o Design Form follows function: let the required interactions drive the layout.
TOOLS AND LAYOUT
• Grouping and structure
TOOLS AND LAYOUT
• Order of groups and items
TOOLS AND LAYOUT
• Decoration
Again looking at Figure 5.8, we can see
how the design uses boxes and a separating
line to make the grouping clear.
TOOLS AND LAYOUT
• Alignment
Alignment of lists is also very important. For users who read text from left to right,
lists of text items should normally be aligned to the left. Numbers, however, should
Figure 5.9 Microwave control panel 214 normally be aligned to the right (for
integers) or at the decimal point.
TOOLS AND LAYOUT
• White Space
White space or negative space is simply unmarked space in the design. It is the
space between the layouts, lines of paragraphs, between paragraphs, between
different UI elements and so on. White space does not literally mean an empty
space with a white background. It can be of any color, texture, patterns or even a
background image.

More Related Content

What's hot

Prototyping
PrototypingPrototyping
Prototyping
Eman Abed AlWahhab
 
Human computer interaction -Input output channel with Scenario
Human computer interaction -Input output channel with ScenarioHuman computer interaction -Input output channel with Scenario
Human computer interaction -Input output channel with Scenario
N.Jagadish Kumar
 
User Interface Design in Software Engineering SE15
User Interface Design in Software Engineering SE15User Interface Design in Software Engineering SE15
User Interface Design in Software Engineering SE15
koolkampus
 
The computer HCI
The computer HCIThe computer HCI
The computer HCI
PhD Research Scholar
 
HCI 3e - Ch 5: Interaction design basics
HCI 3e - Ch 5:  Interaction design basicsHCI 3e - Ch 5:  Interaction design basics
HCI 3e - Ch 5: Interaction design basics
Alan Dix
 
Lecture 2: Human-Computer Interaction: Conceptual Design (2014)
Lecture 2: Human-Computer Interaction: Conceptual Design (2014)Lecture 2: Human-Computer Interaction: Conceptual Design (2014)
Lecture 2: Human-Computer Interaction: Conceptual Design (2014)
Lora Aroyo
 
Single User v/s Multi User Databases
Single User v/s Multi User DatabasesSingle User v/s Multi User Databases
Single User v/s Multi User Databases
Raminder Pal Singh
 
User interface design: definitions, processes and principles
User interface design: definitions, processes and principlesUser interface design: definitions, processes and principles
User interface design: definitions, processes and principles
David Little
 
Software reuse ppt.
Software reuse ppt.Software reuse ppt.
Software reuse ppt.
Sumit Biswas
 
Human Computer Interaction (HCI)
Human Computer Interaction (HCI)Human Computer Interaction (HCI)
Human Computer Interaction (HCI)
Lahiru Danushka
 
What Is Interaction Design
What Is Interaction DesignWhat Is Interaction Design
What Is Interaction Design
Graeme Smith
 
Chapter 12 user interface design
Chapter 12 user interface designChapter 12 user interface design
Chapter 12 user interface design
SHREEHARI WADAWADAGI
 
User cognitive aspects for HCI
User cognitive aspects for HCIUser cognitive aspects for HCI
User cognitive aspects for HCI
HafizMImran1
 
Hci activity#1
Hci activity#1Hci activity#1
Hci activity#1
Desalegn Aweke
 
HCI - Chapter 3
HCI - Chapter 3HCI - Chapter 3
HCI - Chapter 3
Alan Dix
 
Don Norman "Design of everyday things" - UX Book Club
Don Norman "Design of everyday things" - UX Book ClubDon Norman "Design of everyday things" - UX Book Club
Don Norman "Design of everyday things" - UX Book Club
Wojciech Staszczyk
 
Software engineering unit 1
Software engineering unit 1Software engineering unit 1
Software engineering unit 1
gondwana university
 
distributed Computing system model
distributed Computing system modeldistributed Computing system model
distributed Computing system model
Harshad Umredkar
 
Psychology of usable things
Psychology of usable thingsPsychology of usable things
Psychology of usable things
junaid54321
 
Dynamic system development method
Dynamic system development methodDynamic system development method
Dynamic system development method
Nisak Ahamed
 

What's hot (20)

Prototyping
PrototypingPrototyping
Prototyping
 
Human computer interaction -Input output channel with Scenario
Human computer interaction -Input output channel with ScenarioHuman computer interaction -Input output channel with Scenario
Human computer interaction -Input output channel with Scenario
 
User Interface Design in Software Engineering SE15
User Interface Design in Software Engineering SE15User Interface Design in Software Engineering SE15
User Interface Design in Software Engineering SE15
 
The computer HCI
The computer HCIThe computer HCI
The computer HCI
 
HCI 3e - Ch 5: Interaction design basics
HCI 3e - Ch 5:  Interaction design basicsHCI 3e - Ch 5:  Interaction design basics
HCI 3e - Ch 5: Interaction design basics
 
Lecture 2: Human-Computer Interaction: Conceptual Design (2014)
Lecture 2: Human-Computer Interaction: Conceptual Design (2014)Lecture 2: Human-Computer Interaction: Conceptual Design (2014)
Lecture 2: Human-Computer Interaction: Conceptual Design (2014)
 
Single User v/s Multi User Databases
Single User v/s Multi User DatabasesSingle User v/s Multi User Databases
Single User v/s Multi User Databases
 
User interface design: definitions, processes and principles
User interface design: definitions, processes and principlesUser interface design: definitions, processes and principles
User interface design: definitions, processes and principles
 
Software reuse ppt.
Software reuse ppt.Software reuse ppt.
Software reuse ppt.
 
Human Computer Interaction (HCI)
Human Computer Interaction (HCI)Human Computer Interaction (HCI)
Human Computer Interaction (HCI)
 
What Is Interaction Design
What Is Interaction DesignWhat Is Interaction Design
What Is Interaction Design
 
Chapter 12 user interface design
Chapter 12 user interface designChapter 12 user interface design
Chapter 12 user interface design
 
User cognitive aspects for HCI
User cognitive aspects for HCIUser cognitive aspects for HCI
User cognitive aspects for HCI
 
Hci activity#1
Hci activity#1Hci activity#1
Hci activity#1
 
HCI - Chapter 3
HCI - Chapter 3HCI - Chapter 3
HCI - Chapter 3
 
Don Norman "Design of everyday things" - UX Book Club
Don Norman "Design of everyday things" - UX Book ClubDon Norman "Design of everyday things" - UX Book Club
Don Norman "Design of everyday things" - UX Book Club
 
Software engineering unit 1
Software engineering unit 1Software engineering unit 1
Software engineering unit 1
 
distributed Computing system model
distributed Computing system modeldistributed Computing system model
distributed Computing system model
 
Psychology of usable things
Psychology of usable thingsPsychology of usable things
Psychology of usable things
 
Dynamic system development method
Dynamic system development methodDynamic system development method
Dynamic system development method
 

Similar to Chapter 4 interaction design

Week 8 & 10
Week 8 & 10Week 8 & 10
Week 8 & 10
Study Geek
 
Interaction-design-basic.pptx
Interaction-design-basic.pptxInteraction-design-basic.pptx
Interaction-design-basic.pptx
PrinceCharlesClement
 
Unit ii design process
Unit ii design processUnit ii design process
Unit ii design process
tamizh arthanari
 
Lesson 2 HCI 2.pptx
Lesson 2 HCI 2.pptxLesson 2 HCI 2.pptx
Lesson 2 HCI 2.pptx
EllenGracePorras
 
L16 Documenting Software
L16 Documenting SoftwareL16 Documenting Software
L16 Documenting Software
Ólafur Andri Ragnarsson
 
Design Like a Pro: Building Better HMI Navigation Schemes
Design Like a Pro: Building Better HMI Navigation SchemesDesign Like a Pro: Building Better HMI Navigation Schemes
Design Like a Pro: Building Better HMI Navigation Schemes
Inductive Automation
 
Design Like a Pro: Building Better HMI Navigation Schemes
Design Like a Pro: Building Better HMI Navigation SchemesDesign Like a Pro: Building Better HMI Navigation Schemes
Design Like a Pro: Building Better HMI Navigation Schemes
Inductive Automation
 
The definitive guide to Web flowcharts
The definitive guide to Web flowchartsThe definitive guide to Web flowcharts
The definitive guide to Web flowcharts
FelixDing
 
Game interface design part 2
Game interface design part 2Game interface design part 2
Game interface design part 2
Durgesh Pandey
 
Intro to UX Design
Intro to UX DesignIntro to UX Design
Intro to UX Design
jayyearley
 
Hci [6]interaction design
Hci [6]interaction designHci [6]interaction design
Hci [6]interaction design
Welly Dian Astika
 
The Go-To Manual for Confluence Newbies
The Go-To Manual for Confluence NewbiesThe Go-To Manual for Confluence Newbies
The Go-To Manual for Confluence Newbies
StepShot
 
Design Principlesfrom Don Norman’s Design of Everyday Thing.docx
Design Principlesfrom Don Norman’s Design of Everyday Thing.docxDesign Principlesfrom Don Norman’s Design of Everyday Thing.docx
Design Principlesfrom Don Norman’s Design of Everyday Thing.docx
theodorelove43763
 
Workflow diagramming and information architecture
Workflow diagramming and information architectureWorkflow diagramming and information architecture
Workflow diagramming and information architecture
Dianna Miller
 
Clarisoft Software Development Process (Lunch & Learn Presentation)
Clarisoft Software Development Process (Lunch & Learn Presentation)Clarisoft Software Development Process (Lunch & Learn Presentation)
Clarisoft Software Development Process (Lunch & Learn Presentation)
Robert Haines
 
Part C Developing Your Design SolutionThe Production Cycle.docx
Part C Developing Your Design SolutionThe Production Cycle.docxPart C Developing Your Design SolutionThe Production Cycle.docx
Part C Developing Your Design SolutionThe Production Cycle.docx
smile790243
 
Lesson 2 HCI 2.pdf
Lesson 2 HCI 2.pdfLesson 2 HCI 2.pdf
Lesson 2 HCI 2.pdf
EllenGracePorras
 
OOP -interface and objects.pptx
OOP -interface and objects.pptxOOP -interface and objects.pptx
OOP -interface and objects.pptx
EdFeranil
 
Agile Prototyping Best Practices
Agile Prototyping Best PracticesAgile Prototyping Best Practices
Agile Prototyping Best Practices
uxpin
 
Ni week no designer, no problem
Ni week no designer, no problem Ni week no designer, no problem
Ni week no designer, no problem
Jenica Welch
 

Similar to Chapter 4 interaction design (20)

Week 8 & 10
Week 8 & 10Week 8 & 10
Week 8 & 10
 
Interaction-design-basic.pptx
Interaction-design-basic.pptxInteraction-design-basic.pptx
Interaction-design-basic.pptx
 
Unit ii design process
Unit ii design processUnit ii design process
Unit ii design process
 
Lesson 2 HCI 2.pptx
Lesson 2 HCI 2.pptxLesson 2 HCI 2.pptx
Lesson 2 HCI 2.pptx
 
L16 Documenting Software
L16 Documenting SoftwareL16 Documenting Software
L16 Documenting Software
 
Design Like a Pro: Building Better HMI Navigation Schemes
Design Like a Pro: Building Better HMI Navigation SchemesDesign Like a Pro: Building Better HMI Navigation Schemes
Design Like a Pro: Building Better HMI Navigation Schemes
 
Design Like a Pro: Building Better HMI Navigation Schemes
Design Like a Pro: Building Better HMI Navigation SchemesDesign Like a Pro: Building Better HMI Navigation Schemes
Design Like a Pro: Building Better HMI Navigation Schemes
 
The definitive guide to Web flowcharts
The definitive guide to Web flowchartsThe definitive guide to Web flowcharts
The definitive guide to Web flowcharts
 
Game interface design part 2
Game interface design part 2Game interface design part 2
Game interface design part 2
 
Intro to UX Design
Intro to UX DesignIntro to UX Design
Intro to UX Design
 
Hci [6]interaction design
Hci [6]interaction designHci [6]interaction design
Hci [6]interaction design
 
The Go-To Manual for Confluence Newbies
The Go-To Manual for Confluence NewbiesThe Go-To Manual for Confluence Newbies
The Go-To Manual for Confluence Newbies
 
Design Principlesfrom Don Norman’s Design of Everyday Thing.docx
Design Principlesfrom Don Norman’s Design of Everyday Thing.docxDesign Principlesfrom Don Norman’s Design of Everyday Thing.docx
Design Principlesfrom Don Norman’s Design of Everyday Thing.docx
 
Workflow diagramming and information architecture
Workflow diagramming and information architectureWorkflow diagramming and information architecture
Workflow diagramming and information architecture
 
Clarisoft Software Development Process (Lunch & Learn Presentation)
Clarisoft Software Development Process (Lunch & Learn Presentation)Clarisoft Software Development Process (Lunch & Learn Presentation)
Clarisoft Software Development Process (Lunch & Learn Presentation)
 
Part C Developing Your Design SolutionThe Production Cycle.docx
Part C Developing Your Design SolutionThe Production Cycle.docxPart C Developing Your Design SolutionThe Production Cycle.docx
Part C Developing Your Design SolutionThe Production Cycle.docx
 
Lesson 2 HCI 2.pdf
Lesson 2 HCI 2.pdfLesson 2 HCI 2.pdf
Lesson 2 HCI 2.pdf
 
OOP -interface and objects.pptx
OOP -interface and objects.pptxOOP -interface and objects.pptx
OOP -interface and objects.pptx
 
Agile Prototyping Best Practices
Agile Prototyping Best PracticesAgile Prototyping Best Practices
Agile Prototyping Best Practices
 
Ni week no designer, no problem
Ni week no designer, no problem Ni week no designer, no problem
Ni week no designer, no problem
 

More from MLG College of Learning, Inc

PC111.Lesson2
PC111.Lesson2PC111.Lesson2
PC111.Lesson1
PC111.Lesson1PC111.Lesson1
PC111-lesson1.pptx
PC111-lesson1.pptxPC111-lesson1.pptx
PC111-lesson1.pptx
MLG College of Learning, Inc
 
PC LEESOON 6.pptx
PC LEESOON 6.pptxPC LEESOON 6.pptx
PC LEESOON 6.pptx
MLG College of Learning, Inc
 
PC 106 PPT-09.pptx
PC 106 PPT-09.pptxPC 106 PPT-09.pptx
PC 106 PPT-09.pptx
MLG College of Learning, Inc
 
PC 106 PPT-07
PC 106 PPT-07PC 106 PPT-07
PC 106 PPT-01
PC 106 PPT-01PC 106 PPT-01
PC 106 PPT-06
PC 106 PPT-06PC 106 PPT-06
PC 106 PPT-05
PC 106 PPT-05PC 106 PPT-05
PC 106 Slide 04
PC 106 Slide 04PC 106 Slide 04
PC 106 Slide no.02
PC 106 Slide no.02PC 106 Slide no.02
PC 106 Slide no.02
MLG College of Learning, Inc
 
pc-106-slide-3
pc-106-slide-3pc-106-slide-3
PC 106 Slide 2
PC 106 Slide 2PC 106 Slide 2
PC 106 Slide 1.pptx
PC 106 Slide 1.pptxPC 106 Slide 1.pptx
PC 106 Slide 1.pptx
MLG College of Learning, Inc
 
Db2 characteristics of db ms
Db2 characteristics of db msDb2 characteristics of db ms
Db2 characteristics of db ms
MLG College of Learning, Inc
 
Db1 introduction
Db1 introductionDb1 introduction
Lesson 3.2
Lesson 3.2Lesson 3.2
Lesson 3.1
Lesson 3.1Lesson 3.1
Lesson 1.6
Lesson 1.6Lesson 1.6
Lesson 3.2
Lesson 3.2Lesson 3.2

More from MLG College of Learning, Inc (20)

PC111.Lesson2
PC111.Lesson2PC111.Lesson2
PC111.Lesson2
 
PC111.Lesson1
PC111.Lesson1PC111.Lesson1
PC111.Lesson1
 
PC111-lesson1.pptx
PC111-lesson1.pptxPC111-lesson1.pptx
PC111-lesson1.pptx
 
PC LEESOON 6.pptx
PC LEESOON 6.pptxPC LEESOON 6.pptx
PC LEESOON 6.pptx
 
PC 106 PPT-09.pptx
PC 106 PPT-09.pptxPC 106 PPT-09.pptx
PC 106 PPT-09.pptx
 
PC 106 PPT-07
PC 106 PPT-07PC 106 PPT-07
PC 106 PPT-07
 
PC 106 PPT-01
PC 106 PPT-01PC 106 PPT-01
PC 106 PPT-01
 
PC 106 PPT-06
PC 106 PPT-06PC 106 PPT-06
PC 106 PPT-06
 
PC 106 PPT-05
PC 106 PPT-05PC 106 PPT-05
PC 106 PPT-05
 
PC 106 Slide 04
PC 106 Slide 04PC 106 Slide 04
PC 106 Slide 04
 
PC 106 Slide no.02
PC 106 Slide no.02PC 106 Slide no.02
PC 106 Slide no.02
 
pc-106-slide-3
pc-106-slide-3pc-106-slide-3
pc-106-slide-3
 
PC 106 Slide 2
PC 106 Slide 2PC 106 Slide 2
PC 106 Slide 2
 
PC 106 Slide 1.pptx
PC 106 Slide 1.pptxPC 106 Slide 1.pptx
PC 106 Slide 1.pptx
 
Db2 characteristics of db ms
Db2 characteristics of db msDb2 characteristics of db ms
Db2 characteristics of db ms
 
Db1 introduction
Db1 introductionDb1 introduction
Db1 introduction
 
Lesson 3.2
Lesson 3.2Lesson 3.2
Lesson 3.2
 
Lesson 3.1
Lesson 3.1Lesson 3.1
Lesson 3.1
 
Lesson 1.6
Lesson 1.6Lesson 1.6
Lesson 1.6
 
Lesson 3.2
Lesson 3.2Lesson 3.2
Lesson 3.2
 

Recently uploaded

Film vocab for eal 3 students: Australia the movie
Film vocab for eal 3 students: Australia the movieFilm vocab for eal 3 students: Australia the movie
Film vocab for eal 3 students: Australia the movie
Nicholas Montgomery
 
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptx
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxBeyond Degrees - Empowering the Workforce in the Context of Skills-First.pptx
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptx
EduSkills OECD
 
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UP
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPLAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UP
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UP
RAHUL
 
Walmart Business+ and Spark Good for Nonprofits.pdf
Walmart Business+ and Spark Good for Nonprofits.pdfWalmart Business+ and Spark Good for Nonprofits.pdf
Walmart Business+ and Spark Good for Nonprofits.pdf
TechSoup
 
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...
Diana Rendina
 
RHEOLOGY Physical pharmaceutics-II notes for B.pharm 4th sem students
RHEOLOGY Physical pharmaceutics-II notes for B.pharm 4th sem studentsRHEOLOGY Physical pharmaceutics-II notes for B.pharm 4th sem students
RHEOLOGY Physical pharmaceutics-II notes for B.pharm 4th sem students
Himanshu Rai
 
C1 Rubenstein AP HuG xxxxxxxxxxxxxx.pptx
C1 Rubenstein AP HuG xxxxxxxxxxxxxx.pptxC1 Rubenstein AP HuG xxxxxxxxxxxxxx.pptx
C1 Rubenstein AP HuG xxxxxxxxxxxxxx.pptx
mulvey2
 
How to Manage Your Lost Opportunities in Odoo 17 CRM
How to Manage Your Lost Opportunities in Odoo 17 CRMHow to Manage Your Lost Opportunities in Odoo 17 CRM
How to Manage Your Lost Opportunities in Odoo 17 CRM
Celine George
 
The basics of sentences session 6pptx.pptx
The basics of sentences session 6pptx.pptxThe basics of sentences session 6pptx.pptx
The basics of sentences session 6pptx.pptx
heathfieldcps1
 
How to Setup Warehouse & Location in Odoo 17 Inventory
How to Setup Warehouse & Location in Odoo 17 InventoryHow to Setup Warehouse & Location in Odoo 17 Inventory
How to Setup Warehouse & Location in Odoo 17 Inventory
Celine George
 
writing about opinions about Australia the movie
writing about opinions about Australia the moviewriting about opinions about Australia the movie
writing about opinions about Australia the movie
Nicholas Montgomery
 
How to Make a Field Mandatory in Odoo 17
How to Make a Field Mandatory in Odoo 17How to Make a Field Mandatory in Odoo 17
How to Make a Field Mandatory in Odoo 17
Celine George
 
How to Create a More Engaging and Human Online Learning Experience
How to Create a More Engaging and Human Online Learning Experience How to Create a More Engaging and Human Online Learning Experience
How to Create a More Engaging and Human Online Learning Experience
Wahiba Chair Training & Consulting
 
Your Skill Boost Masterclass: Strategies for Effective Upskilling
Your Skill Boost Masterclass: Strategies for Effective UpskillingYour Skill Boost Masterclass: Strategies for Effective Upskilling
Your Skill Boost Masterclass: Strategies for Effective Upskilling
Excellence Foundation for South Sudan
 
Chapter wise All Notes of First year Basic Civil Engineering.pptx
Chapter wise All Notes of First year Basic Civil Engineering.pptxChapter wise All Notes of First year Basic Civil Engineering.pptx
Chapter wise All Notes of First year Basic Civil Engineering.pptx
Denish Jangid
 
Cognitive Development Adolescence Psychology
Cognitive Development Adolescence PsychologyCognitive Development Adolescence Psychology
Cognitive Development Adolescence Psychology
paigestewart1632
 
Traditional Musical Instruments of Arunachal Pradesh and Uttar Pradesh - RAYH...
Traditional Musical Instruments of Arunachal Pradesh and Uttar Pradesh - RAYH...Traditional Musical Instruments of Arunachal Pradesh and Uttar Pradesh - RAYH...
Traditional Musical Instruments of Arunachal Pradesh and Uttar Pradesh - RAYH...
imrankhan141184
 
Liberal Approach to the Study of Indian Politics.pdf
Liberal Approach to the Study of Indian Politics.pdfLiberal Approach to the Study of Indian Politics.pdf
Liberal Approach to the Study of Indian Politics.pdf
WaniBasim
 
BÀI TẬP DẠY THÊM TIẾNG ANH LỚP 7 CẢ NĂM FRIENDS PLUS SÁCH CHÂN TRỜI SÁNG TẠO ...
BÀI TẬP DẠY THÊM TIẾNG ANH LỚP 7 CẢ NĂM FRIENDS PLUS SÁCH CHÂN TRỜI SÁNG TẠO ...BÀI TẬP DẠY THÊM TIẾNG ANH LỚP 7 CẢ NĂM FRIENDS PLUS SÁCH CHÂN TRỜI SÁNG TẠO ...
BÀI TẬP DẠY THÊM TIẾNG ANH LỚP 7 CẢ NĂM FRIENDS PLUS SÁCH CHÂN TRỜI SÁNG TẠO ...
Nguyen Thanh Tu Collection
 
NEWSPAPERS - QUESTION 1 - REVISION POWERPOINT.pptx
NEWSPAPERS - QUESTION 1 - REVISION POWERPOINT.pptxNEWSPAPERS - QUESTION 1 - REVISION POWERPOINT.pptx
NEWSPAPERS - QUESTION 1 - REVISION POWERPOINT.pptx
iammrhaywood
 

Recently uploaded (20)

Film vocab for eal 3 students: Australia the movie
Film vocab for eal 3 students: Australia the movieFilm vocab for eal 3 students: Australia the movie
Film vocab for eal 3 students: Australia the movie
 
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptx
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxBeyond Degrees - Empowering the Workforce in the Context of Skills-First.pptx
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptx
 
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UP
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPLAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UP
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UP
 
Walmart Business+ and Spark Good for Nonprofits.pdf
Walmart Business+ and Spark Good for Nonprofits.pdfWalmart Business+ and Spark Good for Nonprofits.pdf
Walmart Business+ and Spark Good for Nonprofits.pdf
 
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...
 
RHEOLOGY Physical pharmaceutics-II notes for B.pharm 4th sem students
RHEOLOGY Physical pharmaceutics-II notes for B.pharm 4th sem studentsRHEOLOGY Physical pharmaceutics-II notes for B.pharm 4th sem students
RHEOLOGY Physical pharmaceutics-II notes for B.pharm 4th sem students
 
C1 Rubenstein AP HuG xxxxxxxxxxxxxx.pptx
C1 Rubenstein AP HuG xxxxxxxxxxxxxx.pptxC1 Rubenstein AP HuG xxxxxxxxxxxxxx.pptx
C1 Rubenstein AP HuG xxxxxxxxxxxxxx.pptx
 
How to Manage Your Lost Opportunities in Odoo 17 CRM
How to Manage Your Lost Opportunities in Odoo 17 CRMHow to Manage Your Lost Opportunities in Odoo 17 CRM
How to Manage Your Lost Opportunities in Odoo 17 CRM
 
The basics of sentences session 6pptx.pptx
The basics of sentences session 6pptx.pptxThe basics of sentences session 6pptx.pptx
The basics of sentences session 6pptx.pptx
 
How to Setup Warehouse & Location in Odoo 17 Inventory
How to Setup Warehouse & Location in Odoo 17 InventoryHow to Setup Warehouse & Location in Odoo 17 Inventory
How to Setup Warehouse & Location in Odoo 17 Inventory
 
writing about opinions about Australia the movie
writing about opinions about Australia the moviewriting about opinions about Australia the movie
writing about opinions about Australia the movie
 
How to Make a Field Mandatory in Odoo 17
How to Make a Field Mandatory in Odoo 17How to Make a Field Mandatory in Odoo 17
How to Make a Field Mandatory in Odoo 17
 
How to Create a More Engaging and Human Online Learning Experience
How to Create a More Engaging and Human Online Learning Experience How to Create a More Engaging and Human Online Learning Experience
How to Create a More Engaging and Human Online Learning Experience
 
Your Skill Boost Masterclass: Strategies for Effective Upskilling
Your Skill Boost Masterclass: Strategies for Effective UpskillingYour Skill Boost Masterclass: Strategies for Effective Upskilling
Your Skill Boost Masterclass: Strategies for Effective Upskilling
 
Chapter wise All Notes of First year Basic Civil Engineering.pptx
Chapter wise All Notes of First year Basic Civil Engineering.pptxChapter wise All Notes of First year Basic Civil Engineering.pptx
Chapter wise All Notes of First year Basic Civil Engineering.pptx
 
Cognitive Development Adolescence Psychology
Cognitive Development Adolescence PsychologyCognitive Development Adolescence Psychology
Cognitive Development Adolescence Psychology
 
Traditional Musical Instruments of Arunachal Pradesh and Uttar Pradesh - RAYH...
Traditional Musical Instruments of Arunachal Pradesh and Uttar Pradesh - RAYH...Traditional Musical Instruments of Arunachal Pradesh and Uttar Pradesh - RAYH...
Traditional Musical Instruments of Arunachal Pradesh and Uttar Pradesh - RAYH...
 
Liberal Approach to the Study of Indian Politics.pdf
Liberal Approach to the Study of Indian Politics.pdfLiberal Approach to the Study of Indian Politics.pdf
Liberal Approach to the Study of Indian Politics.pdf
 
BÀI TẬP DẠY THÊM TIẾNG ANH LỚP 7 CẢ NĂM FRIENDS PLUS SÁCH CHÂN TRỜI SÁNG TẠO ...
BÀI TẬP DẠY THÊM TIẾNG ANH LỚP 7 CẢ NĂM FRIENDS PLUS SÁCH CHÂN TRỜI SÁNG TẠO ...BÀI TẬP DẠY THÊM TIẾNG ANH LỚP 7 CẢ NĂM FRIENDS PLUS SÁCH CHÂN TRỜI SÁNG TẠO ...
BÀI TẬP DẠY THÊM TIẾNG ANH LỚP 7 CẢ NĂM FRIENDS PLUS SÁCH CHÂN TRỜI SÁNG TẠO ...
 
NEWSPAPERS - QUESTION 1 - REVISION POWERPOINT.pptx
NEWSPAPERS - QUESTION 1 - REVISION POWERPOINT.pptxNEWSPAPERS - QUESTION 1 - REVISION POWERPOINT.pptx
NEWSPAPERS - QUESTION 1 - REVISION POWERPOINT.pptx
 

Chapter 4 interaction design

  • 2. WHAT IS DESIGN? • It is achieving goals with constraints This does not capture everything about design, but helps to focus us on certain things: Goals Constraints Trade off
  • 3. This does not capture everything about design, but helps to focus us on certain things: Goals – it refers to the purpose of the design we are intending to produce. For example, if if we are designing a wireless personal movie player, we may think about young affluent users wanting to watch the latest movies whilst on the move and download free copies, and perhaps wanting to share the experience with a few friends. Constraints – this include the materials and platforms in making the design Trade off – Choosing which goals or constraints can be relaxed so that others can be met. Often the most exciting moments in design are when you get a radically different idea that allows you to satisfy several apparently contradictory constraints. However, the more common skill needed in design is to accept the conflict and choose the most appropriate trade-off.
  • 4. GOLDEN RULE OF DESIGN • Understand your materials. • That is we must:  understand computers – limitations, capacities, tools, platforms  understand people – psychological, social aspects, human error.
  • 5. THE PROCESS OF DESIGN interviews ethnography what is there vs. what is wanted guidelines principles dialogue notations precise specification architectures documentation help evaluation heuristics scenarios task analysiswhat is wanted analysis design implement and deploy prototype
  • 6. THE PROCESS DESIGN • Requirements – what is wanted The first stage is establishing what exactly is needed. As a precursor to this it is usually necessary to find out what is currently happening. • Analysis The results of observation and interview need to be ordered in some way to bring out key issues and communicate with later stages of design. • Design Well, this is all about design, but there is a central stage when you move from what you want, to how to do it. • Iteration and prototyping Humans are complex and we cannot expect to get designs right first time. We therefore need to evaluate a design to see how well it is working and where there can be improvements. • Implementation and deployment Finally, when we are happy with our design, we need to create it and deploy it. This will involve writing code, perhaps making hardware, writing documentation and manuals – everything that goes into a real system that can be given to others.
  • 7. USER FOCUS • Know your user. - a little indecision about user/users – much of traditional user interface design has focused on a single user. • Persona - It is a rich picture of an imaginary person who represents your core user group. See figure 5.3 for the example • Scenarios - are stories for design: rich stories of interaction. They are perhaps the simplest design representation, but one of the most flexible and powerful. See figure 5.4 for the example
  • 8.
  • 9.
  • 10. NAVIGATION DESIGN • As we stressed, the object of design is not just a computer system or device, but the socio-technical intervention as a whole.
  • 11. • Widgets -The appropriate choice of widgets and wording in menus and buttons will help you know how to use them for a particular selection or action. • Screens or windows -You need to find things on the screen, understand the logical grouping of buttons. • Navigation within the application -You need to be able to understand what will happen when a button is pressed, to understand where you are in the interaction. • Environment -The word processor has to read documents from disk, perhaps some are on remote networks. You swap between applications, perhaps cut and paste.
  • 12. LOCAL STRUCTURE • To get you started, here are four things to look for when looking at a single web page, screen or state of a device. • knowing where you are • knowing what you can do • knowing where you are going – or what will happen • knowing where you’ve been – or what you’ve done.
  • 13. DISCUSSION • The screen, web page or device displays should make clear where you are in terms of the interaction or state of the system. • It is also important to know what you can do – what can be pressed or clicked to go somewhere or do something. • You then need to know where you are going when you click a button or what will happen. These different contexts that change the interpretation of commands are called modes, see the figure on the next slide • Finally, if you have just done some major action you also want some sort of confirmation of what you’ve done.
  • 14.
  • 15. GLOBAL STRUCTURE – HIERARCHICAL ORGANIZATION • One way to organize a system is in some form of hierarchy. This is typically organized along functional boundaries (that is, different kinds of things), but may be organized by roles, user type, or some more esoteric breakdown such as modules in an educational system. • The hierarchy links screens, pages or states in logical groupings. For example, Figure 5.6 gives a high-level breakdown of some sort of messaging system. This sort of hierarchy can be used purely to help during design, but can also be used to structure the actual system. For example, this may reflect the menu structure of a PC application or the site structure on the web.
  • 16.
  • 17. GLOBAL STRUCTURE – DIALOG • As well as these cross-links in hierarchies, when you get down to detailed interactions, such as editing or deleting a record, there is obviously a flow of screens and commands that is not about hierarchy. In HCI the word ‘dialog’ is used to refer to this pattern of interactions between the user and a system.
  • 18. NOTICE THIS DESCRIBES THE GENERAL FLOW OF THE SERVICE, BUT HAS BLANKS FOR THE NAMES OF THE BRIDE AND GROOM. SO IT GIVES THE PATTERN OF THE INTERACTION BETWEEN THE PARTIES, BUT IS INSTANTIATED DIFFERENTLY FOR EACH SERVICE.
  • 19. • A simple way is to use a network diagram showing the principal states or screens linked together with arrows. This can: n show what leads to what n show what happens when n include branches and loops n be more task oriented than a hierarchy.
  • 20. WIDER STILL • This has several implications: • Style issues We should normally conform to platform standards, such as positions for menus on a PC application, to ensure consistency between applications. For example, on our proposed personal movie player we should make use of standard fast-forward, play and pause icons. • Functional issues On a PC application we need to be able to interact with files, read standard formats and be able to handle cut and paste. • Navigation issues We may need to support linkages between applications, for example allowing the embedding of data from one application in another, or, in a mail system, being able to double click an attachment icon and have the right application launched for the attachment.
  • 21. SCREEN DESIGN AND LAYOUT • The basic principles at the screen level reflect those in other areas of interaction design: o Ask What is the user doing? o Think What information is required? What comparisons may the user need to make? In what order are things likely to be needed? o Design Form follows function: let the required interactions drive the layout.
  • 22. TOOLS AND LAYOUT • Grouping and structure
  • 23. TOOLS AND LAYOUT • Order of groups and items
  • 24. TOOLS AND LAYOUT • Decoration Again looking at Figure 5.8, we can see how the design uses boxes and a separating line to make the grouping clear.
  • 25. TOOLS AND LAYOUT • Alignment Alignment of lists is also very important. For users who read text from left to right, lists of text items should normally be aligned to the left. Numbers, however, should Figure 5.9 Microwave control panel 214 normally be aligned to the right (for integers) or at the decimal point.
  • 26. TOOLS AND LAYOUT • White Space White space or negative space is simply unmarked space in the design. It is the space between the layouts, lines of paragraphs, between paragraphs, between different UI elements and so on. White space does not literally mean an empty space with a white background. It can be of any color, texture, patterns or even a background image.