chapter 3: interaction design basics - university of...
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Chapter 3: Interaction Design Basics
Designing for Interaction: Creating Innovative Applications and Devices, Dan Saffer, New Riders Press, ISBN 978-0321643391
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Elements of Interaction Design
• Products/services can be digital, analog, or both
• Basic design components of interaction
– Motion– Space– Time– Appearance– Texture– Sound
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Elements of Interaction Design
• Motion– Interaction design is concerned with
behavior– People who use products generate
behavior– Products behave in response
– Behavior = Motion• Pressing key• Response on screen• Click icon
– Wide variation based on attitude, culture, personality, and context
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Elements of Interaction Design
• Space– Movement happens in space– 2-D, 3-D, digital, analog, physical
– Interaction combination of physical and digital spaces• Turn knob on stereo (physical, analog space)• Result shown on digital display (digital space)
– Piazza designed for interaction• Modern interaction design should take advantage of 3D space on screens, idea of
perspective often lost in 2-D
– Where does interaction take place (noisy airport vs. isolated parking lot)
http://en.wikipedia.org/wiki/File:Piazza_st._peters_rome_1909.jpg
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Elements of Interaction Design
• Time– Interaction takes place over time
– Awareness of time• e-Commerce
– Searching and buying a product can take a long time
– Setting a timed out for 5 minutes can be frustrating for the user
• Concert purchase– Limited time to purchase tickets
before seats given away• Games
– Speed of game play, how quickly images appear, complete levels
• Power restrictions– Mobile phone that has only 10
minutes of use is not benefical
Duchamp Descending by Eliot Elisofon, 1952
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Elements of Interaction Design
• Appearance– Provides cues to how it behaves and how
we should interact with it– Remember affordances?
• Perceived based on context and culture
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Elements of Interaction Design
• Appearance variables– Proportion– Structure– Size– Shape– Weight– Color (hue, value, saturation)
http://unusuallife.com/
http://www.joe-ks.com/
BramBoo, http://www.bramboo.becamouflage satellite dish
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Elements of Interaction Design
• Texture– Can be part of appearance– How an object feels in the hand
can also convey information about that object
• Sound– Small but important part that
conveys information– Adjustable components
• Ptich• Volume• Timbre or tone
sample1
sample2
sample3
sample4
sample5
sample6
sample7
sample8
Name that sound …
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Laws of Interaction Design
• Moore’s Law– Doubling of transistors roughly every 2
years– Designers can conceive of devices that
are faster, smaller, more powerful
• Fitts’ Law– Time to target is based on distance to
target and the size of the target– Implications
• Clickable objects need to be of reasonable size
• Edge/corners of screen ideal because you can’t overshoot them
• Popup menus should appear next to object user is working on
E. Moore, Co-founder, Intel Corporation. Copyright © 2005 Intel Corporation.
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Laws of Interaction Design
• The Magical Number Seven– Human mind is best able to remember
information in chunks of seven items, plus or minus two
– Balance cognitive overload vs. too literal a translation of this magic number
• Hick’s Law (Hick-Hyman Law)– Time it takes for a user to make a
decision is determined by the number of possible choices
– Time also impacted by• Familiarly of choices (repeated use?)• Format of choices (words, videos,
buttons, …)
– One menu of 10 items better than two menus of 5 items each
• Does this mean Amazon should present all links on the homepage?
• Is hierarchy dead?
1 520 621 2434 15206212434
1 (520) 621-2434
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Laws of Interaction Design
• Tesler’s Law of the Conservation of Complexity
– In every process there is some inherent complexity
– You cannot reduce the complexity of a given task beyond a certain point
– Once you've reached that point, you can only shift the burden around
– Email example• Minimum requirement - your email address and
the address of the person you want to send mail to
• Burden shifted to mail client / address book, complexity remains but it’s just shifted to software
– Lessons• Share burden of complexity as much as possible
with the product• What is a computer good at? What does a user
want to control?
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Laws of Interaction Design
• The Poka-Yoke Principle– Mistake proofing : avoiding (yokeru)
inadvertent errors (poka)
– Put constraints on products to prevent errors and force users to adjust their behavior to correctly execute an operation
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Characteristics of Good Interaction Design
• Trustworthy– Worthy of being trusted; honest, reliable, or
dependable
– Humans make decisions about trustworthiness of products within seconds of engaging with it
– Products must display trustworthiness quickly– User more likely to take time to examine, learn,
discover features
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Characteristics of Good Interaction Design
• Appropriate– Designs should be appropriate to the
culture, situation, and context
– Understanding cultures and adjusting designs
• Power distance - To what extent will members of a culture accept inequities in power among different members of that culture
• Individualism versus collectivism - Do members of a culture have loose ties to their families and others, or are they members of strong groups (especially families)?
• Masculinity versus femininity – How strong are the gender roles in a culture? In strong masculine cultures, traditional distinction between the sexes are maintained.
• Uncertainty avoidance – How tolerant is a culture of ambiguity and uncertainty?
• Long-term versus short-term orientation –How much does a culture value the future over the past and present?
Thailand (widows), Brazil
Purple
South AfricaRed
EgyptYellow
USBlack
Japan, ChinaWhite
CountryMourning Color
Software of the MindGeert Hofstede
McGraw-Hill; ISBN-13: 978-0071439596
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Characteristics of Good Interaction Design
• Smart– Product/service need to be
smarter than we are– Do the things we humans have
trouble doing
• Responsive– Users need to know the product
“hear” what we told it to do and is working on the task
– If task takes significant time, provide mechanism to let user know
– Indicators assure the user process hasn’t gone into an endless cycle
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Characteristics of Good Interaction Design
• Clever– Intelligence without smugness– Implies delight – leads to delight when user
discovers how clever or thoughtful device is
• Ludic (“loo-dik”)– Means playful– Doesn’t mean design toys, rather provide a
means for user to play with product– User seeks new services and features through
play• Requires lack of consequences
• Pleasurable– If product isn’t pleasing to use, we won’t– Aesthetically and functionally
What does this button do?
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Interaction Design – Rosson, Ch5(Images)
** Developing User Interfaces - Ensuring Usability Through Product & Process, Deborah Hixand H. Rex Hartson, Wiley, ISBN 978-0471578130
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• Prototyping in architecture
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• Prototyping in the automobile industry
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• Prototyping for engineers