cs 4963: ui design
DESCRIPTION
CS 4963: UI Design. Interaction Design, Part 1. Today:. What is Interaction Design, anyways? How do we do interaction design? Fundamentals and Building Blocks Heuristics and Patterns Next Interaction Design lesson: Deliverables Documentation. - PowerPoint PPT PresentationTRANSCRIPT
CS 4963: UI Design
Interaction Design, Part 1
Today:• What is Interaction Design, anyways?• How do we do interaction design?– Fundamentals and Building Blocks– Heuristics and Patterns
• Next Interaction Design lesson:– Deliverables– Documentation
“Interaction Design (IxD) defines the structure and behavior of interactive systems. Interaction
Designers strive to create meaningful relationships between people and the products
and services that they use, from computers to mobile devices to appliances and beyond.”
—Interaction Design Association (IxDA)
“Interaction design defines workflows that support users’ goals and tasks, the affordances
through which digital products and services communicate their functionality and interactivity to users, the ways in which users can
interact with those affordances, products’ behaviors in response to user interactions, and the methods by which products indicate state changes. Good interaction
design facilitates people’s tasks and ensures that digital products are both learnable and usable by reducing complexity as much as possible, preventing user error, adhering to standards when appropriate, and through consistency
across an entire product or product line. Typical interaction design deliverables include specifications, wireframes, usage scenarios, and prototypes.”
—Pabini Gabriel-PetitUXMatters.com
“Interaction design defines workflows that support users’ goals and tasks, the affordances
through which digital products and services communicate their functionality and interactivity to users, the ways in which users can
interact with those affordances, products’ behaviors in response to user interactions, and the methods by which products indicate state changes. Good interaction
design facilitates people’s tasks and ensures that digital products are both learnable and usable by reducing complexity as much as possible, preventing user error, adhering to standards when appropriate, and through consistency
across an entire product or product line. Typical interaction design deliverables include specifications, wireframes, usage scenarios, and prototypes.”
—Pabini Gabriel-Petit
…call and response.
Call and response.
from http://www.flickr.com/photos/anirudhkoul/2045497777/
(YOU)
Call and response.
from http://www.flickr.com/photos/anirudhkoul/2045497777/
Sing it!
WHOOOOOA!!
WHOOOOOA!!
Call and response.
from http://www.flickr.com/photos/anirudhkoul/2045497777/
We love you!
Freebird! FREEEBIRD!
Encore! AAAAH! FIRE!!! THE DRUMMER’S HAIR IS ON FIRE!
Yeah!!We’ll play another song as
soon as I extinguish the drummer.
“Interaction is acting on the world and receiving feedback from the world.” Interaction design is defining how do you [as a user]…- do? Affordances?- feel? Interactivity?- know? Mental models?—Bill Verplank (helped develop Xerox Star, establish IDII)
from designinginteractions.com
How is IxD done?• Building blocks– Affordances (and common controls)– States (and Transitions …context!)– Feedback (Behavior)
• Heuristics– General approaches– Human-Computer Interaction methods– Interaction Design Patterns
BUILDING BLOCKS
Affordances
from http://www.flickr.com/photos/arrrika/315335846/
from http://www.flickr.com/photos/smig44/2690249520/
Affordances + Constraints => Mappings
Common Controls
from http://www.flickr.com/photos/brook/5259347/
from http://www.flickr.com/photos/tonyjcase/2759363747/
?
Feedback
from http://www.flickr.com/photos/24thcentury/2381462463/
from http://www.flickr.com/photos/rachelfordjames/2397592716/
vs.
States • You’re CS students. You
know what states are.• Help your user know
what state the system is in
• Helps with mental map• Prevents mistakes
from http://www.flickr.com/photos/tonyjcase/2375636885/
“Experience is a temporal phenomenon.
... You need to have as much detail in the transitions as
in the states, otherwise you’re going to get it wrong.”
—Bill Buxton Microsoft Research
Transitions!
from http://www.flickr.com/photos/ultimorollo/sets/72157615748412640/
???(these are
the same animal?!?)
State transition revisited
GENERAL HEURISTICS
Make it easy to recover.• First, do no harm!• General rule:
• If it’s something that’s not undoable—a destructive action—, warn.
Be consistent.• Make common
things behave in the same way
• Make behavior predictable
from http://www.youtube.com/watch?v=yUSIpRo13oc On Android phones, the long press always brings up a context menu (or at least, it should).
Consider the locus of attention.
• Where possible, put actions for the task at hand at the locus of attention, put other things at the periphery.
from Flickr: edit action is right there.
Remember this, from slide 18?
Be conversational.
• People like it.
from GMailfrom Google
Reader
from Google Search
Level of interaction?• Some things
you want to be interactive, some you don’t.
• Many times, the user just wants to get to Point B
from http://www.worrydream.com/MagicInk/
(Note that the UI on the right takes less clicks AND makes more information
visible.)
Don’t annoy.
from http://www.flickr.com/photos/anirudhkoul/2045497777/
Hey, do you want to allow this
app to run as administrator? I
know you said yes the last 20
times, but…
Beep! Beep! BEEEEEEEP!
Have I told you about this great deal on SPAM? Earn points!
ARE YOU REEEALLY SURE YOU WANT
TO SAVE THIS FILE? REALLY??
JUST LET ME SING FERGOODNESSSAKES
Surface simplicity, hide complexity.
• More choices make people …unhappier?
HUMAN-COMPUTER INTERACTION
(There is a whole course on this, yes.)
Hick’s Law
• More choices visible? Faster...
Time (in msec) = a + b log (n+1)
2
Remember this from slide 14?
n Log2 (n+1)2 1.5849634 2.3219288 3.169925
16 4.087463
Fitts’ Law!
• Larger targets, targets on screen edges are easier to hit
Time (in msec) = a + b log (D / S + 1)
2
DS
GOMS Keystroke-Level Model
• Way to measure efficiency of an interface
Letter Time (s) Meaning
K 0.2 pressing a Key or buttonP 1.1 Pointing to position (moving
cursor)H 0.4 Homing: switching input
contextM 1.35 Mentally preparing for next
stepR ??? waiting for computer to
Respond
Example: MKKKKKKKMHPK = 1.35 + 0.2*7 + 1.35 + 0.4 + 1.1 + 0.2 = 13.9 sec
Human Interface Guidelines
• On top of all this, everyone has their own HIGs and UI Guidelines
• (Helps with consistency)
INTERACTION DESIGN PATTERNS
Not just for breakfast anymore.
Patterns
• People have done this before• Codified best practices
from Chris Messina’s Flickr collection linked in
the notes of this slide
Summary• Interaction design is crafting the
behavior of your software/app/system.
• It’s call-and-response, feedback to action.
• Affordances, constraints, mental models…
• …and designing the transitions between states.
• There are general rules, design patterns, and HCI methods that can help.
TO BE CONTINUED…
For next time…1. Take your first assignment’s BAD design,
and make two sketches (plus paragraph each) for how you might make it work better (better affordances, improved feedback, clearer state transitions).
For the first, keep the same hardware/controls, but relabel/change the interaction as needed. For the second, you can change anything.
2. Readings for next lesson: on the class blog.