Interaction Design
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Interaction Design. Chapter 4. Overview. Process in a nutshell What is ‘interaction design’? Multiple viewpoints Outcomes of interaction design Main phases Understanding users Prototyping Evaluation. What is ‘Interaction Design’. Focus on the interactive elements of the technology?
Interaction Design
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Interaction Design Chapter 4
Overview • Process in a nutshell • What is ‘interaction design’? • Multiple viewpoints • Outcomes of interaction design • Main phases • Understanding users • Prototyping • Evaluation www.wiley.com/go/mobile
What is ‘Interaction Design’ • Focus on the interactive elements of the technology? • Focus on the human/social processes? • No: • About the relationship of the technology and users in context • “interspaces” not “interfaces” (Winograd, 1997) www.wiley.com/go/mobile
What is ‘Interaction Design’? • Three main steps • Understanding users • Developing prototypes • Evaluation • Highly participative and collaborative • Stakeholders: user community, industrial designers, engineers, software developers… • Highly iterative www.wiley.com/go/mobile
Multiple Viewpoints • Many techniques and tools • Many disciplines • Participation and collaboration www.wiley.com/go/mobile
Many techniques and tools • (see Chapter 4, pg114 for full table) • Role of triangulation www.wiley.com/go/mobile
Many Disciplines • Influences needed to shape effective computer systems have changed over last 50 years (Grudin, 1990) • 1950s computers like newborn infants • Adored by engineers and programmers • 1960s computers like schoolchildren • Main users were programmers: OS/ programming languages improved ‘usability’ • 1970s… computers take their place in the adult world • World full of people with less commitment, time to adapt to computers. ‘User interface’ coined. Human factors, psychologists, cognitive scientists. • 1980s/1990s computers as team players • Organisational use of computers. Sociologists, anthropologists… • Current… From the workplace to everyplace • Industrial design, art, marketing… www.wiley.com/go/mobile
Participation and Collaboration • Workers as cogs-in-a-wheel • Taylorism: “Principles of Scientific Management” • Scandinavian approach • Just, participative, cooperative • Participatory Design methods (Muller, 2001) www.wiley.com/go/mobile
Mobile/Ubicomp PD Method: The Collaboratorium (Bodker & Buur, 2002) • Problem: • Want to envisage ways to improve work practices at wastewater plants • Approach • Participants: engineers, marketers, interaction designers, workers • Three activities: • Design game - board game represented plant, game pieces different sensors/ displays • Movie making - act-out one promising innovation • Critique - show movies, explain rationale www.wiley.com/go/mobile
Nilsson et al, 2000 www.wiley.com/go/mobile
From Interaction Design to Deployment • Blueprint for the new service/ application • Working prototypes, paper designs, rationales, background materials etc • Used by software developers • Beware ‘translation effects’ and compromises by implementation team • Get commitment and input early on • Communicate the design effectively • Remain involved www.wiley.com/go/mobile
Main Phases • Understanding Users • Developing Prototype Designs • Evaluation • Will overview now and focus in during other sessions www.wiley.com/go/mobile
Understanding Users • A priori knowledge from physiological, psychological and sociological work • Field studies • Rise of ‘ethnography’ based approaches • “corporate anthropology is now mainstream…” (Economist, 2004) • Push-to-talk study (Woodruff & Aoki, 2003) • Lived with participants • Eavesdropped on conversations • 50 hrs of recorded, 70,000 word corpus • Direct questioning • Field study easier in non mobile applications - backdrop of action is more stable • Interviews, focus-groups etc can help validate impressions from field, fill in gaps when you can’t observe users etc www.wiley.com/go/mobile
Design Exercise:Design for the Elderly • What distinct attributes should be accommodated when designing for this group? www.wiley.com/go/mobile
Developing Prototype Designs • Design space • Shaping using guidelines • High-level: “Design for truly direct manipulation” • Detailed: “To minimize stylus movement, list commands from top to bottom in order of expected frequency of use” (Microsoft, b) • Managing using design rationale tools etc www.wiley.com/go/mobile
Design Rationale Example • QOC (MacLean et al, 1989) www.wiley.com/go/mobile
Prototyping • Low-fi vs Hi-fi • Low-fi do not resemble final products, quick and cheap to make, evaluate and modify www.wiley.com/go/mobile
Evaluation • User-centred testing • Lab-based • Completion times, accuracy, error rates/ types • Compare with performance measures or alternative designs • Ecological validity www.wiley.com/go/mobile
Evaluation • Performance predictive models • Example: KSPC model (Mackezie, 2002). Average number of keystrokes to generate a character. • KSPC= sum(Kw xFw)/ sum(Cw Fw) • Kw is keystrokes for a word • Fw is frequency of word • Cw is characters in word www.wiley.com/go/mobile
Summary • Interaction design involves • Understanding users • Developing prototypes • Evaluation and refinement in iterative, participative fashion • Range of tools and techniques involved • Feeds into larger software development www.wiley.com/go/mobile
Reading • Chapter 4, Mobile Interaction Design www.wiley.com/go/mobile