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The document discusses interaction design and its importance in creating user-centered products, emphasizing the Double Diamond design process: Discover, Define, Develop, and Deliver. It outlines various types of design, usability goals, and the significance of involving users throughout the design process to manage expectations and enhance product acceptance. Additionally, it covers cognitive processes related to attention and multitasking, highlighting how these factors influence user experience and design effectiveness.
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0% found this document useful (0 votes)
40 views15 pages

Reviewer in It Hci

The document discusses interaction design and its importance in creating user-centered products, emphasizing the Double Diamond design process: Discover, Define, Develop, and Deliver. It outlines various types of design, usability goals, and the significance of involving users throughout the design process to manage expectations and enhance product acceptance. Additionally, it covers cognitive processes related to attention and multitasking, highlighting how these factors influence user experience and design effectiveness.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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REVIEWER IN IT-HCI01

Interactive products or devices- A laptop, remote control, coffee machine, tablet, ticketing,
scanner, GPS, smoothing machine, smart TV, alarm clock, and so on.
Devices that allow customers to connect with them, including mobile phones and fitness bands,
which have also been explicitly developed with the consumer in mind.
Interaction design - is particularly responsible for commands centered mainly on the
exploration of the product specifications, the designs of anything to meet the requirements, and
the development of the prototype is then evaluated.
Design is also about trade-offs— On adjusting immediate concerns
Producing alternative solutions seems to be the smartest core principle to be considered in many
other fields of study.

Linus Pauling - "The best way to get a good idea is to get a lot of ideas.“
THE DOUBLE DIAMOND DESIGN
1. Discover- Designers attempt to gather insights into the problem.
2. Define- Designers are developing a straightforward brief that identifies the design
challenge.
3. Develop- Remedies or ideas are formed, prototyped, tested and iterated.
4. Deliver-The resulting product will be completed, developed and released.

GOOD VS BAD DESIGN

 Interactive products" are functional and essential for the design of


interactions. This means products that are usually easy to understand,
efficient to use and that can still provide enjoyable user experience.
 A great idea to start thinking as to how to design interactive products is
to start comparing references of well-designed and poorly implemented
products.
BAD DESIGN EXAMPLE
1. Elevator
2. Vending machine
3. The Voice-Mail System
Sharp, Rogers, and Preece (2019)
-“Designing interactive products to support the way people communicate and
interact in their everyday and working lives.”
Winograd (1997)
-“The design of spaces for human communication and interaction.”
DIFFERENT TYPES OF DESIGN
1. User Interface Design
2. Software Design
3. User-centered Design
4. Product Design
5. Web Design
6. Experience Design (UX)

 Relationship between ID, HCI, and other fields− academic disciplines


Academic disciplines contributing to ID:
1. Psychology
2. Social Sciences
3. Computing Sciences
4. Engineering
5. Ergonomics
6. Informatics

 Relationship between ID, HCI and other fields−design practices


Design practices contributing to ID:

• Graphic design
• Product design
• Artist-design
• Industrial design
• Film industry

 Relationship between ID, HCI and other fields−interdisciplinary


fields Interdisciplinary fields that ‘do’ interaction design:
• HCI
• Ubiquitous Computing
• Human Factors
• Cognitive Engineering
• Cognitive Ergonomics
• Computer Supported Co-operative Work
• Information Systems

• Nielsen Norman Group: “help companies enter the age of the consumer, designing
humancentered products and services”

• Cooper: “From research and product to goal-related design”

• IDEO: “creates products, services and environments for companies pioneering new ways to
provide value to their customers”

The User Experience - this refers to the observation of how a product behaves and is being
utilized by people in real life.

• “Every product that is used by someone has a user experience: newspapers, ketchup bottles,
reclining armchairs, cardigan sweaters.” (Garrett, 2010)

• “All aspects of the end-user's interaction with the company, its services, and its products.”
(Nielsen and Norman, 2014)
According to Hornbaek and Hertzum, 2017 -“How users perceive a product, such as whether
a smartwatch is seen as sleek or chunky, and their emotional reaction to it, such as whether
people have a positive experience when using it.”

Hassenzahl’s (2010)- model of the user experience looks into two characteristics ,your product
must be pragmatic and at the same time pleasurable/hedonic.

CORE CHARACTERISTICS OF INTERACTION DESIGN


• All throughout construction of the product, users should be engaged
• At the start of the project, precise usability and user experience objectives must be defined,
clearly outlined and consented upon.
• Iteration is required through all
The description below, tells how understanding design helps designers in formulation of
overall product prototype design.
• Recognize how interactive products could be designed that match what users expect, need and
would want.
• Know that one size does not suit all (for example, teenagers are very different to grown-ups)
• Classify any false assumptions concerning specific user groups that they may have. (for
example, not all old people want or need big fonts

• Know the sensitivities of both individuals and their capacities


Accessibility- refers to the degree over which as many individuals as possible can access an
interactive product.

Inclusiveness- refers to the manufacturing of products and services which support as many
individuals as possible.

USABILITY GOALS- Usability considers the perspective of the user, it aims to design
interactive products that are easy to learn, efficient to use, and enjoyable.

USABILITTY HAS 6 GOALS


1. Effective to use
2. Efficient to use
3. Safe to use
4. Have good utility
5. Easy to learn
6. Easy to remember how to use
USABILITY AND USER EXPERIENCE GOALS - It takes into considerations of choosing
terms to express the emotions, feelings, and so on of a person can help designers understand the
multifaceted nature of the user experience.
Design principles - Interaction designers use design principles to support their thought process
when designing for the user experience.
TYPES OF DESIGN PRINCIPLES
• Visibility
• Feedback
• Constraints
• Consistensy
• Affordance
User – centered design- pertains to the involvement and consideration of the perception and
needs of the users all throughout the whole process.

Four basic activities of Interaction Design


1. Discovering requirements
2. Designing alternatives
3. Prototyping alternative designs
4. Evaluating product and its user experience throughout

THE IMPORTANCE OF INVOLVING USER


EXPECTATION MANAGEMENT
• Realistic expectations
• No surprises, no disappointments
• Timely training
• Communication, but no hype

OWNERSHIP
• Make the users active stakeholders
• More likely to forgive or accept problems
• Can make a big difference in acceptance and success of product

GOOGLE DESIGN SPRINT

 UNPACK
 SKETCH
 DECIDE
 PROTOTYPE
 TEST
ANOTHER LIFE CYCLE MODEL
Research in the Wild – Rogers and Marshall
 Theory
 In Situ Studies
 Design
 Technology

 How to choose among alternatives

• Interaction design focuses on externally-visible and measurable behavior


• Technical feasibility
• Evaluation with users or peers
- Prototypes not static documentation because behavior is key
• A/B Testing
- Online method to inform choice between alternatives
▪ Nontrivial to set appropriate metrics and choose user group sets
• Quality thresholds
- Usability and user experience goals lead to relevant criteria

FOUR BASIC ACTIVITIES OF INTERACTION DESIGN

▪ Discovering requirements
▪ Designing alternatives
▪ Prototyping
▪ Evaluating

User-centered design rests on three principles

 Early focus on users and tasks


 Empirical measurement using quantifiable and measurable usability criteria
 Iterative design

UNDERSTANDING AND CONCEPTUALIZING INTERACTION (GROUP 2)


CONCEPTUALIZING DESIGN- As part of a design project, generating ideas, it is essential to
conceptualize them in definitions of what the product proposed will do.
Proof of Concept: pertains to conceptualizing what the proposed product will do.
STEPS IN CONCEPTUALIZING A DESIGN IS TO: (HINDI KONA SINAMA YUNG
IBA)
• First formulate all the possible assumptions and claims with the new design you are planning to
propose.
• Look into facts and details of your design, such as what can they do and what are their
limitations, then defend how the user would overcome the limitations of the product.
WHAT IS ASSUMPTION? -ASSUMPTION “REFERS TO TAKING SOMETHING FOR
GRANTED WHEN IT NEEDS FURTHER INVESTIGATION”
WHAT IS A CLAIM? - A claim tells that even if it is still up for question, one already asserts
that something is true example,
IN CLAIM AND ASSUMPTION- Jotting down and then trying to justify and support your
assumptions and claims can outline those that are vague or wanting.
IN SUPPORTING YOUR ASSUMPTIONS- the initial phases of a design project, numerous
unknowns have to be considered or addressed.
BENEFITS OF CONCEPTUALIZING
Orientation - It allows design teams to ask particular questions on how to perceive the
conceptual model.
Open-minded - Discourages design teams from focusing narrowly at an early stage.
Common ground - Enables design teams to create a set of rules commonly agreed to each and
everyone in the team.
FROM PROBLEM SPACE TO DESIGN SPACE- A design space can be informed by a
thorough understanding of a problem space. Also, indicates, which sort of interface, behavior,
functionality to provide.
CONCEPTUAL MODEL- A model is a simplified description of a system or process that helps
describe how it works.
1. “a high-level description of how a system is organized and operate”s - Jeff Johnson and Austin
Henderson (2002)
2. A conceptual model enables: “designers to straighten out their thinking before they start laying
out their widgets” - Jeff Johnson and Austin Henderson (2002)
3. “Provides a working strategy and framework of general concepts and their interrelations”
THE FIRST STEPS IN FORMULATING A CONCEPTUAL MODEL ACCORDING TO
JOHNSON AND HENDERSON, ARE THE FOLLOWING:
1. What will the users be doing when carrying out their tasks?
2. How will the system support these?
3. What kind of interface metaphor, if any, will be appropriate?
4. What kinds of interaction modes and styles to use?
5. Always keep in mind when making design decisions how the user will understand the
underlying conceptual model
CONCEPTUAL MODEL
A conceptual model offers a working strategy in a nutshell and a framework of general concepts
and their interrelationships. The following are the core components:
1. Metaphors and analogies aims to tell people how to recognize what a product is being used for
and also how to use it for an activity.
2. The concepts to which people are exposed through the product, They create and manipulate
task domain objects, their attributes, and the operations that can be performed on them, (such as
saving, revisiting, and organizing).
3. The relationships between those concepts (for instance, whether one object contains another).
4. The mappings between the concepts and the user experience the product is designed to support
or invoke a design (for example, one can revisit a page through looking at a list of visited sites,
mostfrequently visited, or saved websites).
THE BEST CONCEPTUAL MODELS ARE OFTEN THOSE THAT APPEAR:

 Obvious and simple


 The operations they support are intuitive to use
TYPES OF CONCEPTUAL MODEL (GROUP 3)
Metaphor Concept Model- Metaphors is a central component of a conceptual model. They
provide a framework which is comparable to aspects of a familiar entity (or entities) in some
way, but they have their own behaviors and properties as well.

1. INTERFACE METAPHORS- The interface was developed to be akin to a physical


entity, but it has features of its own.
2. THE CARD METAPHOR- considered to be the very popular UI because of its familiar
form and its characteristics to be easily flicked through, ordered and themed.
BENEFITS OF INTERFACE METAPHORS
• Makes learning new systems easier
• Helps users understand the underlying conceptual model
• Can be very innovative and enable the realm of computers and their applications to be made
more accessible to a greater diversity of users
PROBLEMS WITH INTERFACE METAPHORS:
• Break conventional and cultural rules § For instance, recycle bin placed on desktop
• Can constrain designers in the way that they conceptualize a problem space
• Conflicts with design principles
• Forces users to understand only the system in terms of the metaphor
• Designers can inadvertently use bad existing designs and transfer the bad parts over
• Limits designers‘ imagination in coming up with new conceptual models
INTERACTION TYPES- In terms of the interaction types that will underlie the user
experience, another way to conceptualize the design space is. In essence, these are the ways in
which an individual interacts with a product or application.
•Instructing: Where users issue a system with instructions. This can be expressed in a variety of
ways, including typing commands, choosing options from menus in a Windows environment or
on a multitouch screen, speaking aloud commands, gesturing, pressing buttons, or using a
function key combination.
• Conversing: Where users do have software dialog. Users could even speak through an
interface or type questions that are answered by the system via text or speech output. Interacting
with a system as if a conversation were being held
Manipulating: Where users in a virtual or physical space interact with objects by manipulating
them (for instance, opening, holding, closing, and placing). Users could even develop their
familiar understanding of how to communicate with objects.
• Exploring: Where users navigate through a physical space or a virtual environment. 3D worlds
and augmented and virtual reality systems include virtual environments. By physically moving
around, they allow users to hone their familiar knowledge. Smart rooms and ambient
environments include physical spaces that use sensor-based technologies, allowing people to
capitalize on familiarity as well.
•Responding: Where the interaction is initiated by the system and the user decides whether to
react. For instance, proactive technology based on mobile locations can alert individuals to areas
of interest. They could choose to look at or ignore the data popping up on their phone. An
instance is the Google Now Card, shown in Figure 3.5, which provides the user with a restaurant
recommendation to consider when strolling nearby.
DIFFERENCE BETWEEN INTERACTION TYPES AND INTERFACE STYLES
INTERACTION TYPE:
 Interaction type: is regarded as a definition as to what the user does when interacting with a
system, such as teaching, talking, browsing, or responding to the style of the interface.
Interface style: The kind of interface used, such as command,menu-based, gesture, or voice,
to support interaction
Examples of Interface styles
• Command • Speech • Data-entry • Form fill-in • Query • Graphical • Web • Pen •
Augmented reality • Gesture
PARADIGM - In terms of shared assumptions, concepts, values, and practices, a paradigm
refers to a general approach adopted by a community of researchers and designers to carry
out their work.
• Inspiration for a conceptual model
• General approach adopted by a community for carrying out research
•Shared assumptions, concepts, values, and practices
• For example, desktop, ubiquitous computing, in the wild
Vision - Vision is a future state that shapes interaction design research and development,
often depicted in the form of a movie or narrative.
Theory - It is a well-founded description of some part of a phenomenon; The theory of
processing information, for instance, describes how well the mind, or some aspect of it, is
supposed to function.
A model - is a simplified representation of some aspect of human-computer interaction
intended to facilitate the prediction and evaluation of alternative designs by designers.
The framework - is a set of interrelated concepts and/or a set of defined queries intended to
inform a specific field (e.g. collaborative learning) or an analytical method (for instance,
ethnographic studies).
CHAPTER 3
Cognition refers to some of our common activities such as Thinking, remembering, learning,
daydreaming,
decision-making, seeing, reading, talking, writing…
Cognitive Process
• Attention
• Perception
• Memory
• Learning
• Reading, speaking and listening
• Problem-solving, planning, reasoning and decision-making
Attention is mostly about selecting objects to focus on at a point in time from the mass of
stimuli around us,
and allows anyone to pay attention on information relevant to what we're doing.
There are two types of attention: Focused and divided attention
Multitasking and attention
Multitasking can make people lose their way of thinking, make mistakes, and have to start over.
- Ophir et al. (2009) compared heavy vs light multitaskers
▪ “Heavy multitaskers were more prone to being distracted than those who infrequently multitask

▪ “Heavy multitaskers are easily distracted and find it difficult to filter irrelevant information”
Multitasking experiment
Lotteridge et al. (2015) Another research involving writing an essay was carried out under two
conditions:
relevant or irrelevant information
Multitasking at work
It is increasingly prevalent for employees multitask. Hospital workers, for example, have to
attend to numerous
operating room screens that provide new types of real-time information. This requires continuous
monitoring
from the clinician to evaluate if any information is uncommon or anomalous.
Perception
• How information is acquired from the world and transformed into experiences
• Obvious implication is to design representations that are readily perceivable, for instance: ▪
Text should be
legible
▪ Icons should be easy to distinguish and read Memory
• Involves recalling various kinds of knowledge that allow people to act appropriately
▪ For example, recognizing someone’s face or remembering someone’s name
• First encode and then retrieve knowledge
• We don’t remember everything−it involves filtering and processing what is attended to
• Context is important as to how we remember (that is, where, when, how, and so on)
• We recognize things much better than being able to recall things
• We remember less about objects that we have photographed than when we observe them with
the naked
eye (Henkel, 2014)
Processing in memory
• Encoding is first stage of memory
▪ Determines which information is attended to in the environment and how it is interpreted
• The more attention paid to something…
• The more it is processed in terms of thinking about it and comparing it with other knowledge…
• The more likely it is to be remembered
Context is important
• Context affects the extent to which information can be subsequently retrieved.
Recognition versus recall
• Command-based interfaces require users to recall from memory a name from a possible set of
100s of
names
• Graphical interfaces provide visually-based options (menus, icons) that users need only browse
through until
they recognize one
• Web browsers provide tabs and history lists of visited URLs that support recognition memory
When creating an interface, should the designer…
• Present only 7 options on a menu
• Display only 7 icons on a tool bar
• Have no more than 7 bullets in a list
• Place only 7 items on a pull down menu
• Place only 7 tabs on the top of a website page?
• Not necessarily… Personal Information management
• Bergman and Whittaker, three interdependent processes model (2016) to help people manage
their stuff:
I. How to decide what stuff to keep
II. How to organize it when storing
III. Which strategies to use to retrieve it later
Memory load
• Online/mobile and phone banking now require users to provide multiple pieces of information
to access
their account
▪ For instance, ZIP code, birthplace, a memorable date, first school attended
▪ Known as multifactor authentication (MFA)
Digital Forgetting
• When might you wish to forget something that is online?
Memory aids
• SenseCam, developed by Microsoft Research Labs (now Autographer)
▪ A wearable device that intermittently takes photos without any user intervention while worn
▪ Digital images taken are stored and revisited using special software
▪ Has been found to improve people’s memory, especially those suffering from dementia
• Other aids include RemArc, which triggers long-term memory using old BBC materials
Learning
• Involves the accumulation of skills and knowledge involving memory
• Two main types: ▪ Incidental learning (for example, recognizing people’s faces, what you did
today)
▪ Intentional learning (for instance, studying for an exam, learning to cook)
▪ Intentional learning is much harder!
▪ Many technologies have been developed to help (for example, multimedia, animations, VR)
• People find it hard to learn by following instructions in a manual
• People prefer to learn by doing Applications
• Voice user interfaces allow users to interact with them by asking questions
▪ For example, Google Voice, Siri, and Alexa
▪ Speech-output systems use artificially-generated speech
▪ For instance, written text-to-speech systems for the visually impaired
• Natural-language systems enable users to type in questions and give text-based responses
▪ Such as, chatbots
Problem-solving, planning, reasoning, and decision-making
• All these processes involve reflective cognition
▪ For example, thinking about what to do, what the options are, and the consequences
• Often involves conscious processes, discussion with others (or oneself), and the use of artifacts
▪ Such as maps, books, pen and paper
• May involve working through different scenarios and deciding which is best option
• Weighing up alternatives
Cognitive frameworks
• These are used to explain and predict user behavior at the interface
▪ Based on theories of behavior
▪ Focus is on mental processes that take place
▪ Also use of artifacts and representations
• Most well known are:
▪ Mental models
▪ Gulfs of execution and evaluation
▪ Distributed cognition
▪ External and embodied cognition Mental models
• Users develop an understanding of a system through learning about and using it
• Knowledge is sometimes described as a mental model:
• How to use the system (what to do next)
• What to do with unfamiliar systems or unexpected situations (how the system works)
• People make inferences using mental models of how to carry out tasks
More mental models
• Craik (1943) described mental models as:
▪ Internal constructions of some aspect of the external world enabling predictions to be made
• Involves unconscious and conscious processes
▪ Imagery and analogies are activated
• Deep versus shallow models ▪ For example, how to drive a car and how it works
Erroneous mental models
• Lots of people hit the button for elevators and pedestrian crossings at least twice
▪ Why? Think it will make the lights change faster or ensure that the elevator arrives!
• What kinds of mental models do users have for understanding how interactive devices work?
▪ Poor, often incomplete, easily confusable, based on inappropriate analogies and superstition
(Norman, 1983)
How can UX be designed to help people build better mental models?
• Clear and easy to use instructions
• Appropriate tutorials and contextual sensitive guidance
• Provide online videos and chatbot windows when needing help
• Transparency: to make interfaces intuitive to use
• Affordances of what actions an interface allows
▪ For example, swiping, clicking, or selecting Gulfs of execution and evaluation
• The ‘gulfs’ explicate the gaps that exist between the user and the interface
• The gulf of execution
▪ The distance from the user to the physical system
▪ The gulf of evaluation
▪ The distance from the physical system to the user
• Bridging the gulfs can reduce cognitive effort required to perform tasks
• Can reveal whether interface increases or decreases cognitive load and whether it is obvious
what to do next
(Norman, 1986; Hutchins et al, 1986)
Information processing
• Conceptualizes human performance in metaphorical terms of information processing stages
Limitations
• Based on modeling mental activities that happen exclusively inside the head
• Do not adequately account for how people interact with computers and other devices in real
world
Distributed cognition
• Concerned with the nature of cognitive phenomena across individuals, artifacts, and internal
and external
representations (Hutchins, 1995)
• Describes these in terms of propagation across representational state
• Information is transformed through different media (computers, displays, paper, heads)
External cognition
• Concerned with explaining how we interact with external representations (such as maps, notes,
and
diagrams)
• What are the cognitive benefits and what processes involved
• How they extend cognition
• What technologies can we develop to help people carry out complex tasks (for example,
learning, problem
solving, and decision-making)? Externalizing to reduce memory load
• Examples include the use of diaries, reminders, calendars, notes, shopping lists, to-do lists
▪ Written to remind us of what to do
• Post-its, piles, marked emails are used to:
▪ Where placed indicates priority of what to do
• External representations:
▪ Remind us that we need to do something (for example, to buy something for mother’s day)
▪ Remind us of what to do (for instance, buy a card)
▪ Remind us when to do something (for example, send a card by a certain date)
Computational offloading
• When a tool is used in conjunction with an external representation to carry out a computation
(for instance,
pen and paper)
Annotation and cognitive tracing
• Annotation involves modifying existing representations through making marks
▪ For example, crossing off, ticking, and underlining
• Cognitive tracing involves externally manipulating items into different orders or structures
▪ For instance, playing Scrabble or cards
Embodied Interaction
• The practical engagement with the social and physical environment (Dourish, 2001)
• Creating, manipulating and making meaning through our interaction with things
• How our bodies and active experiences shape how we perceive, feel, and think (Hornecker et
al., 2017)
• They enable us to develop a sense of the world at both a concrete and abstract level
• Can provide new ideas about interaction and better design principles
▪ For example, we think with our bodies not through them (Kirsh, 2013)

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