Docstoc

Interaction Design Chapter 6

Document Sample
Interaction Design Chapter 6 Powered By Docstoc
					The user experience
                                 Overview


• The user experience
  Usability Goals
  User Experience Goals
  Design Principles



 Lecture 2 The User Experience      2       Pablo Romero, Department of Informatics
                    The user experience

             Usability                         User experience
             goals                             goals

                                The user
                                experience




                                Design
                                principles
Lecture 2 The User Experience        3       Pablo Romero, Department of Informatics
                          Usability in action

• How easy it should be and how easy it
  actually is to:
     set up the count down chronometer in your
      digital watch?
     Use the Brighton bus website
      (www.buses.co.uk) (e.g. how to get from
      Woodingdean to Preston park on a Sunday
      at 10.00 am).
     program the central heating for the week?
     use an authoring tool to create a website?


 Lecture 2 The User Experience     4      Pablo Romero, Department of Informatics
                                Usability goals

•   Effective to use
•   Efficient to use
•   Safe to use
•   Have good utility
•   Easy to learn
•   Easy to remember how to use


Lecture 2 The User Experience          5     Pablo Romero, Department of Informatics
Not sensible, but, oh, the joy of it!

    “Beauty. Charm. Delight. Excitement. Ooh. Aah. Wow!
    Let me at it.
    In the end the iPhone is like some glorious early-60s
    sports car. Not as practical, reliable, economical,
    sensible or roomy as a family saloon but oh, the joy…
    The iPhone is a digital experience in the literal sense of
    the word. The user's digits roam, stroke, tweak, tweeze,
    pinch, probe, slide, swipe and tap across the glass
    screen forging a relationship with the device that is like
    no other.”

    ・Stephen Fry
    ・The Guardian Saturday November 10 2007
 Lecture 2 The User Experience         6             Pablo Romero, Department of Informatics
                User experience goals

     Satisfying            - rewarding
     Fun                   - support creativity
     Enjoyable             - emotionally fulfilling
     Entertaining          …and more
     Helpful
     Motivating
     Aesthetically pleasing
     Motivating




Lecture 2 The User Experience      7           Pablo Romero, Department of Informatics
 Usability and user experience
             goals

• How do usability goals differ from user
  experience goals?
• Are there trade-offs between the two kinds of
  goals?
      e.g. can a product be both fun and safe?

• How easy is it to measure usability versus user
  experience goals?


Lecture 2 The User Experience   8         Pablo Romero, Department of Informatics
  Usability and user experience
              goals

• What are relevant usability and user
  experience goals for:
   NHS direct
   Nintendo Wii
   Train station ticket machine




 Lecture 2 The User Experience   9   Pablo Romero, Department of Informatics
                         Design principles

• Generalizable abstractions for thinking about
  different aspects of design
• The do’s and don’ts of interaction design
• What to provide and what not to provide at the
  interface
• Derived from a mix of theory-based knowledge,
  experience and common-sense
      Norman (1988). The Design of Everyday Things.


Lecture 2 The User Experience    10     Pablo Romero, Department of Informatics
                         Design principles


   •    Visibility
   •    Feedback
   •    Constraints
   •    Mapping
   •    Consistency
   •    Affordance



Lecture 2 The User Experience    11    Pablo Romero, Department of Informatics
                                          Visibility


                                   • This is a control panel for an elevator.
                                   • How does it work?
                                   • Push a button for the floor you want?

                                   • Nothing happens. Push any other button? Still
                                      nothing. What do you need to do?

                                   It is not visible as to what to do!
From: www.baddesigns.com




   Lecture 2 The User Experience                    12           Pablo Romero, Department of Informatics
                                    Visibility

                       …you need to insert your room card in the slot by the buttons to
                       get the elevator to work!

                       How would you make this action more visible?

                    • make the card reader more obvious
                    • provide an auditory message, that says what to do (which
                       language?)
                    • provide a big label next to the card reader that flashes when
                       someone enters

      • make relevant parts visible
      • make what has to be done obvious


Lecture 2 The User Experience                  13              Pablo Romero, Department of Informatics
                                      Feedback

• Sending information back to the user about what has been
  done
• Includes sound, highlighting, animation and combinations
  of these

       e.g. when screen button clicked on provides sound or red highlight
        feedback:

                                “ccclichhk”




Lecture 2 The User Experience                 14   Pablo Romero, Department of Informatics
                                  Constraints

• Restricting the possible actions that can be
  performed
• Helps prevent user from selecting incorrect options
• Three main types (Norman, 1999)
    physical
    cultural
    logical




  Lecture 2 The User Experience        15   Pablo Romero, Department of Informatics
Logical or ambiguous design?

                                     • Where do you plug the mouse?

                                     • Where do you plug the
                                       keyboard?

                                     • top or bottom connector?

                                     • Do the colour coded icons
                                       help?




 From: www.baddesigns.com
Lecture 2 The User Experience   16             Pablo Romero, Department of Informatics
How to design them more logically

                                      (i) A provides direct adjacent
                                          mapping between icon and
                                          connector

                                      (ii) B provides colour coding to
                                          associate the connectors
                                          with the labels




From: www.baddesigns.com
 Lecture 2 The User Experience   17             Pablo Romero, Department of Informatics
                                  Consistency

• Design interfaces to have similar operations and use
  similar elements for similar tasks
• Main benefit is consistent interfaces are easier to
  learn and use
• Example: most applications’ menus have the
  structure

                                     …

  Lecture 2 The User Experience        18   Pablo Romero, Department of Informatics
         Affordances: to give a clue

• Refers to an attribute of an object that allows people to know
  how to use it
    e.g. a mouse button invites pushing, a door handle affords pulling




  Lecture 2 The User Experience       19           Pablo Romero, Department of Informatics
                                Activity

  Virtual, perceived affordances
       How do the following screen objects afford?
       What if you were a novice user?
       Would you know what to do with them?




Lecture 2 The User Experience      20       Pablo Romero, Department of Informatics
                                 Key points

• User experience is how a product behaves
  and is used by people in the real world
• Important goals are
   Usability Goals
   User Experience Goals
• Design principles provide a terminology for
  thinking about interaction design

 Lecture 2 The User Experience       21       Pablo Romero, Department of Informatics
                                Further reading

• Chapter 1 of the textbook
• Chapter 7 of Dix, A., Finley, J., Abowd, G., and
  Beale, R. 2004 Human-Computer Interaction (3rd
  Ed.). Prentice-Hall, Inc.
• Norman (1988). The Design of Everyday Things.




Lecture 2 The User Experience          22    Pablo Romero, Department of Informatics

				
DOCUMENT INFO