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SCIM2413

Interaction Design
Overview
INTERACTION
Week 1 DESIGN (IXD)
In Microsoft research report entitled ‘Being Human’, takes as its starting
point what life might be like in the near future:

What will our world be like in 2020? Digital technologies will continue to
proliferate, enabling ever more ways of changing how we live. But will such
developments improve the quality of life, empower us and make us feel safer,
happier and more connected? Or will living with technology make it more
tiresome, frustrating, angst-ridden, and security-driven? What will it mean to
be human when everything we do is supported or augmented by technology?

INTRODUCTION
WHAT IS INTERACTION DESIGN?

 Designing interactive products to


support the way people
communicate and interact in their
everyday and working lives.
 It is about creating user
experiences that enhance and
augment the way people work,
communicate, and interact.
FIVE DIMENSIONS
OF INTERACTION
DESIGN

What does an interaction


designer do?

Interaction designers create the


design strategy and, with it, the
interactions between the
product or service and its users.
Their work includes defining
the interactions, creating
prototypes, and tracking the
latest design trends that may
benefit or affect users, etc.
Words
• Words covers the direct communication with users. This happens by
conveying useful information that should be clear and concise.
Visual presentation
• Visual presentation includes UI elements such as images, typography, and
icons, etc. These supplement what is communicated with words.
FIVE Physical objects or space
DIMENSIONS • Physical objects or space usually means the actual device or environment
OF that users interact with. This could be a smartphone or laptop, and the
environment can vary depending on where the user is.
INTERACTIO Time
N DESIGN • Time is a dimension that used to measure how long the users spent
interacting with the interface through words and animation, or any
progress they made through their interaction.
Behavior
• The last dimension, Behavior, refers to the ways in which users respond
to a product, based on the previous four dimensions. Studying users'
different reactions enables programmers to create better interactions for
them.
THE
COMPONENTS
OF IXD
 Interaction design as fundamental
to all disciplines, fields, and
approaches that are concerned
with researching and designing
computer-based system for
people.
THE USER
EXPERIENCE
Definition:
 The central to interaction design.
This meant how a product
behaves and is used by people in
the real world.
 The important aspect is the
quality of the experience, and one
cannot design user experience but
only design for a user experience.
 DIFFERENCE BETWEEN IXD
AND UX
In the world of design, some terms, such as UX, UI, IA, and IxD, are often confused or poorly
understood by people.

Interaction design (IxD) User Experience (UX)


• Interaction design is associated more with the way • User experience involves the whole spectrum of
a user uses or interacts with a product and the feelings and emotions that a user goes through
method of how to go about designing the process while using a product. Understanding UX
involved in that interaction. The interaction requires the designer to take into consideration a
designer is the person who need to focus on how much broader scope than the simple traditional
this happens. idea of ‘usability to obtain.’
• Interaction design involves a lot of work if you • Normally, UX can be assessed according to
want to get it right: customer research, extensive several elements:
testing, field studies, feedback review, etc. 1. Usability which is necessary but not the only
thing that matters.
2. Good points of interest and things that attract or
appeal to the user of a service.
3. Concise instructions and specifications that make
it easy for the user to understand and use the
product.
4. The real value and experience that a user gains
throughout their time using the product
5. The satisfaction and good interaction that the user
gets from the product or service in their daily life
and which they then communicate to others.
WHY IS INTERACTION DESIGN
IMPORTANT

“Design is not just


what it looks like and
feels like, design is
how it works.”
Steve
Jobs
Designers need to know many
different things about users,
technologies, and interactions
between them in order to create
effective user experiences.

WHO IS
INVOLVED Interaction design is mostly carried
IN IXD? out by multidisciplinary teams,
such as engineers, designers,
programmers, psychologists,
artists, and others.
FITBIT WRISTBAND
 Fitbit, a wristbands that track
physical fitness. It’s "helping
people lead healthier, more active
lives.

 The Force band, is causing blisters,


rashes and itchy dry patches on
their wrists.
Establishing requirements – life,
work and learn.

Designing alternatives – one


size does not fit all.

THE
PROCES Prototyping - understanding the

S OF IXD differences in people.

Evaluating –Aware of people’s


sensitivities.
Effectiveness
– how good a product is at doing what it is supposed to do.

Efficiency
– the product supports users in carrying out their tasks

IXD AND Safety


– protecting the user from dangerous conditions and
THE UX undesirable situations
Utility
USABILITY GOALS: – the product provides the right kinds of functionality

Learnability
– how easy a system is to learn to use

Memorability
– how easy a product is to remember how to use, once
learned.
USER EXPERIENCE
GOALS
Desirable aspects
Satisfying Helpful Fun

Enjoyable Motivating Provocative

Engaging Challenging Suprising

Pleasurable Enhancing sociability Rewarding

Exciting Supporting creativity Emotionally fulfilling

Entertaining Cognitively stimulating

Undesirable aspects
Boring Unpleasant

Frustrating Patronizing

Making one feel guilty Making one feel stupid

Annoying Cutesy

Childish Gimmicky
DESIGN PRINCIPLES

Design principles are derived from a mix of theory- They tend to be written in a prescriptive manner,
based knowledge, experience and common sense. suggesting to designers what to provide and what to
avoid at the interface.
Visibility - the more visible the functions are, the more
likely it is that users know what to do next.

Feedback – involves sending back information about


what action has been done and what has been
accomplished.
EXAMPLES
OF DESIGN Constraints – the concept of constraining is to
determining ways of restricting the kinds of user
interaction that can take place at a given moment.
PRINCIPLES
: Consistency – designing interfaces to have similar
operations and use similar elements for achieving similar
tasks.

Affordance – refers to an attribute of an object that allows


people know how to use it.
MOTIVATION OF IXD

Intrinsic - internal
motivations such as
autonomy, mastery and
meaning.

Extrinsic - external
motivational techniques such
as money, trophies etc.
HISTORY OF IXD
 Pre-computer:
 Useful
 Usable
 Desirable
 Affordable
 Appropriately styled, complex, transparent in function and use
 Appropriately adaptable, extensible, malleable
 Overall, having “good fit” with people, content, activity, result
BACK IN THE DAY
 Engineering design
 People adaptation to machines and the language of the machines
 Elaborate efforts to prepare problems for the machines
 No designers involved, but a lots of clever engineers -emergence
of a new set of skills, new disciplines
 The booming of human factors field along with things like
“aviation psychology”.
COMPUTER
 Invention:
 IBM computers, had to incorporate a means through which human
operators could input information and the computers could output
results of the computations.
 Example: punch cards and primitive printouts or blinking lights.
 In 1973, the designers at Xerox PARC used interaction design to
build one of the first personal computers, a desktop model with a
keyboard and monochrome monitor.
 Apple would incorporate many of these interaction designs into the
early Macintosh computer.
• “The alternative to good design is
GOOD always bad design. There is no such
thing as no design.” — Adam Judge,
AND author
POOR • https://medium.com/@marion.bonin/
good-design-vs-bad-design-6-exampl
DESIGN es-in-everyday-life-30d807801971
• Bad Design vs. Good Design: 5 Exam
ples We can Learn From | Interaction
Design Foundation (IxDF) (interactio
n-design.org)
• Design Failures | Interaction Design F
oundation (IxDF) (interaction-design.
org)

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