interaction design - summary
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Chapter 1: What is interaction design?
Good and poor design- Designing usable interactive products requires considering:
o Who is going to be using themo How they (products) are going to be used
o Where they are going to be used- Need to understand the kind of activities people are doing when interacting with the products, because theappropriateness of different kinds of interfaces and arrangements of input and output devices depends on whatkinds of activities need to be supported
- To optimize the interaction of the products, decisions can be made by basing on an understanding of the userso Taking into account (bn kê) what people are good or bad ato Considering what might help people with the way they currently do thingo Thinking through what might provide quality user experienceso Listening to what people want and getting them involved in the designo Using tried and test user-bases techniques during the design process
What is interaction design?Interaction design is
- designing interactive products to support the way people communicate and interact in their everyday andworking lives
- about creating user experiences that enhance (làm ni bc, nâng cao) and augment (làm tng lên) the way people work, communicate, and interact
- the design of a space for human communication and interactionInteraction design covers all different aspects of what is being designed: user interface design, software design, user-centered design, product design, web design, experience design, and interaction system designInteraction design is the fundamental to all disciplines (ngành, lnh vc), fields, and approaches that are concerned witresearching and designing computer-base systems (as the look of an IT developer)The differences between interaction design and the other approaches:
- the methods, philosophies (trit lý), and lenses they use to study, analyze, and design computer - scope and problems they address
Interaction Design (ID) versus Human Computer Interaction:- ID is concerned with the theory, research, and practice of design user experiences for all manners (cách, li) o
technologies, systems, and products- HCI has a narrower (= not wide) focus, it is concerned with the design, evaluation, and implementation of
interactive computing systems for human use and with the study of major phenomena (hiên th ng)surrounding them
Designers need to know many things about users, technologies, interaction between them (users and technologies), analso many other things in order to create effective user experiences designers are in a multidisciplinary (a ngành/ lnh vc) team:
- Multidisciplinary team is the potential of many ideas being generated
- It also involves to the costs of products (increase the cost)- People from different background and training have different perspective and ways of seeing and talkingabout the world difficult to communicate and progress (tin b, i lên) forward the designs being generated(confusion, misunderstanding, communication breakdowns)
Some jobs that emerge to ID:- Interactive/interaction designers: involved in the design of all the interactive aspects of a product- Usability engineers: focus on evaluating products, using usability methods and principles- Web designers: create the visual design of websites- UI designers: experienced in user-centered design methodologies- UI design engineers: develop and model the end user experience, using task, workflow analytic methods, and
low and high level prototyping tools- Information architects: come up with ideas how to plan and structure interactive products
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- User experience (UX) designers/architects/researchers: who do all the above but who may also carry outethnographic field studies to research into users¶ need and convert them into actionable results
The user experience- How a product behaves and is used by people in the real world
o the way people feel about it and their pleasure and satisfaction when using it, looking at it, holding it,and opening or closing it
o ³every product that is used by someone has a user experience: newspapers, ketchup bottles, reclining
armchairs, cardigan sweaters.´ (Garrett, 2003)- Cannot design a user experience, only design for a user experience
The process of interaction designInvolves four basic activities:
- Identifying needs and establishing requirements for the user experience- Developing alternative designs that meet those requirements- Building interactive versions of designs so that they can be communicated and assessed- Evaluating what is being built throughout the process and the user experience it offers
Understanding of people in the context in which they live, work, and learn can help designers understand how todesign interactive products that will fit those nichesLearning more about people and what they do can also reveal (bc l, l ra) incorrect assumptions (gi nh) thatdesigners may have about particular user groups and what they needBeing aware of culture differences is also an important concern for ID, particularly for products intended for a diverserange of user groups from different countries
Interaction design and t he user experience
Usability goals
- Is generally regarded as ensuring that interactive products are easy to learn, effective to use, and enjoyable forthe user¶s perspective
- Involves optimizing the interactions people have with the interactive products to enable them to carry out theiactivities at works, school, and in their everyday life- Is broken down into :
o Effectiveness (effective to use):o Efficiency (efficient to use):o Safety (safe to use):o Utility (having good utility):o Learnability (easy to learn):o Memorability (easy to remember how to use):
Chapter 2:
Chapter 3:
Chapter 4:
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Chapter 5:
Chapter 6:
ParadigmsA paradigms refers to a particular approach that has been adopted by the community of researchers and designers
for carrying out their work, in terms of shared assumptions, concepts, values, and practicesThe predominant 80s paradigms was to design user-center application for the single user on the desktop
Shifting in thinking occurred in the mid 90sMany technological advances led to a new generation of user-computer environmentEffect of moving interaction design beyond the desktop resulted in many new challenges, questions, and
phenomena being consideredU
bicomp: one of the most influential developments was the birth of ubiquitous computing- Would radically change the way people think about and interact with the computer - Computers would be designed to be embedded in the environment- Major rethink of what HCI is in this context
Interface types
Command interfaces
- Command line driven interfaces require the user to type in commands that are typically abbreviations. Then atthe prompt symbol appearing on the computer display to which the system responds
- 1990s interfaces
Advanced graphical interfaces
- Extend how users can access, explore and visualize information. Designed to be used and viewed by:o Individualso Group of users
- Two major developments:1) Multimedia
Combines different media within a single interface, namely, graphics, text, sound, videos, animations, andlinks them with various forms of interactivity
Many multimedia narratives and games have been developed that are designed to encourage users toexplore different parts of the game or story by clicking on different parts of the screen.
A combination of media and interactivity (t ng tác) can provide better ways to presenting the informatiothat can either than one Ability to facilitate rapid access to multiple representations of information Users tend to be highly selective as to what they actually attend to promote fragmented interactions wher
only part of media is ever viewed dangerous. It is acceptable for certain kinds of activities One way to encourage more systematic and extensive interactions is to require certain activities to be
completed that entail (di sn) the reading of accompanying (kèm theo) text, before the user is allowed tomove on to the next level or task
2) Virtual environment
Virtual reality (VR ) and virtual environment (VE) are computer generated graphical simulations, intendedto create the illusion of participation in a synthetic environment rather than external observation of such anenvironment
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VR is the generic term that refers to the experience of interacting with an artificial environment, which makes it feel virtually
VE is used to describe what have been generated using computer technology (although both terms are useinterchangeably)
Images are displayed stereoscopically to the users ± most common through shutter glass ± and objectswithin the field of vision can be interacted with via an input device like a joystick
VR s/VEs provide opportunity for new kinds of experience which enables users to interact with objects andnavigate in 3D space
One of the advantages of VR s/VEs is that simulations of the world can be constructed to have a higher
level of fidelity ( trung thc) wit
hthe object t
hey represent compare wit
hother forms of grap
hicalinterface
The illusion afforded (cp cho) by the technology can make virtual objects appear to be very life-like and behave according to the laws of physics
Another distinguishing feature of VR s/VEs is the different viewpoints they offer One of the challenges facing interaction designers is whether to use realism or abstraction when design an
interface design objects either to give the illusion of behaving and looking like real-world counterparts oappear as abstraction of the objects being represented
3) Information visualization Is a growing field concerned with the design of computer-generated visualization of complex data that are
typically interactive and dynamic The goal is to amplify human cognition, enabling users to see patterns, trends, and anomalies in the
visualization and from this to gain insight To enhance discovery, decision-making, and explanation of phenomena Most interactive visualizations have been developed for use by experts to enable them to understand and
make sense of vast amounts of dynamically changing domain data or information Common techniques that are used for depicting information and data are 3D interactive maps that can be
zoomed in and out of and which present data via webs, trees, clusters, scatterplot diagrams, andinterconnected nodes. Hierarchical and networked structures, color, labeling, tiling, and stacking are alsoused to convey different features and their spatial relationships
The viewers can zoom in to parts of the visualization to find out more about certain data point, and alsoenable to see the overall structure of the entire data set
Which
interfaces?
Chapter 7: Data Gathering
Four key issuesThere are four key issues that require attention for a data gathering sessions to be successful
1) Setting goals
Before beginning gathering data, it is important to identify specific goals for the particular study The goals are the set influence the nature of the data gathering session, the data gathering techniques to be
used, and also the analysis to be performed The goals may be expressed more or less formally. In interaction design, it is more usual to express the
goals of data gathering more informally2) The relationship with participants
Making sure that the relationship between participants is clear and professional will help clarify the natureof the study can ask participants to sign an informed consent form which asks the participant to confirmthat the purpose of the data gathering and how the data will be used has been explained to them and theyare happy to continue protect the interest of both the date provider and data gatherer
3) Triangulation
Is a strategy that entails using more than one data gathering technique to tackle a goal, or using more thanone data analysis approach on the same set of data
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Provide different perspectives and corroboration of finding across techniques, thus leading to morerigorous and defensible findings
4) Pilot studies
Is a small trial run of the main study make sure the proposed method is viable before embarking in thereal study
Plan for data gathering should be tested by doing a pilot study before launching into the main study
Data recording- Which data recording techniques are used will depend on the context, time available, and the sensitivity of the
situation; the choice of data recording techniques will have an impact on how intrusive the data gathering will
be- There are three approaches:1) Note plus still camera:
o Is the least technical way of recording data.o It can be difficult and tiring to write and listen or observe at the same timeo It is easy to lose concentration, biases creep in, and handwriting can be difficult to decipher o The speed of writing is limitedo
2) Audio plus still cameray Allow observers to e more mobiley Allow interviewers to play more attention to the interviewees rather than try to take note as well as
listeny Transcribing a lot of audio data is time-consuming3) Videoy Has the advantage of capturing both visual and audio typey A further problem with using video is that the attention becomes focus on what is seen through the
lens easy to miss other things going on outside the camera view
Interviews
Questionnaires
Observation
Choosing and combining techniques