3. WHAT TO DESIGN?
• Need to take into account:
• Who the users are
• What activities are being carried out
• Where the interaction is taking place
• Need to optimize the interactions users have with a product
• So that they match the users’ activities and needs
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4. WHAT IS INTERACTION DESIGN?
• Designing interactive products to support the way people communicate and interact in their
everyday and working lives
Sharp, rogers and preece (2011)
WHAT IS HCI?
• Human-computer interaction is a discipline concerned with the design, evaluation and
implementation of interactive computing systems for human use and with the study of major
phenomena surrounding them.
(ACM SIGCHI, 1992, p.6)
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5. GOALS OF INTERACTION DESIGN
• Develop usable products
• Increase user experience
• Design practices contributing to id:
Graphic design
Product design
Artist-design
Industrial design
Film industry
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6. RELATIONSHIP BETWEEN ID, HCI & OTHER
FIELD
• Interdisciplinary fields in interaction design:
• HCI
• Ubiquitous computing
• Human factors
• Cognitive engineering
• Cognitive ergonomics
• Computer supported co-operative work
• Information systems
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7. WHAT DO PROFESSIONAL DO IN THE ID
BUSINESS?
• Interaction designers - people involved in the design of all the interactive aspects of a product
• Usability engineers - people who focus on evaluating products, using usability methods and
principles
• Web designers - people who develop and create the visual design of websites, such as layouts
• Information architects - people who come up with ideas of how to plan and structure interactive
products
• User experience designers (UX) - people who do all the above but who may also carry out field
studies to inform the design of products
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8.
9. WHAT IS COGNITION?
• It involves cognitive processes, like thinking, remembering, learning, daydreaming, decision
making, seeing, reading, writing and talking.
• Core cognitive aspects
• Attention
Most relevant to IDx
• Perception and recognition
• Memory
• Learning
• Reading, speaking and listening
• Problem-solving, planning, reasoning and decision-making
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10. USER MODELS
• Interaction
• Important to study the cognitive activity
• What users can or cannot do!
• Helps identify and explain problems
• Cognitive user models explain
• Observed human behaviour
• Predict human performance
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11. COGNITIVE MODEL : GOMS
• Goals
What a user wants to achieve
• Operations
Basic actions which user has to perform to use the system
• Methods
Methods available to perform task
Consist of a series of steps of operations
• Selection rules
Used to decide upon which method to do specific task
Attempts to predict which method will be used by a user
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12. EXERCISE
•How would you go about closing a
window? In that case that you’re playing a
game in a full screen window is it different
(assuming the game exit is not working)?
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13. ANSWER
Element
Description
Goal
Closing a window when game exit is not working
Operation
Use MENU method
Use CTRL+W method
USE-MENU-METHOD
. MOVE-MOUSE-TO-FILE-MENU
. PULL-DOWN-FILE-MENU
. CLI CK – OVER- CLOSE-OPTION
USE- C TRL-W- METHOD
. PRESS – CONTROL – W- KEYS
Rule 1: Select USE-MENU-METHOD unless another rule applies
Rule 2: If the application is GAME, select C TRL-W- METHOD
Method
Rule
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14. MENTAL MODELS
• Users develop an understanding of a system through learning and using it.
CONCEPTUAL MODELS
• Need to first think about how the system will appear to users (i.e. how they will understand it)
• Enables “designers to straighten out their thinking before they start laying out their widgets” (p.
28)
• Provides a working strategy and a framework of general concepts and their interrelations
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15.
16. Keys and
button
INPUT DEVICE
• PURPOSE :
ENTERING DATA INTO A COMPUTER SYSTEM
ISSUING INSTRUCTIONS (COMMAND) TO A
Visual
(camera &
scanner)
Input
device
categories
COMPUTER
TRANSFORMS DATA FROM THE USER INTO A
FORM THAT A COMPUTER SYSTEM CAN
PROCESS
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Audio –
voice/speech
Pointing
devices
19. HANDWRITING RECOGNITION
• Text can be input into the computer, using a pen and a digesting tablet (eg: PDA & tablet with
stylus)
SPEECH RECOGNITION
• Most successful when:
• single user – initial training and learns
peculiarities
• limited vocabulary systems
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• Problems with
• external noise interfering
• imprecision of pronunciation
• large vocabularies
• different speakers
20. POINTING DEVICES
• Control the movement of the cursor on a display screen.
• Six interaction tasks can be performed by pointing or manipulation devices:
Select (point and click)
Position (drag and click)
Orient (rotate)
Path (indicate path; position & orient combined)
Quantify (indicate exact spot)
Text (set insertion point for text)
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23. CHOOSING DEVICES
• Match physiological & psychological characteristics
• Appropriate for task
• Suitable for the work & environment
• Left and/or right handed
• All kinds of special needs, from slight long sight to severe motor/visual/ cognitive disability
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24. ALTERNATIVES
Gaze input - via reflections of laser
beam aimed at retina. Here with
pointing via data glove
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Brain activity input - this neural network system
distinguishes 5 brain patterns - for up, down, L, R & click