Block 1 Flashcards
(50 cards)
Interaction Design
- Users
- activities
- environment
Good interaction
- Usability (How easy to use and learn interface)
- User Experience (How good the users experience of the interface is)
User
- someone who will use the interface
- need to understand who the user will be.
- characterised by their background and preferences
Activity
What a user wants to do shapes activities
Environment
- where the interface will be used
- Different environments can affect the product
- Social environment is important to consider too.
User-centred design
Core-approach of interaction design (A good product is designed around users)
Establishing requirements
- A requirement is a need that particular interactive product must satisfy
- Requirements depend on:
- characteristics of users
- activities they will perform
- environment in which user interacts with the product
Designing Alternatives
- Trying alternative designs enables designers to explore ways of satisfying the requirements
- This is an essential and creative part of the process
Prototyping designs
Designers need to prototype the most promising designs to produce models
Evaluating Prototypes
- Enables designers to assess limitations of particular design
- find out if prototype meets requirements
- identify new requirements
- establish any changes to existing requirements
Design process
Three key characteristics -
- Iteration
- Usability and user experience
- User involvement
Iteration
- Repeating evaluation and redesigning key features of design process
- Leads to better understanding of requirements
Usability and User experience
- How usable a product is and how users experience the product
- Ideally, designers should identify requirements for these at start of the project
User involvement
Critical in helping designers understand design context, and identifying possible design solutions
Goals of Interaction design
- Effectiveness
- efficiency
- safety
- utility
- learnability
- memorability
Effectiveness
Does product enable the user to easily accomplish task for which it was designed?
Efficiency
Does the product enable the user to accomplish the task quickly, with minimum number of steps?
Safety
Does the product minimise user errors and if they do make errors, can they recover quickly?
Utility
Does the product offer functionalities the users need to complete a particular task?
Learnability
Is it easy to learn how to use the product?
Memorability
Is it easy to remember how to use the product?
Usability Goals
- Measurable goals : Usability goals can be assessed and measured
- Goals must be prioritised : For certain products some goals more important than others
- Meeting goals may be challenging : Characteristics of users, their activities and context in which they operate can make it challenging to achieve certain usability goals
Design principles
- Perceivability
- Consistency
- Affordance
- Constraints
- Feedback
Perceivability
- Perceivability is an extension of visibility
- Experience of any interactive product passes through our sense first
- More prominently an element of an interface engages users senses, the easier it is for the user to perceive the element