HCI 102 MODULE 1 Flashcards
A central concern of interaction design is to develop interactive products that are usable.
Good and Poor Design
You are staying at a hotel for a week while on a business trip. You
see a blinking red light on the landline phone beside the bed. You are not sure what this means, so
you pick up the handset.
Voice-Mail System
** It uses familiar physical objects that indicate visually at a glance how many messages have been left.
** It is aesthetically pleasing and enjoyable to use.
** It requires only one-step actions to perform core tasks.
** It is a simple but elegant design.
** It offers less functionality and allows anyone to listen to any of the messages.
The marble answering machine
Who created The marble answering machine?
Durrell Bishop
Each one is different in terms of how it looks and works. Many have been designed with a dizzying array of small, multicolored, and double labeled buttons (one on the button and one above or below it) that often seem arbitrarily positioned in relation to one another.
Remote Control
a digital video recorder that was originally developed to enable the viewer to record TV shows.
TiVo
the design of interactive products and services in which a designer’s focus goes beyond the item in development to include the way users will interact with it. Thus, close scrutiny of users’ needs, limitations and contexts, etc. empowers designers to customize output to suit precise demands.
about creating user experiences that enhance and augment the way people work, communicate, and interact
Interaction Design (IxD)
- a useful model to understand what interaction design involves.
The 5 dimensions of interaction design
5 dimensions of interaction design
1D: Words
2D: Visual representations
3D: Physical objects or space
4D: Time
5D: Behaviour
especially those used in interactions, like button labels—should be meaningful and simple to understand. They should communicate information to users, but not too much information to overwhelm the user.
Word
- This concerns graphical elements like images, typography and icons that users interact with. These usually supplement the words used to communicate information to users.
Visual representations
- Through what physical objects do users interact with the product? A laptop, with a mouse or touchpad? Or a smartphone, with the user’s fingers? And within what kind of physical space does the user do so?
Physical objects or space
- While this dimension sounds a little abstract, it mostly refers to media that changes with time (animation, videos, sounds). Motion and sounds play a crucial role in giving visual and audio feedback to users’ interactions. Also of concern is the amount of time a user spends interacting with the product: can users track their progress, or resume their interaction some time later?
Time
- This includes the mechanism of a product: how do users perform actions on the website? How do users operate the product? In other words, it’s how the previous dimensions define the interactions of a product. It also includes the reactions—for instance emotional responses or feedback—of users and the product.
Behaviour
refers to how a product behaves and is used by people in the real world.
The user experience