ID Flashcards
Who invented the Mouse? When was that?
Douglas C. Engelbart 1964
What does Xerox PARC stand for? Why do you need to remember that?
Palo Alto Research Center. Many innovations in interaction design were invented at Xerox PARC. Xerox Star but also: ethernet, laser printer…
Name and explain the four components of Engelbart’s framework. Is this still applicable today? What changed?
- Artefacts
- Language
- Methodology
- Training
Today we don’t assume that users have to train to use technology
Which interaction design concept of Xerox Star is still used in computers today?
The desktop metaphor
What does WYSIWYG mean? Name one example! Where was it invented?
What you see is what you get, e.g. MS Word. Xerox PARC
Name four disciplines that intersect with interaction design according to Saffer, 2009
User-Expereince Design, Industrial Design, Human Factors, Usability Engineering, Human Computer Interaction, User Interface Engineering, Communication Design, Information Architecture
Marc Weiser
The computer for the 21st century
WIMP
- stands for “window, icon, menu, pointing device”
- coined by Merzouga Wilberts in 1980 -is often incorrectly used as an approximate synonym of “GUI”.
Explain: Bill Verplank: “How do you do?”
How do you affect the world? You can grab hold of a handle and manipulate it, keeping control as you do it.
Explain: Bill Verplank: “How do you feel?”
How do you get feedback? That’s where a lot of feelings come from; a lot of our emotions about the world come from the sensory qualities of those media that we present things with.
Explain: Bill Verplank: “How do you know?”
The map shows the user an overview of how everything works, and the path shows them what to do, what they need to know moment by moment
Explain: Douglas Engelbart: Artefacts
physical objects designed to provide for human comfort, the manipulation of things or materials, and the manipulation of symbols.
Explain: Douglas Engelbart: Language
the way in which the individual classifies the picture of his world into the concepts that his mind uses to model that world, and the symbols that he attaches to those concepts and uses in consciously manipulating the concepts (“thinking”).
Explain: Douglas Engelbart: Methodology
the methods, procedures, and strategies
with which an individual organises his goal-centred (problem-solving) activity.
Explain: Douglas Engelbart: Training
the conditioning needed by the individual to bring his skills in using augmentation means 1, 2, and 3 to the point where they are operationally effective.
Bill Verplank: Paradigms
Tool, Media, Life, Vehicle, Fashion
Bill Verplank: Paradigm: Tool
Doug Engelbart, the inventor of the computer mouse, thought of the computer as a tool. Styles of interaction changed from dialogs, where we talk to a computer and a computer will talk back to us, to direct manipulation, where we grab the tool and use it directly. The ideas of efficiency and empowerment are related to this tool metaphor.
Bill Verplank: Paradigm: Media
In the nineties, designers thought of computers as media, raising a new set of questions. How expressive is the medium? How compelling is the medium? Here we are not thinking so much about a user interacting with or manipulating the computer, but more about them looking at and browsing in the medium.
Bill Verplank: Paradigm: Life
Starting in the mid nineties, people have been talking about computer viruses or computer evolution; they are thinking of artificial life. When the program has been written, it is capable of evolving over time—getting better and adapting. The programmer is in a way giving up responsibility, saying that the program ison its own.
Bill Verplank: Paradigm: Vehicle
Another metaphor is the computer as vehicle, and we have to agree on the rules of the road. There has to be some kind of infrastructure that underlies all computer systems. People spend their careers determining the standards that will define the infrastructures, and hence the limitations and opportunities for design.
Bill Verplank: Paradigm: Fashion
The media metaphor plays out to computers as fashion. A lot of products are fashion products. People want to be seen with the right computer on. They want to belong to the right in-crowd. Aesthetics can dominate in this world of fashion, as people move from one fashion to another, fromone style of interaction to another style.
Explain: Affordance (James Gibson, 1966; Donald Norman, 1988)
An affordance is a property, or multiple properties, of an object that provides some indication of how to interact with that object or with a feature on that object. Appearance is the major source of affordances.
4 Elements of Interaction Design?
Affordance, Space, Time, Motion
Explain element of Interaction Design: Space
Space provides a context for motion. Where is the action taking place ? How are the constraints of the space ? All interactions take place in a space.
Explain element of Interaction Design: Time
Movement through space takes time to accomplish. UX designers need an awareness of time. Some tasks are complicated and take a long time to complete. Times creates rythm (e.g. wait time, intended delays, unintended delays, battery, etc…)
All interactions take place over time.
Explain: Fly on the Wall mehtod
How? Observe and record behaviour within its
context, without interfering
with people’s activities.
Why? It is useful to see what people do in real
contexts and time frames,
rather than accept what they say they did after
the fact.
Example. By spending time in the operating room, the
designers were able to observe and
understand the information that the surgical
team needed.
Design Research: Fly on the Wall mehtod
How? Observe and record behaviour within its
context, without interfering
with people’s activities.
Why? It is useful to see what people do in real
contexts and time frames,
rather than accept what they say they did after
the fact.
Example. By spending time in the operating room, the
designers were able to observe and
understand the information that the surgical
team needed.
2 Interview Question Types
- ‘closed questions’ have a predetermined answer format, e.g., ‘yes’ or ‘no’
- ‘open questions’ do not have a predetermined format
- Closed questions are easier to analyse
Interview what to avoid
- Long questions
- Compound sentences - split them into two
- Jargon and language that the interviewee may not understand
- Leading questions that make assumptions e.g., why do you like …?
- Unconscious biases e.g., gender stereotypes
Explaiin: Props
Props - devices for prompting interviewee, e.g., a prototype, scenario
Evaluation - Summativ vs. Formativ
SummativeEvaluation
“Wie gut ist es geworden?” –BewertenQuantitativ
Abschließend, zusammenfassend, kriteriumsorientiert
Z.B. “Zertifizierung”, Fragebögen, Effizienzmaße
Formative Evaluation
“Was muss wie umgestaltet werden?” -Verstehen Qualitativ Prozessbegleitend, verbesserungsorientiert
Z.B. “Design Theatre”, Rollenspiel mit Requisiten
Evaluation - Analytisch vs. Empirisch
Analytische Evaluation
Expertenurteil, Begutachtung
Oft einzelne Urteile
Durch Expertise urteilen
Empirische Evaluation
Laienurteile, Laienperformanz
Mehrfacherhebungen, Gruppenvergleiche
Die Erfahrung sprechen lassen, statistische Analyse möglich
Evaluation - Aufgabebezogen vs. Erlebnisbezogen
Aufgabenbezogen
Festlegung eines instrumentellen Ziels
Definition von UseCases, z.B. ein Kalendereintrag, eine E-Mail schreiben
Oft Fokus auf objektive Maße, z.B. Zahl der Nutzungsprobleme, Aufgabenbearbeitungszeit
Erlebnisbezogen
Ganzheitliche Betrachtung des Nutzererlebens
Wie fühlen sich Nutzer, was erleben sie, wie beschreiben sie das System, welche Assoziationen verbinden sie mit der Nutzung?
Oft Fokus auf subjektive Maße, z.B. erlebte Effizienz, Zufriedenheit, Emotionen
Evaluation - Befragen -Quantitativ vs. Qualitativ
Quantitativ Vorgegebene Antwortkategorien Schnelle Durchführung Einfache Auswertung "Wie fühlen Sie sich auf einer Skala von 1-9?" numerisch
Qualitativ Freie Antwortmöglichkeiten Aufwändigere Durchführung Macht Vergleiche schwierig "Wie fühlen Sie sich?" Kann Aspekte erfassen, die bei quantitativer Messung verloren gehen könntenverbalisiert
Evaluation - Befragen –schriftlich vs. mündlich
Fragebögen –”schriftliche Befragung”
Unterschiedliche Item-Formate
Fakten –”Die Software bietet mir eine Wiederhol-Funktion für wiederkehrende Arbeitsschritte”
Beurteilungen –”Zur Erkundung des Systems durch Versuch und Irrtum wird ermutigt”
Gefühle –”Das System ist sehr unangenehm”
Mündlich –Interview
individuelle Vertiefung einzelner Aspekte
Klärung von Verständnisproblemen
tieferes Verständnis des subjektiven Erlebens einer Person
Hinweise auf unentdeckte Phänomene aufwändigere Auswertung, statistische Aussagen schwierig
Evaluationsinhalte
-Produkturteile zur Usability "Das Produkt ist praktisch" -Leistungsdaten Zeit für Ausführung eines Tasks -Produkturteile zu Ästhetik "Das Produkt ist schön" -Charakterisierung "Das Produkt wirkt sympathisch" -Emotionen "Während der Nutzung des Produkts fühlte ich mich gut" -Psychologische Bedürfnisse "Während der Nutzung des Produkts hatte ich das Gefühl, anderen Menschen nahe zu sein"
PragmatischeProduktattribute
_praktisch, nützlich
_instrumentelleZiele, do-goals
Hedonische Produktattribute
_schön, aufregend, spannend
_erlebnisbezogeneZiele, be-goals
ISONORM 9241/110
misst die 7 Aspekte der Gebrauchstauglichkeit (Usability), Was wird gemessen?
Was wird gemessen:
- Aufgabenangemessenheit
- Selbstbeschreibungsfähigkeit
- Steuerbarkeit
- Erwartungskonformität
- Fehlertoleranz
- Individualisierbarkeit
- Lernförderlichkeit
ISONORM 9241/110 misst die 7 Aspekte der Gebrauchstauglichkeit (Usability), Was wird gemessen?
Was wird gemessen:
- Aufgabenangemessenheit
- Selbstbeschreibungsfähigkeit
- Steuerbarkeit
- Erwartungskonformität
- Fehlertoleranz
- Individualisierbarkeit
- Lernförderlichkeit
SAM - SelfAssessment Manikin
Sprachfreies Messinstrument zur Messung der Dimensionen Valenz, Arousalund Dominanz. “Welche affektiven Reaktionen entstehen bei der Nutzung?”
PANAS - Positive andNegative AffectSchedule
misst positiven und negativen Affekt. “Wie fühlt man sich nach der Nutzung?”
INTUI
Semantisches Differential zur Messung der Subkomponenten intuititiverInteraktion. “Wie intuitiv wird die Benutzung erlebt?”
Interaktionsvokabular
Semantisches Differential zur Messung der Interaktionswahrnehmung. “Wie nehmen Nutzer die Interaktion wahr?”
Gillian Crampton Smith
- established the first Interaction Design MA program at the Royal College of Art (RCA)
- was the founder and academic director of the Interaction Design Institute Ivrea (IDII)
Stu Card (person)
-joined Xerox Palo Alto Research Center
(PARC) in 1974 -aimed at perfecting scientific methods to integrate with creative design -developed a process to predict the behaviour
of a proposed design, using task analysis, approximation, and calculation -proposed a partnership between designers
and scientists, by providing a science that supports design.
Tim Mott
- collaborated remotely with Xerox Palo Alto Research Center (PARC) and Larry Tesler
- worked on a new publishing system that included a “desktop metaphor” -invented a “user centred design process” with Larry Tesler -later co founded Electronic Arts (EA)
Larry Tesler
-involved users also in the software design process
-joined PARC in 1973 -moved to Apple in 1980 -was the core designer of Apples “Lisa”
computer
-invented the “copy and paste” function
wizard-of-oz prototyping)
prototyping parts of the system with non functional elements
think aloud method (prototyping)
asking users to “walk” them through the system
Bill Atkinson
- was hired by Apple as the “Application Software Department”
- invented the “pull down” menu structure -was the lead designer of the “Lisa” and the initial “Mac”
Double Diamond
Discover, Define, Design, Deliver
Double Diamond - Discover
• Consumer behaviour and preferences in relation to the product or service offered by the company • New modes of communication • New service needs that may emerge on the basis of social, economic or environmental changes
Double Diamond - Define
• The generation of initial ideas and project development • Ongoing project management • Corporate objectives agreed and project sign-off
Double Diamond - Design
• Multi-disciplinary working and dependencies with other departments • Visual management • Development methods • Testing
Double Diamond - Deliver
• Final testing, approval and launch
• Targets, evaluation and feedback
loops.
Cordell Ratzlaff
- managed the human interface group at Apple for 5 years
- led the design team of OSX
- founded the company GetThere.com
- creative director at Frog Design SF, USA
Variables/Characteristics of Appearance/Affordance
- proportion
- structure
- size
- shape
- weight
- color (hue, value, saturation)
Usability, Definition
Usability is a term used to denote the ease
with which people can employ a particular
tool or other human-made object in order to
achieve a particular goal.
Benefits of usability testings
- Higher revenues through increased sales
- Increased user efficiency
- Reduced development costs
- Reduced support costs
Hierarchy of Design Needs
Creativity, Proficiency, Usability, Reliability, Functionality
Hierarchy of Design Needs - Functionality
Functionality needs have to do with meeting the
most basic design requirements.
Hierarchy of Design Needs - Reliability
Reliability needs have to do with establishing
stable and consistent performance.
Hierarchy of Design Needs - Usability
Usability needs have to do with how easy and
forgiving a design is to use.
Hierarchy of Design Needs - Proficiency
Proficiency needs have to do with empowering
people to do things better than they could
previously.
Hierarchy of Design Needs - Creativity
Creativity is the level in the hierarchy where all
needs have been satisfied and people begin
interacting with the design in innovative ways.
Aesthetic-Usability Effect
Aesthetic designs are perceived as easier to use
than less-aesthetic designs. Aesthetic designs look easier to use and have a higher probability of being used, whether or not they actually are easier to use.
flexibility-usability tradeoff
The flexibility-usability tradeoff is exemplified in
the well known maxim “jack of all trades, master
of none”. Flexible designs can perform more functions than specialised designs, but they perform the functions less efficiently.
Paul Bradly
- designed the “Microsoft Mouse”
- followed an established “User Centred Design Process” (UCD)
- helps Interaction Designers at IDEO developing their prototypes
Jeff Hawkins
- worked with the team that developed the first laptop, the Compass by GRID -developed the first tablet PC, the GRIDpad
- started PALM computing
4 Design Approaches
- User Centered Design
- Activity Centered Design
- Systems Design
- Genius Design
User Centered Design
Work close with useres in design process
Activity Centered Design
divide goal in many activities, may loose focus on the whole
Systems Design
Analytical Approach
Genius Design
Wisdom and experience guiding design choices
Design Research: Flow Analysis
How
Represent the flow of information or activity
through all phases of a system or process.
Why
This is useful for identifying bottlenecks and
opportunities for functional alternatives.
Example
Designing an online advice Web service, flow
analysis helped the team to gain a clearer
sense of how to make it easy to find your
way around the site.
Design Research: Cognitive Task Analysis
How
List and summarise all of a user’s sensory
inputs, decision points, and actions.
Why
This is good for understanding users’
perceptual, attentional, and informational
needs and for identifying bottlenecks where
errors may occur.
Example
Logging the commands that would be
involved in controlling a remotely operated
camera helped the team establish priorities
among them.
Design Research: Historical Analysis
How
Compare features of an industry, organisation,
group, market segment or practice through
various stages of development.
Why
This method helps to identify trends and cycles
of product use and customer behaviour and to
project those patterns into the future.
Example
A historical view of chair design helped to
define a common language and reference
points
Design Research: Affinity Diagrams
How
Cluster design elements according to intuitive
relationships, such as similarity, dependence,
proximity, and so forth.
Why
This method is a useful way to identify
connections among issues and to reveal
opportunities for innovation.
Example
An affinity diagram shows what’s involved in
transporting young children, and helps to identify
the opportunities to improve the design of a
stroller.
UX Field Research: A DAY IN THE LIFE
How
Catalog the activities and contexts that users
experience for an entire day.
Why
This is a useful way to reveal unanticipated
issues inherent in the routines and circumstances people experience daily.
Example
For the design of a portable communication
device, the design team followed people
throughout the day, observing moments at
which they would like to be able to access information.
UX Field Research: SHADOWING
How
Tag along with people to observe and
understand their day-to-day
routines, interactions, and contexts.
Why This is a valuable way to reveal design opportunities and show how a product might affect or complement user’s behaviour.
Example The team accompanied truckers on their routes in order to understand how they might be affected by a device capable of detecting drowsiness.
UX Field Research: PERSONAL INVENTORY
How
Document the things that people identify as
important to them as a way of cataloging evidence of their lifestyles.
Why
This method is useful for revealing people’s
activities, perceptions, and values as well as patterns among them.
Example
For a project to design a handheld electronic
device, people were asked to show
the contents of their purses and briefcases
and explain how they use the objects that they
carry around everyday.
Ethnography
• Ethnography is a philosophy with a set of techniques that include participant
observation and interviews
• Debate about differences between participant observation and ethnography
• Ethnographers immerse themselves in the culture that they study
• A researcher’s degree of participation can vary along a scale from ‘outside’ to
‘inside’
• Analysing video and data logs can be time-consuming
• Collections of comments, incidents, and artefacts are made
Interview in 5 Steps
- Introduction – introduce yourself, explain the goals of the interview, reassure about the ethical issues, ask to record, present any informed consent form.
- Warm-up – make first questions easy and non-threatening.
- Main body – present questions in a logical order
- A cool-off period – include a few easy questions to defuse tension at the end
- Closure – thank interviewee, signal the end, e.g, switch recorder off.
3 data gathering mehtods
interviews, questionnaires, observation
five key issues of data gathering
goals, triangulation, participant relationship, pilot
80/20 rule
A principle for setting priorities: users will use 20% of
the features of your product 80% of the time. Focus
the majority of your design and development effort
(80%) on the most important 20% of the product.
3 Reasons for Laws of Interaction Design
- describe: understand what is going on
- predict what will happen if…
- generate new alternatives
Moore’s law
The complexity for minimum component costs has
increased at a rate of roughly a factor of two per year…
Don’t worry too much about: ‣ computing power ‣ storage capacity ‣ screen resolution ‣ device size ‣ weight ‣ battery life (?)
Buxton’s law
Less is More
Fitts’ law
The time to acquire a target is a function of the distance to and width of the target.
Larger targets are easier to hit -> maximize button size
Movement time increases (logarithmically) with distance
-> minimize distances
-> no movement is even better!
Infinite targets:
-> leverage screen borders
-> leverage corners
Bigger Is Not Always Better
Steering Law
the time required to navigate, or steer, through a 2-dimensional tunnel.
Guiard’s Kinematic Chain
“Under standard conditions, the spontaneous
writing speed of adults is reduced by some 20%
when instructions prevent the non-preferred hand from manipulating the page”
Hick’s law
Given n known and equally
probable choices, the average reaction time T required to
choose among them is: T = b*log2(n+1)
Law of Practice
‣ When performing a task based on practice trials, people improve in speed at a decaying exponential rate.
‣ The time needed for a particular task decreases in proportion to the number of practice trials taken raised to a power of about a = -0.4
Murphy’s law
Whatever can go wrong, will go wrong.
‣ Prepare for human errors, wrong input etc. • do sanity checks in dialogs
• provide useful defaults
• make serious mistakes hard
‣ When building stuff, provide extra time for: • mistakes in manufacturing
• non-functioning tools
• faulty material
• misunderstandings
Gestalt Laws
- Proximity
- Collinearity
- Co-circularity
- Continuity
- Parallelism
- Symmetry
- Closure
- Convexity
In summary the Gestalt Theory believes individuals use insight and their prior experiences to determine the response to stimuli.
Gestalt Laws
- Proximity
- Collinearity
- Co-circularity
- Continuity
- Parallelism
- Symmetry
- Closure
- Convexity
In summary the Gestalt Theory believes individuals use insight and their prior experiences to determine the response to stimuli.
Grouping of similar Objects
GUI-Design: Approachability
Simple designs can be rapidly apprehended and understood well enough to support immediate use or invite further exploration.
GUI-Design: Recognisability
Simple designs can be recognised more easily than their more elaborate counterparts. Because they present less visual information to the viewer, they are more easily assimilated, understood and remembered.
GUI-Design: Immediacy
Simple designs have a greater impact than complex
designs, precisely because they can be immediately
recognised and understood with a minimum of conscious effort.
GUI-Design: Usability
Improving the approachability and memorability of a product necessarily enhances usability as well. Simple designs that eliminate unnecessary variation or detail make the variation that remains more prominent and informative.
GUI-Design: Reduction
Reduction means that you eliminate whatever isn’t necessary. This technique has three steps: (1) decide what essentially needs to be conveyed by the design; (2) critically examine every element (feature, label, UI widget, etc.) to decide whether it serves an essential purpose; (3) remove it if it isn’t essential.
What is an Experience Blueprint?
An experience blueprint is a diagrammatic
representation of the user journey that maps processes,
touch points, people and support activities involved in
creating the experience.
It helps in visualising the correlation between the front
stage (user end) and the back stage (provider end). It also helps to interconnect the tangible elements with
intangible and deal with them more objectively.
Disruptive Innovation
….an innovation that creates a new market and value network and eventually disrupts an existing market and value network, displacing established market leading firms, products, services and alliances…
Service Design
ensures that all parts work together throughout the customer journey a customer journey describes the way from an entry point to an exit point of a service
What is a service?
- a chain of activities that form a process and have value for the end user (customer journey)
- services affect our daily qualify of life (user experience)
- service design is somehow similar to systems design (service blueprints)
- service design focuses on the entire system of use (via touchpoints)
4 Key-Characteristics of Service
Intangible, Provider ownership, co-created, flexible
Key-Characteristic of Service: Intangible
Although services are often populated with objects, the service itself is ephemeral, customers can´t see or touch the service itself-only the physical embodiments
Key-Characteristic of Service: Provider ownership
Customers who use a service may come away from it with an owned object such as a cup of coffee or used car, but they don´t own the service itself.
Key-Characteristic of Service: co-created
Services aren´t made by the service provider alone; they require the involvement and engagement of the customers as well.
Key-Characteristic of Service: flexible
Each new situation or customer requires that the service adapt to it
Shelley Evenson
-teaches service and interaction design at CMU, Pittsburgh -Co-founder of seeSpace and chief experience scientist for Scient
four types of interaction “beyond the desktop”:
- (1) Shareable interfaces
- (2) Tangible interfaces
- (3) Wearable interfaces
- (4) Robotic interfaces
interaction “beyond the desktop”: Shareable interfaces
• Shareable interfaces are designed for more than one person to use
• provide multiple inputs and sometimes allow simultaneous input by co-located groups
• large wall displays where people use their own pens
or gestures
• interactive tabletops where small groups interact with information using their fingertips, e.g., Smartboards
interaction “beyond the desktop”: Tangible interfaces
- Type of sensor-based interaction, where physical objects, e.g., bricks, are coupled with digital representations
- When a person manipulates the physical object/s it causes a digital effect to occur, e.g. an animation
- Digital effects can take place in a number of media and places or can be embedded in the physical object
interaction “beyond the desktop”: Wearable interfaces
- First developments was head- and eyewear-mounted cameras that enabled user to record what seen and to access digital information
- Since, jewellery, head-mounted caps, smart fabrics, glasses, shoes, and jackets have all been used
- provide the user with a means of interacting with digital information while on the move
- Applications include automatic diaries and tour guides
interaction “beyond the desktop”: Robotic interfaces
Four types
• remote robots used in hazardous settings
• domestic robots helping around the house
• pet robots as human companions
• sociable robots that work collaboratively with humans, and communicate and socialize with them – as if they were our peers
Is multimedia better than tangible interfaces for
learning?
Will depend on task, users, context, cost, robustness, etc.