Lecture 1 Flashcards
What is HCI?
Interaction between users and systems occurs at the User Interface (or simply interface)
Hardware Interface?
- Not limited to IT product interface
- Can be generalized to the interfaces of any interactive products
ex. laptop, cell phone, printer, desktop, VR-glasses, apple watch
Software Interface?
Windows, Max OS, Microsoft Word, Browser etc
Intangible interface?
E.g. voice recognition interface
Process of Interaction Design?
- Identifying needs and establishing requirements for the user experience.
- Developing alternative designs that meet those requirements
- Building interactive version of the design so that they can be communicated and assessed
- Evaluating what is being built throughout the process and the user experience it offers
- Iterate, iterate, iterate
User-Centered Design
- Ensure that the design match the needs and capabilities of the people for whom they intended
- Evaluation is at the heart of interaction design
- Equally important is to understand user and user behavior
+ Key to this module is to understand the user- centered design in a theoretical way, while to learn to use specific software skills is secondary.
Design objective I: Usability
- What is the Usability goals? (5)
- Effectiveness
- Efficiency
- Safety
- Learnability
- Memorability
Design Objective II: User Experience
- What is the experience goals? (7)
- Satisfying
- Enjoyable
- Engaging
- Entertaining
- Attentive
- Aesthetically pleasing
- Flow
- More….
What is Design Tradeoffs?
- Functionality vs. complexity
- Function vs. form
- Changes to interface in a new version vs. remaining consistency with the previous version
Important Design Concepts (6)
- Affordance
- Visibility
- Mapping
- Feedback
- Consistency
- Contraints
Explain “Affordance” design concept
Affordance refers to the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used.
– Chair is for sitting
– Knobs are for turning – Button is for pushing
• It provides strong clues to the operations of things.
Example of Virtual Affordance
- How do the following screen objects afford?
- What if you were a novice user?
- Would you know what to do with them?
Arrows like front/back
Explain “Visibility” design concept
- The user should be able to tell the state of device and the alternatives for action.
- When functionality is hidden, problems in use occur
- When capabilities are visible, it does not require memory of how to use
Example of visibility
Physical: Själva handtaget som reglerar varmt/kallt
HCI: a single button to do two things
Explain “Mapping” design concept
- It is possible to determine the relationships between actions and results, between the controls and their effects, and between the system state and what is visible.