What is interaction design? Flashcards

Interactive Technology Design

1
Q

What is interaction design?

A

Interaction design: developing interactive products that are usable (easy to learn, effective to use, provide an enjoyable experience for the intended people).

Designing interactive products to support the way people communicate and interact in their everyday and working lives.

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2
Q

What is the key question for interactive design?

A

“How do you optimize the users’ interactions with a system, environment, or product so that they support the users’ activities in effective, useful, usable and pleasurable
ways?”

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3
Q

What is interaction design about?

A

It is about creating user experiences that enhance and augment the way people work, communicate, and interact.

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4
Q

What are the differences between interaction design, user interface and user experience?

A
  • User interface (UI) is how the product is represented to the users (employees working in a store)
  • Interaction design (IxD) represents an engaging interface which the user communicates with to achieve his goal (engagement of the clients with employees).
  • User experience (UX) is the overall experience while interacting with
    the product. It focuses on the user’s feelings such as satisfaction, sadness, disappointment (feeling of the user towards the store in general).
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5
Q

What are the 3 ways of looking at interaction design?

A

The technology-centered view → interaction designers make (digital)
technology useful, usable, and pleasurable to use (the rise of software and
the internet was also the rise of the field of interaction design).

The behaviorist view → interaction design is about defining the behavior of
artifacts, environments, and systems (e.g., products). This view focuses on
functionality and feedback: how products behave and provide feedback
based on what the people engaged with them are doing.

The social interaction design view → the broadest view of interaction design is
that it is inherently social, revolving around facilitating communication
between humans through products. Technology is nearly irrelevant in this
view; any kind of object or device can make a connection between people.

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6
Q

Who is involved in interaction design?

A
  • Interaction design is ideally carried out by multidisciplinary teams, where
    the skill sets of engineers, designers, programmers, psychologists, anthropologists, sociologists, marketing people, artists, toy makers, product managers, and others are drawn upon.
  • Who to include in a team will depend on a number of factors, including a company’s design philosophy, size, purpose, and product line.
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7
Q

What is the USER EXPERIENCE?

A

The user experience refers to how a product behaves and is used by people in the real world.

  • It is about how people feel about a product and their pleasure and
    satisfaction when using it.
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8
Q

What aspects of user experience can we take into consideration with interaction design?

A

Usability, functionality, aesthetics, content, look and feel, and emotional appeal.

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9
Q

What is accessibility and what is inclusiveness?

A
  • Accessibility → the extent to which an interactive product is accessible by as many people as possible.
  • Inclusiveness → being fair, open, and equal to everyone.
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10
Q

What is usability and what are its goals?

A
  • Usability → ensuring that interactive products are easy to learn,
    effective to use, and enjoyable from the user’s perspective.

Usability is broken down into the following six goals:
* Effective to use (effectiveness)
* Efficient to use (efficiency)
* Safe to use (safety)
* Having good utility (utility)
* Easy to learn (learnability)
* Easy to remember how to use (memorability)

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11
Q

Explain each of the goals of usability.

A
  • (i) Effectiveness is a general goal, and it refers to how good a product is at doing what it is supposed to do.
    Effectiveness is about whether users can complete their goals with a high degree of accuracy.
  • (ii) Efficiency refers to the way a product supports users in carrying out their tasks.
    Efficiency is all about speed. How fast can the user get the job done?
  • Safety involves protecting the user from dangerous conditions and undesirable
    situations.
    Helping any kind of user in any kind of situation to avoid the dangers of carrying out unwanted actions accidentally.
  • Utility refers to the extent to which the product provides the right kind of functionality so that users can do what they need or want to do. Utility is about providing functions that users need in the first place.
  • Learnability refers to how easy a system is to learn to use.
  • Memorability refers to how easy a product is to remember how to use, once learned.
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12
Q

What are the most common usability criteria?

A

Examples of commonly used usability criteria are:
* time to complete a task (efficiency),
* time to learn a task (learnability), and
* the number of errors made when carrying out a given task over time (memorability).

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13
Q

What are User experience goals?

A

They differ from the more objective usability goals in that they are concerned with how users experience an interactive product from their perspective, rather than assessing how useful or productive a system is from its own perspective.

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14
Q

What are the main laws and principles of interaction design?

A
  1. Fitts’ law
  2. Hick’s law
  3. Tesler’s law
  4. The Poka-Yoke principle
  5. The magical number seven
  6. The five dimensions of interaction design
  7. Design principles
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15
Q

Explain Fitts law.

A

Fitts’s law allows to predict a time it takes a user to point at an object using a specific pointing device (such as a mouse, trackball, trackpad, or even a finger).

It helps us in designing user interfaces (deciding the location and size
of buttons and other elements) and choosing the right pointing device
for the task.
How to apply it in practice?
* Shorten the distance between action A and action B.
* Place common elements in like manner.
* Make interactive elements big enough so users can aim easily.
* Provide a lot of clickable space around a link (or just make it a button).

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16
Q

Explain Hicks’ law.

A

Hick’s law dictates that the greater the number of choices, the longer it takes to make a decision.

Giving a lot of choice is not always a good thing.
Despite the fact that users are instinctively drawn to products with more features, simpler solutions bring more satisfaction.
How to apply it in practice?
* Reduce the number of menu elements and put them in categories.
* Highlight Search and Filter features.
* Break down the checkout or any long form-filling process into manageable steps.
* Leave out excessive customization options.

17
Q

Explain Tesler’s law.

A

In the mid-1980s, Apple computer scientist and then vice president at Apple Larry Tesler came up with a model that states: “Every application must have an inherent amount of irreducible complexity. The only question is who will have to deal with it.”
* This law is basically the foundation of today’s trend toward minimalist interfaces, in which users don’t have to deal with complexity – because developers do.
* How to apply it in practice?
* Embrace radical decisions and start with the final and cleanest state of the design.
* Never skip user testing.

18
Q

Explain The Poka-Yoke principle.

A
  • A Japanese term → “error proofing.”
  • Like many Japanese inventions, poka-yoke is almost an art, creative thinking to avoid false interactions, misclicking, and performing subconscious actions.
  • In real life, you can see the poka-yoke principle applied to sink holes that prevent them from overflowing. Or car alerts that don’t stop until you plug in the seatbelt. In virtual interfaces, the technique is applied when the system asks you to retype a new
    password.
    How to apply it in practice?
  • Make high-level administrative actions (like deleting an account) hard to access.
  • Give a warning before any irreversible action, e.g. that an item will be deleted permanently.
  • Allow for spell-checking if there’s a chatting element in your product.
  • Warn a user about the needed number of password characters before the input.
19
Q

Explain Miller‘s law: The magical number seven.

A
  • The average number of items a human can hold in their working memory is 7±2 → This means that on one exposure, a human can remember 5 to 9 items, namely items of the same attribute.
  • “The Magical Number Seven, Plus or Minus Two: Some Limits on Ou Capacity for Processing Information” is one of the most highly cited papers in psychology. It was written by the cognitive psychologist George A. Miller in 1956.
  • Chunking – breaking up a long string of information into small chunks (e.g. phone or social security numbers).
  • How to apply it in practice?
  • Place 7±2 items in dropdown menus, navigations, bullet lists, or checkboxes
20
Q

Explain The five dimensions of interaction design.

A
  • 1D: Words → This is the language we use to describe interactions and the meaning behind every button, label, or signifier. Words should be clear and familiar to end users, used consistently and appropriately to the setting.
  • 2D: Visual representations → These are all typography, imagery, icons, and a color palette that users perceive involuntarily.
  • 3D: Physical objects or space → This includes computer keyboards, mice, trackpads, and touchscreens that users interact with and the space they interact within.
  • 4D: Time → Motions, sounds, animations – all interactive elements that change over time – give a user an understanding of the progress of their actions and perform the feedback on it.
  • 5D: Behavior → It’s how users react to an interaction, their physical or emotional response, whether they’re feeling satisfied or clicking the Next button to continue the process.
21
Q

Explain Design principles.

A
  • Design principles are used by interaction designers to aid their thinking when designing for the user experience → generalizable abstractions intended to orient designers toward thinking about different aspects of their designs.
  • Design principles are derived from a mix of theory-based knowledge, experience, and common sense.
  • They are intended to help designers explain and improve their designs.
  • A number of design principles have been promoted. The best known are concerned with how to determine what users should see and do when carrying out their tasks using an interactive product.
  • Design principles (from Don Norman‘s „Design of Everyday Things“)
22
Q

What are the main elements of Design principles?

A
  • ## Visibility
23
Q

Explain Visibility in Design principles.

A
  • The more visible an element is, the more likely users will know about them and how to use them
  • The skill in applying this principle is realizing that you can’t make everything visible, because it’ll clutter the interface (instead prioritize).
  • Hiding certain functions can be advantageous
24
Q

Explain Feedback in Design principles.

A
  • Feedback is the principle of making it clear to the user what action has been taken and what has been accomplished.
25
Q

Explain Constraints in Design principles.

A
  • Constraints is about limiting the range of interaction possibilities for the user to simplify the interface and guide the user to the appropriate next action. This is a case where constraints are clarifying, since they make it clear what can be done.
  • A common design practice in graphical user interfaces is to
    deactivate certain menu options by shading them gray.
26
Q

Explain Mapping in Design principles.

A
  • Mapping is about having a clear relationship between controls and
    the effect they have on the world.
27
Q

Explain Consistency in Design principles.

A
  • Consistency refers to designing interfaces to have similar operations and use similar elements for achieving similar tasks.
  • Benefit of consistent interfaces → they are easier to learn and use.
28
Q

Explain Affordance in Design principles.

A
  • Affordance refers to an attribute of an object that allows people
    to know how to use it.
  • Essentially to afford means to give a clue.