what is interaction design?

interaction design

"designing interactive products to support the way people communicate and interact in their everyday and working lives"
[Sharp, Rogers, and Preece 2019]

human-centered approaches

focus on human users and stakeholders

technology supports human activity

design with technology limitations in mind

multidisciplinary

concerns of interaction design

user experience

usability

accessibility and inclusiveness

user experience (UX)

designing for experience

how people feel about a product

macro to micro experiences

provoke behaviors

goal: "reduce the negative aspects of user experience while enhancing the positive ones"

understanding users

different needs and requirements

no one-size-fits-all

avoid assumptions

cultural differences

user experience goals

desirable: satisfying, enjoyable, fun, helpful, entertaining, aesthetically pleasing, motivating, rewarding, supportive of creativity

undesirable: boring, frustrating, unpleasant, patronizing, annoying, making one feel stupid

connection between experiences and consequences

course registration system

other examples?

usability

usability goals

effectiveness: effective to use

efficiency: efficient to use

safety: safe to use

utility: having good utility

learnability: easy to learn

memorability: easy to remember how to use

menus and keyboard shortcuts

moodle

other examples?

accessibility and inclusiveness

accessibility

accessible to a wide audience by enabling
different ways of interacting

inclusive design of technology

design of assistive technology

types of impairments: sensory, physical, and cogniftive

other examples?

design principles

visibility

make clear possible actions

feedback

response to action

constraints

prohibit some actions,
encourage others

physical

logical

cultural

mapping

controls ↔ effects

example: pause on Twitch vs YouTube Live

affordances / signifiers

informs on how to use it; signify potential action

physical characteristics and constraints

perceived use based on visual appearance (e.g. buttons)

consistency

similar elements for similar tasks

easier to learn and use

in-class activity

mobile phone

consider one or more tasks or activities you perform with it

what is good and bad about the way it works for those tasks

what in its design makes it work good or bad?

user experience goals: satisfying, enjoyable, helpful, rewarding?

usability: effectivenes, efficiency, safety, utility, learnability, memorability?

what would you change? why would it be better?

questions?

reading for next class

Chapter 1: "The Psychopathology of Everyday Things"
The Design of Everyday Things