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What is a ‘computer’?
Any kind of digital technology:
• Has external + internal components
• Internal functions work in much the same
way across different technologies:
• External appearance can vary greatly!
• Form Factors = size and shape
• Interface = input/output capabilities
• This is where interaction design is focused

Form Factor
the physical size, shape, and design specifications of a hardware device or component
Ubiquitous Computing
Ever-shrinking form factors led to the concept of “Ubi Comp”
• In this vision, we are surrounded by networked devices and sensors.
Researcher and designers focus on:
• “Ambient” computing
• "Internet of Things"
• "Smart cities“ and “Smart homes
the integration of computer technology into everyday objects and environments so that processing happens seamlessly in the background of daily life
The Interface
Many devices use a CPU connected to input/output (I/O) devices, which we can abstract into an interface users interact with. Abstractions help us understand technology and spot patterns.

Interaction Types
Sharp et al. propose that interactions
can be classified into 5 types:
• Instructing (a system)
• Conversing (with a system)
• Manipulating (objects)
• Exploring (a space)
• Responding (to a proactive system)
Metaphors
Concepts and analogies that help users to understand a new interface in terms of something they know.
• e.g. Desktop (folders, trash can), Shopping cart, checkout (for ecommerce)
• Help designers communicate their ideas clearly, both in their messaging and in the interface

Affordances
the visual or structural properties of an interface that show users how they can interact with an element.
Perceivable possibilities for how a person can interact with a technology.
(Norman 1988, based on Gibson 1977)
• Components of an interface should make it intuitively clear what users can do with them
Screen-based interaction
focuses on how users see, touch, and navigate digital interfaces on flat displays like phones, tablets, and computers
Perception
How information is acquired from the environment via our senses (vision, smell, taste, hearing and touch) and transformed into experiences of the world
• Sighted individuals are primarily visual, followed by hearing and touch
• Impacts how we interact with design
Legibility & Contrast
making text easy to see and read by using clear fonts, large enough sizes, and strong brightness differences between the letters and the background.

Grouping
organizing related interface elements together so users can easily understand relationships and process information without feeling overwhelmed.

Common Region
users perceive elements inside a shared boundary or enclosed area as a unified group.

Movement
uses purposeful animation to guide user behavior, explain interface relationships, and improve usability
Mapping

Chunks
the process of breaking down large amounts of information into smaller, manageable units
Lists, menus and groups of items can still be more than 7 items long
– These are cues & do not need to be remembered
– But items that need to be remembered (e.g. access codes) should not be too long
• Closure helps us to ‘flush’ our short-term memory and continue other tasks
– In design, closure must be well-timed!
Mental models
“Internal constructions of some aspect of the external world … enabling predictions to be made” (Sharp et al., p. 123)
• Users develop an understanding of a system through learning about and using it
• We use mental models to infer how to carry out tasks
• Some mental models are shallow, others are deep
• Many mental models are based on folk theories and are incorrect
General valve theory
Focuses on empowering user autonomy, minimizing friction, and creating self-sustaining loops rather than forcing users down rigid, top-down paths.
Emotions
Usability, Aesthetics, Tone-setting, Make it personal
Consider users’ emotions, not just cognition
Interviews
+ Direct access to user perspectives
+ Can answer the why of people do what they do
+ Can ask follow-up questions
- Based on people’s recollections or suppositions
- Can be time consuming
Observations
+ Good at showing what people are doing
+ Controlled allows for specific tasks to be observed; naturalistic allows for real-world observations
- People can act differently when they know they’re being observed
- Less in-depth discussion; harder to discover the ‘why’
Contextual Inquiry
+ Direct access to user perspectives in context
+ Can show both the what and the why
- Can be time consuming
- Questions can interfere with task performance
Surveys
+ Can reach lots of people
+ Quick, convenient and cost-effective
+ Can use existing validated scales (e.g. the System Usability Scale [SUS])
- Can’t ask follow-up questions; miss out on subtleties and details
- Respondents may misunderstand or get tired of answering
- Bots
Cultural Probes
+ Can gather meaningful data from remote users
+ Helps gather data in users’ natural contexts (e.g. home)
+ Can be enjoyable for participants
- Little control over responses
Bodystorming
+ Doesn’t require resources or users
+ Helps ‘debug’ a system before it has even been made
- Only imagination; reality might be different
- Inappropriate when users have notably different
abilities/knowledge to the researchers