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Hamed Alavi's Background
Computer and Telecommunication Sciences, Swiss Federal Institute of Technology (EPFL), PhD - Ambient Intelligence, UvA-IVI Digital Interactions Lab since 2022
Article on Bad vs Good Design
https://www.interaction-design.org/literature/article/bad-design-vs-good-design-5-examples-we-can-learn-frombad-design-vs-good-design-5-examples-we-can-learn-from-130706
Article showcasing Apple Failing Hardware Design
https://www.theverge.com/2015/12/8/9872746/apple-bad-hardware-design-iphone-case-pencil-magic-mouse
Article showcasing Elevator buttons that make no sense
https://www.buzzfeed.com/kellymartinez/elevator-buttons-that-make-no-sense
Martin LeBlanc Quote
A user interface is like a joke. If you have to explain it, it's not that good.
Link to UI User Interface Example
https://userinyerface.com/
Consequences of Bad Interaction Design
Frustration, Lost time, lack of motivation, lost income, unwanted behavior & actions, exclusion
Therac-25 link
https://hackaday.com/2015/10/26/killed-by-a-machine-the-therac-25/
Human factors to consider in design
Needs, Emotion, Aspirations, Passion, and Diversity
What should we design for?
Human Values, Priorities, Flourishing, Societal Challenges
Things to learn to be a good designer
Understand Humans, Learn how to Design, Learn how to Assess the design
IxD
Interaction design as a part of HCI research
History of Human-computer interaction (HCI)
An observation -> a new scientific field
Douglas Engelbart’s “Mother of All Demos” (1968)
windows, mouse, hypertext & dynamic file linking, graphics, video conferencing, word processing, real-time document editing
Human-Computer Interaction Evolution
Pervasiveness of computing —> Evolution of HCI
John M. Caroll quote
“HCI manages innovation to ensure that human values and human priorities are advanced, and not diminished through new technology.
Paul Dourish Quote
… the central charge to HCI is to nurture and sustain human dignity and flourishing.”
HCI Influences
Psychology, Computer science, Sociology, Engineering, Design
HCI Subfields
Visualisation, E-learning, Games research, Ubiquitous computing, Computer-supported cooperative work
CHI22 New Orleans, LA
https://2022.chi.acm.org/
HCI topics covered
Diversity and Inclusion, Architecture and Urban Design , Virtual Reality
Course Overview
People involved, content, structure, grading, housekeeping
Interaction Design
6 EC, Semester 2, period 4 Bachelor Informatiekunde
Dr. Hamed Alavi role
Course coordination & lectures
Sanne de Berg role
Theory and practical seminars & grading
Mijke Taal role
Theory & practical seminars & grading
Lectures by week
introduction to interaction design, conceptualizing interaction, cognitive aspects, social interaction, prototyping, evaluation, emotional interaction, guest interview, project poster presentation
grading
coursework (7 weekly assignments in theory seminar) 20%, exam based on lectures and readings 50%, Final Project Report (including prototype) 30%
What constitutes a pass?
pass = average of 5.5+
Required seminar attendance
70% attendance across seminars.
Absence Notification
Notify your tutor of absence BEFORE the seminar.
Exam Content
Selected textbook chapters (covered in lecture) AND additional readings
Interaction design: Beyond human-computer interaction Authors
Helen Sharp, Yvonne Rogers, & Jenny Preece
Interaction design definition
designing interactive products to support the way people communicate and interact in their everyday and working lives.
What results in bad design?
bad design often results from failing to consider who the users are, what they need and want, what activities are being carried out, where and when the interaction taking place
Data reported
users' self-reported data is typically 3 steps removed from the truth
Usability Goals
Usability goals are effective to use, efficient to use, safe to use, has good utility, easy to remember how to use, easy to learn.
1943 incident
pilot error resulted in “belly” landings in B-17s
User Experience Goals
satisfying, enjoyable, engaging, exciting, rewarding, entertaining, fulfilling, memorable, challenging, relaxing, comforting, fun
Norman’s design principles: discoverability
discovering what it does, how it works, and what operations are possible
Five fundamental psychological concepts for Discoverability
affordances, signifiers, constraints, mappings, and feedback
Affordances
a relationship between the properties of an object and the capabilities of the agent that determine just how the object could possibly be used depends upon the properties of both the object and the agent.
Signifiers
any perceivable indicator that communicates appropriate behavior to a person.
Constraints
restricts the kinds of user interactions that can take place (either permanently or at a given point in time)
Mapping
The relationship between controls and their actions follows the principles of good mapping, enhanced as much as possible through spatial layout and temporal contiguity.
Feedback
There is full and continuous information about the results of actions and the current state of the product or service.
Visibility
The more visible functions are, the more likely it is that users will be able to know what to do next.
Consistency
designing interfaces to have similar operations and use similar elements for achieving similar tasks.
Interaction
A transaction between two entities, typically an exchange of information, but it can also be an exchange of goods or services; takes place between people, machines, and systems, in a variety of combinations.
User-centered design
The process of understanding users, establishing requirements, designing/prototyping/building, and evaluating.
Design Frameworks Focus
Addresses the question of whether the design will actually be used and what problem it solves.
UvA Design Briefs
Pleasure/Stimulation, Relatedness/Belongingness, Security/Control, Competence/Effectiveness, Autonomy/Independence, Influence/Popularity, Self-Actualizing/Meaning.
Assumption
Taking something for granted when it needs further investigation.
Claim
Stating something to be true when it is still open to question.
Benefits of conceptualising
Aids in orientation, open-mindedness, and establishing common ground, and guides the design team in asking specific questions.
Conceptual Model
A high-level description of how a system is organized and operates.
Metaphors and Analogies role in design
Convey to people how to understand what a product is used for and how to use it for an activity (for example browsing and bookmarking).
Interface Design
Interface designed to be similar to a physical entity but which also has own properties, can be based on an activity, object, or a combination of both.
Instructing (Interaction type)
Issuing commands and selecting options.
Conversing (Interaction type)
Interacting with the system as if having a conversation.
Manipulating (Interaction type)
Interacting with objects in a virtual or physical space by manipulating them.
Exploring (Interaction type)
Navigating through a virtual environment or a physical space.
Why Do User Research?
Understand user values, priorities, and behaviors; listen to what people want and need; get users involved early; seek regular feedback.
Five Key Issues in User Research
Setting goals, identifying participants, relationship with participants, triangulation, pilot studies.
Methods for Asking People (User Research)
Interviews, focus groups, questionnaires/surveys.
Methods for Observing People (User Research)
“In the field”, controlled observation, indirect observation (user diaries/design probes, logs & analytics, biometrics).
Characteristics of a good research question
Avoid leading questions, split compound questions, avoid technical terms/jargon, avoid assumptions.
Examples of Questionnaires
System Usability Scale (SUS), NASA Task Load Index
Structuring Frameworks for Observation
Person, Place, Thing
User Diaries & Design Probes
Asking users to record their thoughts, ideas, and experiences using a paper/digital/audio/video/photo diary.
Web Analytics
A system of tools & techniques for optimising web usage by measuring, collecting, analysing, and reporting web data.
Ethical Considerations in User Research
Minimum: informed consent.
Ethical Concerns in HCI
Participant anonymity, informed consent, user expectations, safety, persuasion / manipulation.
What is the focus of User-Centred Design?
To understand users, establish requirements, design/prototype/build, and evaluate.
What is the definition of 'Cognitive' in the context of the lecture?
Of, relating to, being, or involving conscious intellectual activity (such as thinking, reasoning, or remembering).
Why is cognition important when interacting with technology?
It's important to take into account cognitive processes involved and cognitive limitations of users, to identify problems and design better interactive products.
What are the components of the GOMS model?
Goals, Operators, Methods, and Selection rules.
What processes are particularly relevant to HCI?
(visual) perception, attention, memory, learning reading, speaking, listening, and problem-solving, planning, reasoning & decision-making
What is the most reasonable explanation of “the dress”?
Implicit assumptions about illumination
What does the color blindness of red and green mean for determining how to apply color to warning signals?
Color coding can be useful (e.g., red for warning/danger) but be aware that some people cannot distinguish between red and green
What are some rules of thumb for color use?
Colors should be a redundant cue, and text and background should be distinguishable based on contrast (difference in lightness) and hue.
How to design for Visual Perception?
Interface representations should be readily perceivable/recognizable, color shouldn’t be the only cue for important information, text should be legible, and icons should be easy to interpret.
What is Gestalt Theory?
A theory describing how the eye perceives visual elements as a group.
How do accessible designs benefit everyone?
They include redundant visual cues in poor lighting conditions, subtitles in noisy environments, and motion detectors or voice control for hands-free or non-visual usage.
What does Attention entail?
Selecting things on which to concentrate, to focus on information that is relevant to what we are doing. The extent to which this process depends on (1) whether someone has clear goals and (2) whether the information they need is salient in the environment.
How can you effectively catch attention in busy interfaces?
Make important information prominent / noticeable, keep things simple, crisp, and clean.
What is implied with memory?
First encoding and then retrieving knowledge. Affected by context and better at remembering images than words
Recognition vs. Recall
Recognition is easier than recall--GUIs are easier than command-based interfaces.
What is the Classic Memory Theory?
7 +/- 2: human immediate memory capacity is quite limited, people can retain and recall chunks of information.
How to design for learning?
Design interfaces that encourage exploration, design it to constrain and guide learners, dynamically link concepts and representations to facilitate learning, and create different options of documentation.
What does designing for problem-solving, planning, reasoning, and decision-making involve?
Providing information/functions for users who wish to understand more about how to carry out an activity more efficiently, and simple computational aids can support rapid decision-making and planning.
What is 'Third Paradigm' of HCI?
Humans are more than Information Processing Units
What is Phenomenology?
Philosophy of experience & consciousness
What is the central focus of the Third Paradigm?
Meaning and meaning creation, based on human experience and multiple perspectives.
What are requirements?
Statements that specify what an intended product should do, or how it should perform.
How to establish requirements?
So that you understand as much as possible about the users, their activities and the context of those activities so that the system developed can support them
Function vs Non-Functional Requirements
Functional: what the system should do (verbs). Non-Functional: how the system should perform (adverbs & adjectives).
What requirements should be gathered?
Functional, non-functional, data requirements, user requirements, usability requirements, and user experience requirements.
What characteristics should be considered with User Requirements?
General: background, attitude to tech, capabilities. System Use: novice/expert, infrequent/frequent
What data should you gather for requirements?
Researching & evaluating similar products, user research methods, and studying documentation.