Lectures 1-7 interaction design

0.0(0)
studied byStudied by 0 people
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
Card Sorting

1/244

encourage image

There's no tags or description

Looks like no tags are added yet.

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

245 Terms

1
New cards

Hamed Alavi's Background

Computer and Telecommunication Sciences, Swiss Federal Institute of Technology (EPFL), PhD - Ambient Intelligence, UvA-IVI Digital Interactions Lab since 2022

2
New cards

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

3
New cards

Article showcasing Apple Failing Hardware Design

https://www.theverge.com/2015/12/8/9872746/apple-bad-hardware-design-iphone-case-pencil-magic-mouse

4
New cards

Article showcasing Elevator buttons that make no sense

https://www.buzzfeed.com/kellymartinez/elevator-buttons-that-make-no-sense

5
New cards

Martin LeBlanc Quote

A user interface is like a joke. If you have to explain it, it's not that good.

6
New cards

Link to UI User Interface Example

https://userinyerface.com/

7
New cards

Consequences of Bad Interaction Design

Frustration, Lost time, lack of motivation, lost income, unwanted behavior & actions, exclusion

8
New cards

Therac-25 link

https://hackaday.com/2015/10/26/killed-by-a-machine-the-therac-25/

9
New cards

Human factors to consider in design

Needs, Emotion, Aspirations, Passion, and Diversity

10
New cards

What should we design for?

Human Values, Priorities, Flourishing, Societal Challenges

11
New cards

Things to learn to be a good designer

Understand Humans, Learn how to Design, Learn how to Assess the design

12
New cards

IxD

Interaction design as a part of HCI research

13
New cards

History of Human-computer interaction (HCI)

An observation -> a new scientific field

14
New cards

Douglas Engelbart’s “Mother of All Demos” (1968)

windows, mouse, hypertext & dynamic file linking, graphics, video conferencing, word processing, real-time document editing

15
New cards

Human-Computer Interaction Evolution

Pervasiveness of computing —> Evolution of HCI

16
New cards

John M. Caroll quote

“HCI manages innovation to ensure that human values and human priorities are advanced, and not diminished through new technology.

17
New cards

Paul Dourish Quote

… the central charge to HCI is to nurture and sustain human dignity and flourishing.”

18
New cards

HCI Influences

Psychology, Computer science, Sociology, Engineering, Design

19
New cards

HCI Subfields

Visualisation, E-learning, Games research, Ubiquitous computing, Computer-supported cooperative work

20
New cards

CHI22 New Orleans, LA

https://2022.chi.acm.org/

21
New cards

HCI topics covered

Diversity and Inclusion, Architecture and Urban Design , Virtual Reality

22
New cards

Course Overview

People involved, content, structure, grading, housekeeping

23
New cards

Interaction Design

6 EC, Semester 2, period 4 Bachelor Informatiekunde

24
New cards

Dr. Hamed Alavi role

Course coordination & lectures

25
New cards

Sanne de Berg role

Theory and practical seminars & grading

26
New cards

Mijke Taal role

Theory & practical seminars & grading

27
New cards

Lectures by week

introduction to interaction design, conceptualizing interaction, cognitive aspects, social interaction, prototyping, evaluation, emotional interaction, guest interview, project poster presentation

28
New cards

grading

coursework (7 weekly assignments in theory seminar) 20%, exam based on lectures and readings 50%, Final Project Report (including prototype) 30%

29
New cards

What constitutes a pass?

pass = average of 5.5+

30
New cards

Required seminar attendance

70% attendance across seminars.

31
New cards

Absence Notification

Notify your tutor of absence BEFORE the seminar.

32
New cards

Exam Content

Selected textbook chapters (covered in lecture) AND additional readings

33
New cards

Interaction design: Beyond human-computer interaction Authors

Helen Sharp, Yvonne Rogers, & Jenny Preece

34
New cards

Interaction design definition

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

35
New cards

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

36
New cards

Data reported

users' self-reported data is typically 3 steps removed from the truth

37
New cards

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.

38
New cards

1943 incident

pilot error resulted in “belly” landings in B-17s

39
New cards

User Experience Goals

satisfying, enjoyable, engaging, exciting, rewarding, entertaining, fulfilling, memorable, challenging, relaxing, comforting, fun

40
New cards

Norman’s design principles: discoverability

discovering what it does, how it works, and what operations are possible

41
New cards

Five fundamental psychological concepts for Discoverability

affordances, signifiers, constraints, mappings, and feedback

42
New cards

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.

43
New cards

Signifiers

any perceivable indicator that communicates appropriate behavior to a person.

44
New cards

Constraints

restricts the kinds of user interactions that can take place (either permanently or at a given point in time)

45
New cards

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.

46
New cards

Feedback

There is full and continuous information about the results of actions and the current state of the product or service.

47
New cards

Visibility

The more visible functions are, the more likely it is that users will be able to know what to do next.

48
New cards

Consistency

designing interfaces to have similar operations and use similar elements for achieving similar tasks.

49
New cards

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.

50
New cards

User-centered design

The process of understanding users, establishing requirements, designing/prototyping/building, and evaluating.

51
New cards

Design Frameworks Focus

Addresses the question of whether the design will actually be used and what problem it solves.

52
New cards

UvA Design Briefs

Pleasure/Stimulation, Relatedness/Belongingness, Security/Control, Competence/Effectiveness, Autonomy/Independence, Influence/Popularity, Self-Actualizing/Meaning.

53
New cards

Assumption

Taking something for granted when it needs further investigation.

54
New cards

Claim

Stating something to be true when it is still open to question.

55
New cards

Benefits of conceptualising

Aids in orientation, open-mindedness, and establishing common ground, and guides the design team in asking specific questions.

56
New cards

Conceptual Model

A high-level description of how a system is organized and operates.

57
New cards

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).

58
New cards

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.

59
New cards

Instructing (Interaction type)

Issuing commands and selecting options.

60
New cards

Conversing (Interaction type)

Interacting with the system as if having a conversation.

61
New cards

Manipulating (Interaction type)

Interacting with objects in a virtual or physical space by manipulating them.

62
New cards

Exploring (Interaction type)

Navigating through a virtual environment or a physical space.

63
New cards

Why Do User Research?

Understand user values, priorities, and behaviors; listen to what people want and need; get users involved early; seek regular feedback.

64
New cards

Five Key Issues in User Research

Setting goals, identifying participants, relationship with participants, triangulation, pilot studies.

65
New cards

Methods for Asking People (User Research)

Interviews, focus groups, questionnaires/surveys.

66
New cards

Methods for Observing People (User Research)

“In the field”, controlled observation, indirect observation (user diaries/design probes, logs & analytics, biometrics).

67
New cards

Characteristics of a good research question

Avoid leading questions, split compound questions, avoid technical terms/jargon, avoid assumptions.

68
New cards

Examples of Questionnaires

System Usability Scale (SUS), NASA Task Load Index

69
New cards

Structuring Frameworks for Observation

Person, Place, Thing

70
New cards

User Diaries & Design Probes

Asking users to record their thoughts, ideas, and experiences using a paper/digital/audio/video/photo diary.

71
New cards

Web Analytics

A system of tools & techniques for optimising web usage by measuring, collecting, analysing, and reporting web data.

72
New cards

Ethical Considerations in User Research

Minimum: informed consent.

73
New cards

Ethical Concerns in HCI

Participant anonymity, informed consent, user expectations, safety, persuasion / manipulation.

74
New cards

What is the focus of User-Centred Design?

To understand users, establish requirements, design/prototype/build, and evaluate.

75
New cards

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).

76
New cards

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.

77
New cards

What are the components of the GOMS model?

Goals, Operators, Methods, and Selection rules.

78
New cards

What processes are particularly relevant to HCI?

(visual) perception, attention, memory, learning reading, speaking, listening, and problem-solving, planning, reasoning & decision-making

79
New cards

What is the most reasonable explanation of “the dress”?

Implicit assumptions about illumination

80
New cards

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

81
New cards

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.

82
New cards

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.

83
New cards

What is Gestalt Theory?

A theory describing how the eye perceives visual elements as a group.

84
New cards

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.

85
New cards

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.

86
New cards

How can you effectively catch attention in busy interfaces?

Make important information prominent / noticeable, keep things simple, crisp, and clean.

87
New cards

What is implied with memory?

First encoding and then retrieving knowledge. Affected by context and better at remembering images than words

88
New cards

Recognition vs. Recall

Recognition is easier than recall--GUIs are easier than command-based interfaces.

89
New cards

What is the Classic Memory Theory?

7 +/- 2: human immediate memory capacity is quite limited, people can retain and recall chunks of information.

90
New cards

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.

91
New cards

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.

92
New cards

What is 'Third Paradigm' of HCI?

Humans are more than Information Processing Units

93
New cards

What is Phenomenology?

Philosophy of experience & consciousness

94
New cards

What is the central focus of the Third Paradigm?

Meaning and meaning creation, based on human experience and multiple perspectives.

95
New cards

What are requirements?

Statements that specify what an intended product should do, or how it should perform.

96
New cards

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

97
New cards

Function vs Non-Functional Requirements

Functional: what the system should do (verbs). Non-Functional: how the system should perform (adverbs & adjectives).

98
New cards

What requirements should be gathered?

Functional, non-functional, data requirements, user requirements, usability requirements, and user experience requirements.

99
New cards

What characteristics should be considered with User Requirements?

General: background, attitude to tech, capabilities. System Use: novice/expert, infrequent/frequent

100
New cards

What data should you gather for requirements?

Researching & evaluating similar products, user research methods, and studying documentation.