HCI Design Principles and User Interaction

Expectations and Design Breakdowns

  • Breakdowns occur when an object's expected function differs from its actual purpose or true function.
  • Knowledge of how to interact with objects is derived from mental models, past experiences, and cultural conventions.
  • Design failures often occur when designers prioritize aesthetics, face budget limitations, or assume user intuition matches their own.

Discoverability and Design Trade-Offs

  • Discoverability: The degree to which a user can visually or intuitively figure out what actions are possible and how to perform them.
  • Utility vs. Aesthetics: High-stakes operations (such as medical equipment or heavy machinery) strictly prioritize utility over appearance. Effective everyday design aims to integrate both utility and aesthetics without compromising either.
  • Training vs. Redesign: When complex systems (e.g., backend data management software) cannot be simplified without sacrificing functionality, structured user training serves as the solution.
  • Intentional Non-Discoverability: Elements are sometimes hidden deliberately to maintain aesthetic seamlessness (e.g., concealed outlets) or security.

Six Fundamental Design Principles

  • Affordances: The relationship between the physical properties of an object and the capabilities of the user that determines how the object can be used.
  • Signifiers: Perceivable signals (visual, auditory, or tactile) indicating where and how an action should take place.
  • Constraints: Physical, logical, semantic, or cultural boundaries that limit actions to guide the user and prevent errors.
  • Mapping: The spatial or conceptual relationship between controls and their effects.
  • Feedback: Clear and immediate system responses confirming the result of a user action.
  • Conceptual Model: The user's mental understanding of how a system operates.

Affordances and Anti-Affordances

  • Affordance Alignment: Physical and digital controls must visually convey their operation; for example, buttons afford pushing, knobs afford turning, and switches afford flipping.
  • Anti-Affordance: A design attribute that inhibits or prevents an expected interaction (e.g., a chair structured as a non-functional art installation).
  • Option Reduction: Restricting choice options aligns directly with user expectations and reduces decision fatigue.

Questions & Discussion

  • How can overloaded or confusing interfaces (such as complex door lock mechanisms) be improved?
    • Prioritize the primary needs of the user base (~80%) by displaying only the most frequently used functions.
    • Group infrequent functions into secondary menus or provide explicit, sequential step-by-step instructions.
  • What is the difference between a constraint and an anti-affordance?
    • A constraint is an active design feature built to restrict user actions and guide them toward intended outcomes while preventing mistakes (e.g., graying out a button until required fields are filled).
    • An anti-affordance is a negative feature signaling that an action is counterintuitive, forbidden, or impossible.