Human-Computer Interaction: Chapter 3 - The Interaction

Interactivity and User Experience

  • Interactivity in Design

    • Focus on appearance (LOOK) and feel in design.

    • Designers often prioritize:

    • Layout

    • Colors

    • Fonts

    • Visual hierarchy

User Feelings and System Interaction

  • User Experience

    • Emphasizes the importance of how an interface feels.

    • Key factors include button click delay, smooth animation, and navigation clarity.

    • Users remember how a system feels more than its visual design.

Speech-Driven Interfaces

  • Advancements in Speech Input

    • Rapid advancements but still exhibit inaccuracies.

    • Strategies for effective interaction include:

    • Clear confirmation of user input.

      • Example: Airline reservation systems should confirm requests (e.g., "You want a ticket from New York to Boston?").

    • Principle: Never assume; always confirm inputs.

Look and Feel of Software

  • WIMP Systems (Windows, Icons, Menus, Pointers)

    • Despite containing the same elements, different systems (e.g., MacOS vs. Windows) exhibit different behaviors.

    • Look and Feel: Combination of appearance and behavior of interface elements.

User Initiative in Interaction

  • Initiative

    • Historical question concerning WIMP interfaces: who has the initiative? (user vs. computer).

    • WIMP exceptions include pre-emptive interface parts like modal dialog boxes:

    • They appear and must be addressed (good for critical errors or essential steps) but should be used cautiously.

Error Management and Repair

  • Error Handling in Interfaces

    • Errors are inevitable, but systems should facilitate error detection and correction.

    • Example interaction:

    • System: "Hello, this is the Go Faster booking system. What would you like?"

    • User: "I want to fly from New York to London."

    • System: "You want a ticket from New York to Boston?"

    • User: "No, sorry." System should confirm inputs one at a time.

Context of Interaction

  • Social and Organizational Influences

    • Interaction context is affected by various factors:

    • Interpersonal dynamics (impressing others, competition, fear of failure).

    • Users' motivations (fear, allegiance, ambition, self-satisfaction).

    • Inadequate systems can lead to frustration and reduced motivation.

Experience, Engagement, and Flow

  • Designing User Experience

    • Incorporates physical engagement and managing user value.

    • Based on concepts by Csikszentmihalyi:

    • Flow: Users should experience challenges without being overwhelmed.

    • Zone of Proximal Development: Tasks suitable for users with assistance.

Defining Experience

  • Enhancing Experience in Systems

    • In contexts such as home, entertainment, and shopping, mere usability is insufficient; users should desire to use the system.

    • Psychological aspects of experience:

    • Flow involves balancing anxiety and boredom.

    • Education relates to user capabilities enhanced with help.

Designing for Experience: Real vs. Virtual

  • Crackers Example: Analyzing Experience

    • Real Crackers vs. Virtual Crackers:

    • Elements such as surprise, sharing, suspense, and enjoyment differ between the two.

    • Real Crackers:

    • Surprise: Bang sound upon pulling.

    • Sharing: Physical experience.

    • Virtual Crackers:

    • Surprise: Visual effects (canvas and audio).

    • Sharing: Email-based invitations.

Components of Experience

  • Experience Elements

    • Important elements recreated in virtual contexts:

    • Pulling, suspense, bang sound, and social-sharing capabilities resemble real-life experiences.

Application of Design Principles in Real-World Scenarios

  • Numerous Applications

    • Online Shopping:

    • Examples include animations like "Add to cart" for user satisfaction and notifications for confirmation of actions.

    • Games:

    • Use of sounds to signify user progression (level-ups) for excitement and unlocking items for surprise.

    • Apps:

    • Mimic physical actions (e.g., pull-to-refresh) and generate anticipation through notifications.

Key Takeaway

  • Design Philosophy

    • Design focus should shift from mere functionality and appearance to enriching user experience:

    • Important question:

      • Not “What should it look like?”

      • But rather “What should the user feel?”

Considerations in Physical Design

  • Constraints in Physical Design

    • Design must address various constraints:

    • Ergonomics: Minimum button size.

    • Physical: Size of switches.

    • Legal/Safety: Requirements for controls (e.g., cooker controls).

    • Context: Cleanliness and aesthetic requirements.

    • Economic: Cost considerations.

Trade-offs in Design

  • Understanding Constraints

    • Design often involves trade-offs across and within categories (e.g., safety vs. ergonomics).

    • No perfect design exists; solutions are about managing these trade-offs effectively.

Fluidity in Physical Interaction

  • Physical Aspects Reflecting Functionality

    • Logical states should be revealed through physical design to enhance usability:

    • Example: Affordance relates to how controls reveal their function based on physical state indications.

Interaction Control Elements

  • Designing Control Mechanisms

    • Physical controls must communicate their state effectively (e.g., mechanical buttons, rotary knobs).

Value Management in User Interaction

  • Understanding User Value

    • Users engage with systems only if perceived value exceeds costs:

    • This can apply to time, emotional worth, or monetary cost (e.g., downloading time or money).

    • Economic concept applied:

    • Net Present Value: Take into account discounting future values through a formula of NPV=C0+racC1(1+r)1+racC2(1+r)2++racCn(1+r)nNPV = C_0 + rac{C_1}{(1+r)^1} + rac{C_2}{(1+r)^2} + … + rac{C_n}{(1+r)^n}

  • Considerations of future costs and their significance for collective decision-making are essential for achieving engagement.

Organizational Value Design

  • Organizational Dynamics

    • Value may manifest through coercion, enculturation for corporate values, or emergence in design processes that align personal and organizational values.

General Lessons in Design

  • Principles for Effective Interaction

    • Make tasks easy for users and comprehend their values for enhancing engagement and interaction.