DES102: Introduction to Human-Computer Interaction - The Process of Interaction Design
Administrative and Course Information
Course Details:
- Course Code: DES102
- Title: Introduction to HCI (Section B)
- Academic Institution: Department of Human Centered Design (HCD), Indraprastha Institute of Information Technology Delhi (IIITD)
- Instructor: Dr. Pragma Kar (Assistant Professor)
- Google Classroom Access Code:
hzlwmcdk - Course Web Resource:
www.id-book.com
Primary Textbook Information:
- Title: Interaction Design: beyond human-computer interaction
- Edition: 6th Edition
- Authors: Helen Sharp, Jennifer Preece, Yvonne Rogers
- Chapter Focus: Chapter 2 - The Process of Interaction Design

Foundations of Interaction Design
Definition and Scope of Interaction Design:
- Interaction design is an iterative process centered on four primary actions:
- Discovering user requirements.
- Designing conceptual and physical solutions to fulfill requirements.
- Producing prototypes of varying fidelities.
- Evaluating prototypes continuously with users.
- It is fundamentally focused on understanding users, their behaviors, and their overarching goals.
- Managing trade-offs is essential to balance conflicting requirements (e.g., speed vs. security, simplicity vs. functionality).
Core Interaction Design Approaches:
- User-Centered Design (UCD): Focuses directly on user needs, desires, and limitations at every stage.
- Activity-Centered Design: Centers on the specific activities and tasks users perform rather than individual user goals.
- Systems Design: Focuses on structured, holistic systems composed of interconnected components, actors, and rules.
- Genius Design: Relies predominantly on the skill, intuition, and expertise of the designer.
Stakeholder Identification and Analysis
Defining Stakeholders in Interaction Design:
- Stakeholders include any individuals or groups who influence, or are directly/indirectly influenced by, the success or failure of a product.
- End-users represent only a subset of the complete stakeholder ecosystem.
Categories of Stakeholders:
- Direct Users: Hands-on operational users of the interface.
- Indirect Users: People impacted by the usage or outputs of the product.
- Developers & Designers: Technical and creative creators of the system.
- Executives & Managers: Organizational leaders responsible for business outcomes and strategy.
- Legislators & Regulators: Entities ensuring legal compliance, privacy standards, and accessibility rules.
- Support Teams & Investors: Operational support, maintenance personnel, and financial backers.
Complexity in Stakeholder Engagement:
- Involving stakeholders requires structured segmentation because user bases can be extremely diverse.
- In a continuous study analyzing one month of smartphone application usage, researchers categorized users into 382 distinct user types (such as Screen Checkers and Young Parents).
- Identifying groups is only the initial step; choosing which groups to involve and to what degree is critical.
Case Study: Diet Planner Application Stakeholder Matrix:
- Direct Users: People actively using the application to log food, plan meals, or track nutrients.
- Indirect Users: Family members, housemates, or cooks whose meal routines change based on the user's plan.
- Medical Practitioners: Dietitians, nutritionists, and doctors providing health guidance or accessing user logs.
- Product Team: UI/UX designers, front-end/back-end developers, quality assurance software engineers, and product managers.
- Business & Support Operations: Customer support personnel, system administrators, marketing teams, and venture investors.
User Involvement Strategies and Benefits
Benefits of Involving Users:
- Expectation Management:
- Develops realistic user expectations regarding product capabilities.
- Prevents user disappointment or unexpected surprises upon product deployment.
- Facilitates timely training and skill adoption.
- Promotes honest communication without marketing hype.
- Ownership and Product Acceptance:
- Empowers users as active co-creators of the system.
- Fosters a sense of pride and ownership, making users significantly more forgiving of minor bugs or initial limitations.
- Dramatically increases adoption rates, long-term retention, and commercial success.
Degrees and Techniques of User Involvement:
- Full Design Team Integration: Including dedicated user representatives as full-time or embedded members of the core design team.
- Targeted Activities: Organizing focused interviews, contextual inquiries, focus groups, and usability tests with small groups or individuals.
- Large-Scale & Crowd Contributions:
- Online Feedback Exchange (OFE) Systems: Gathering structured digital feedback from large user bases.
- Crowdsourcing: Sourcing design concepts, ideas, and feature requests from global user communities.
- Citizen Engagement: Involving public communities in civic or large-scale social interface initiatives.
- Participatory Design: Direct collaboration where users and designers co-design interfaces in interactive workshops.
- Post-Release Engagement:
- A/B Testing: Quantitative comparison of live variant interfaces to measure behavior.
- Customer Review Analysis: Continuous monitoring of user feedback, support tickets, and app store evaluations.
The People-Centered Design Philosophy
Three Foundational Principles:
- Early Focus on Users and Tasks: Deep understanding of users, their context, work patterns, and goals before hardware or software development begins.
- Empirical Measurement: Quantitative and qualitative evaluations of prototype usability using real user testing metrics.
- Iterative Design: Revising interface concepts repeatedly based on empirical feedback until design goals are met.
Expanded Core Tenets:
- Human tasks and personal goals directly dictate all engineering choices.
- Real-world human behavior and environmental context are systematically investigated.
- Interfaces are customized to accommodate human cognitive, physical, and sensory characteristics.
- Consultations with cross-functional stakeholders occur continuously throughout the product lifecycle.
- Usability goals (e.g., efficiency, learnability, safety) and User Experience (UX) goals (e.g., satisfaction, engagement) are formally established up front.
Core Activities in Interaction Design
- Four Basic Activities:
- Discovering Requirements: Uncovering user needs, context, goals, and constraints (corresponds to the Discover and Define phases).
- Designing Alternatives: Conceptualizing and creating structural, interaction, and visual design options (corresponds to the Develop phase).
- Prototyping Alternative Designs: Creating interactive representations ranging from paper sketches to functional software (corresponds to the Develop and Deliver phases).
- Evaluating Product and User Experience: Testing designs against user performance and experience metrics throughout all development stages (corresponds to All phases).
Interaction Design Lifecycle Models
- Simple Interaction Design Lifecycle Model:
- Depicts an iterative process containing four interconnected nodes:
- Discovering Requirements feeds into Designing Alternatives.
- Designing Alternatives cycles dynamically back and forth with Prototyping.
- Prototyping leads directly into Evaluating.
- Evaluating provides feedback loops back to Discovering Requirements or Designing Alternatives, continuing until requirements are met to deliver the Final Product.

- The Double Diamond Framework:
- Organized into four distinct phases representing divergent and convergent thinking, followed by an evolution phase:
- Discover (Divergent): Deep exploration of user contexts and problem spaces.
- Methods: Immersion, Questionnaires, Interviews, Self-Documentation, Meetings, User Experience Observations.
- Define (Convergent): Structuring, filtering, and framing findings into clear problem statements.
- Methods: Interpret Your Findings, Find Meaning, Identify Themes, Tell Stories, Sort + Condense, Define Insights, Frame Opportunities, Set 'Design Challenge'.
- Develop (Divergent): Generating multiple creative design solutions and functional concepts.
- Methods: Brainstorm, Jam/Charrette, Designing, Visual, Tactile, Experiential, Sketching, Graphic Recording.
- Deliver (Convergent): Testing, refining, prototyping, and deploying chosen solutions.
- Methods: Making + doing, Role-Play, Prototyping, Storytelling, Pitch Document, Get Feedback, Capture Learnings, Define Success.
- Evolve: Sustaining and scaling the impact post-launch.
- Methods: Track Learnings, Celebrate Achievements, Plan Next Steps, Building Partnerships, Engaging Others, Scale-Up, Deepen Roots, Remind People what Changed (even if changes are subtle), Build Network.
- Guiding Design Principles:
- Be People Centred
- Communicate (Visually & Inclusively)
- Collaborate & Co-Create
- Iterate, Iterate, Iterate

- Design Sprints Lifecycle Model:
- A structured 6-phase iterative framework popular in fast-paced product development:
- Phase 1: UNDERSTAND: Align on problem definition, user needs, and business context.
- Phase 2: DEFINE: Target the specific problem and key outcomes.
- Phase 3: SKETCH: Generate broad design concepts and individual solutions.
- Phase 4: DECIDE: Evaluate options and choose the best interface candidate.
- Phase 5: PROTOTYPE: Build a realistic mock-up or functional interface.
- Phase 6: VALIDATE: User-test the prototype with real end users.

Practical Application and Case Studies
- Trip Organizer Product Design Activity (Activity 2.1):
- Objective: Apply the first three phases of the Double Diamond (Discover, Define, Develop) to create an interactive travel management application for personal use.
- Functional Scope: Route planning, ticket booking, visa requirements verification, guided tour booking, and local facility research.
- Process: Omit Phase 4 (Deliver) to focus on concept sketching, interaction flow, and self-reflection on initial design instincts and prior mental models.
- Design Walkthrough: Sadie's Trip to Beerwah, Queensland (August 24–31):
- System-Wide Journey Screen (a): A desktop or large display layout mapping the complete multi-modal travel timeline from Home to Beerwah, Australia. Displays sequentially connected hubs (Home, Paris Airport, Brisbane Airport, Beerwah) alongside real-time feeds (