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Session ID1 Lecture 1 -What is Interaction Design
1. What is
Interaction
Design?Md. Saifuddin Khalid
Assistant Professor
KANDIDATUDDANNELSEN I
INFORMATIONSTEKNOLOGI, IT OG LÆRING,
MED SPECIALISERING I ORGANISATORISK OMSTILLING
Modulets placering: 8. semester
Modulets omfang: 5 ECTS
Forår 2017
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Aalborg University1
2. What is Interaction Design
”Interaction design as a discipline is tricky to define” (Saffer, 2010,
p.3). It is ”a stew of disciplines. Interaction design as a formal
discipline has been around for less than two decades.
It’s a young field, still defining itself and figuring out its place among
sister disciplines such as information architecture (IA), industrial
design (ID), visual (or graphic) design, user experience (UX) design,
human factors.
In addition, some of these other disciplines are also new and still
discovering their boundaries as well, or are radically changing to
accomodate changing design landscape.” (Saffer, 2010, p. 20)
Interaction design means ”designing interactive products to support
the way people communicate and interact in their everyday and
working lives” (Rogers, Sharp and Preece, 2011)
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Figure 1. Relationships among contributing academic disciplines, design
practices, and interdisciplinary fields in relation to interaction design (double-
headed arrows mean overlapping)
Rogers, Sharp and Preece, 2011, p. 10)
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The disciplines surrounding interaction design (Saffer, 2010, p.21)
“Most of the disciplines fall
at least partially under the
umbrella of user-
experience design”
5. Umbrella of user-experience design
Information architecture (structure of content). E.g.
Visual design is about creating visual language to
communicate content. E.g. Layout of interfaces, fonts and
color in printed, digital and other media.
Industrial design shapes objects to increase
communication and use of the functional features. E.g.
kitchenware, furniture and transports.
Human factors ensure that products conform to the
limitations of the human body, both physically and
psychologically. E.g. Operating with tools or in an
organization/culture.
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6. Umbrella of UXD (Continued)
Human computer interaction is closely related with
interaction design, but its methods are more
quantitative, and its methods more rooted to
engineering and computer science than of design.
E.g. Project glass/Google glasses.
Architecture deals with physical spaces: their forms
and use.
Sound design defines a set of noises, spoken word,
or music to create and aural landscape.
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8. XD products: Three overlapping
concerns
Behavior
Interaction
designers
Form
Industrial
designers
Graphic
designers
Content
Information
architects,
Copywriters,
Animators,
Sound
designers
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Cooper, Robert and Cronin
(2007, p.xxxi): user experience
design (UXD) of digital products
consist of three overlapping
concerns: form, behavior and
content. “Interaction design is
focused on the design of
behavior, but is also concerned
with how the behavior relates to
form and content”.
Saffer (2010), Cooper et al. (2007) and
others agree on “behaviorist view” and
“behavior concern” in defining interaction
design discipline.
9. Three major perspectives or schools of
Interaction Design
The Technology-Centered
View
The Behaviorist View
The Social Interaction Design
View
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(Saffer, 2010, p.5)
10. ID School of thought 1 of 3: The
Technology-Centered View
Interaction designers make technology, particularly digital
technology,
useful,
usable,
and pleasurable to use.
This is why the rise of software and the Internet was also
the rise of the field of interaction design.
Interaction designers take the raw stuff produced by
engineers and programmers and mold it into products
that people enjoy using.
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(Saffer, 2010, p.5)
11. ID School of thought 2 of 3: The
Behaviorist View
“Interaction Designers: What we are, what we
do, & what we need to know,” (Forlizzi &
Reimann, 1999).
Interaction design is about “defining the behavior of
artifacts, environments, and systems (for example,
products).”
This view focuses on functionality and feedback: how products behave
and provide feedback based on what the people engaged with them
are doing.
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(Saffer, 2010, p.5)
12. ID School of thought 3 of 3: The
Social Interaction Design View
Broadest view/perspective.
Inherently social: Revolving around facilitating
communication between humans through products.
This perspective is sometimes called Social Interaction
Design. Technology is nearly irrelevant in this view; any kind
of object or device can make a connection between people.
These communications can take many forms; they can be
one-to-one as with a telephone call, one-to-many as with a
blog, or many-to-many as with the stock market.
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(Saffer, 2010, p.5)
13. Working with the Product Team
Defining how interaction design should fit within an
organization:
“We believe that establishing a rigorous product
development process that incorporates design as equal
partner with engineering, marketing, and business
management, and that includes well-defined
responsibilities and authority for each group, greatly
increases the value of a business can reap from design.”
Product development cycle and organizational
transformation includes: design team, engineering
team, marketing team, and management.
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Cooper, Reimann and Cronin (2007, p. xxxii)
14. The design team
The design team has responsibility for users’ satisfaction
with the product.
Many organizations do not currently hold anyone
responsible for this.
To carry out this responsibility, designers must have the
authority to decide how the product will look, feel, and
behave.
They also need to access information: They must observe
and speak to potential users about their needs, to
engineers about technological opportunities and
constraints, to marketing about opportunities and
requirements, and to management about the kind the
product to which the organization will commit.
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(Cooper, Reimann and Cronin, 2007, p. xxxii)
15. New roles influencing Interaction
Design : Denmark and elsewhere
User Experience (UX)
Designer/Expert/Researcher
User Researcher
Usability Engineer
SCRUM Master
SCRUM Product Owner
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16. User Experience Goals & Usability
HCI changed the core
concern from Usability
goals to user experience
goals (Rogers, Sharp,
Preece, 2013, Chapter 1).
User experience goals:
Usefulness
Desirability
Credibility, and
Accessibility (ISO
13407, 2010)
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Usability goals:
* Effective to use
(effectiveness)
* Efficient to use (efficiency)
* Safe to use (safety)
* Having good utility, e.g. able
to perform several functions
(utility)
* Easy to learn (learnability)
* Easy to remember how to
use (memorability)
17. Interaction Design and the User
Experience (ISO 13407, 2010)
User Experience Goals
Desirable aspects: Satisfying, enjoyable, engaging,
pleasurable, exciting, entertaining, helpful, motivating,
challenging, enhancing sociability, supporting
creativity, cognitively stimulating, fun, provocative,
surprising, rewarding, emotionally fulfilling.
Undesirable aspects: boring, frustrating, making one
feel guilty, annoying, childish, unpleasant, patronizing,
making one feel stupid, cutesy/mawkish/sentimental,
gimmicky/cheat.
(Rogers, Sharp, and Preece, 2011, Chapter 1)
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18. 5 Essential Principles of
Interaction Design
Design Principles
Visibility,
feedback (i.e. response to accomplished activity),
constraints (e.g. form restricting incorrect options),
consistency (e.g. using similar elements and
operations for similar tasks),
affordances (i.e. real affordances for physical
objects and perceived affordances for screen-based
interfaces).
(Rogers, Sharp, and Preece, 2011, Chapter 1)
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19. User Interface is not Interaction
Design
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20. Interaction Types
Interaction types that underlie the user experience belong to
four main types:
Instructing, where user issue instructions to a system. Eg.
Typing in commands, selecting options from menus in a windows
environment or on a multitouch screen, speaking aloud
commands, gesturing, pressing buttons, or using a combination of
function keys.
Conversing, where users have a dialog with a system. Eg.
Speaking via an interface or typing in questions to which the
system replies via text or speech output.
Manipulating, where users interact with objects in a virtual or
physical space by manipulating them. Eg. Opening, holding,
closing, placing.
Exploring, where users move through a virtual environment or
physical space. Eg. 3D worlds, augmented and virtual reality
systems.
(Rogers, Sharp and Preece, 2011, Section 2.5 & Chapter 6)
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21. Interface Types (note: UI is not ID)
Interaction designers develop efficient and effective
user interfaces for different environments, people,
places and activities.
Interface types are primarily concerned with
Functions. E.g. to be intelligent, to be adaptive, to
be ambient
Interaction style used. E.g. command, graphical,
multimedia
Input/output devices used. E.g. pen-based, speech-
based
Platform being designed for. E.g. PC, mobile,
tabletop
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Rogers, Sharp and Preece, 2011, Chapter 6
22. Interface types (cont.)
Command-based
Windows, icons, mice,
pointing (WIMP) and
graphical user interface (GUI)
Multimedia (WIMP & web)
Virtual reality (augmented and
mixed reality)
Information visualization
(multimedia)
Web (mobile and multimedia);
Consumer electronics and
appliances
Mobile
Speech
Pen
Touch
Gesture , voice and face
recognition
Haptic, i.e. sense of touch
Multimodal
Shareable
Tangible
Augmented and mixed reality
Wearable
Robotic
Brain-computer
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Rogers, Sharp and Preece, 2011, Chapter 6
24. ID, HCI, and ILOO
Interaction Design (ID) has cast its net much wider,
being concerned with the theory, research, and practice
of designing user experiences for all manner of
technologies, systems, and products, whereas HCI has
traditionally had a narrower focus, being “concerned with
the design, evaluation, and implementation of interactive
computer systems for human use and with the study of
major phenomena surrounding them” (ACM SIGCHI,
1992, p.6)
This 5-ECTS Interaction Design course takes the
narrower focus — along the trend of HCI.
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