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Lecture 2

IAT201 Week 2.docx

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Simon Fraser University
Interactive Arts & Tech
IAT 201
Brian Fisher

IAT201 Week 2 What Makes Good Interface Design What is included in HCI Traditional HCI is the study of how humans interact with computers Cognition refers to the mental processes involved in gaining knowledge and comprehension, including perceiving, thinking, remembering, judging, and problem solving Distributed Cognition views these processes as occurring across organizations and societies, while Cognitive Systems includes processes that are distributed between human(s) and computers User-centred design (UCD) is a product development methodology that comprises task-based business objectives and user-centric activities and analysis throughout the development cycle Interaction design is the art of facilitating interaction between humans & products for optimal user experience // User experience design is the creation and synchronization of the elements that affect users’ experience with a particular company, with the intent of influencing their perceptions and behavior Why and how interfaces fail Gulf of execution-there’s nothing there to tell you what to do Gulf of evaluation-you are not sure what an action will do Usability Principles-used mainly as the basis of evaluating systems -provides a framework for heuristic evaluation Usability Principles (Norman) 1. Use both knowledge in the world and in the head 2. Simplify the structure of tasks-remove tasks, simplify operations 3. Make things visible-show people what they can do 4. Get the mappings right 5. Exploit the powers of constraints-Natural & Artificial E.g. Natural-USB looks the same on both sides but blow up your computer because you can only plug into slot on one side Artificial-dragging a file into the trash can 6. Design for Error-implement an undo command 7. When all else fails, standardize-copy the style Usability Principles (Neilson) 1. Visibility of system status 2. Match between system and the real world 3. User control and freedom 4. Consistency and standards 5. Help users recognize, diagnose and recover from errors 6. Error prevention 7. Recognition rather than recall 8. Flexibility and efficiency of use 9. Aesthetic and minimalist design 10. Help and documentation Bad Designs (Why look at them) Design critiques serve several important functions -recognizing problems with a product or system provides insight into how to solve those problems and make a better version -analyzing why those problems occur enhances our understanding of how people use and interact with the technology (HCI) -critical insight from one set of problems can often be generalized to other types -design critiques reveal biases E.g. Stereo System Cooper’s maxims No matter how cool your interface is, less of it would be better Define what the product will do before you design how the product will do it Imagine users as very intelligent but very busy An error may not be your fault, but it's your responsibility Usability goals 1. Effective to use 2. Efficient to use 3. Safe to use 4. Have good utility (well matched to job) 5. Easy to learn 6. Easy to remember how to use User experience goals Satisfying-rewarding Fun-supports creativity Enjoyable-emotionally fulfilling Entertaining Helpful Motivating Aesthetically pleasing And more… Usability and user experience goals How do usability goals differ from user experience goals? Usability is not a matter of opinion Are there trade-offs between the two kinds of goals? E.g. can a product be both fun and safe? -what is the point of the experience? How easy is it to measure usa
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