Volledige samenvatting voor Saxion Inleiding Gedrag & Technologie - Leerjaar 1/Kwartiel 2
Inleiding gedrag en technologie, een samenvatting van het boek interaction design (behaald met een 8)
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Tilburg University (UVT)
Pre-master Communication And Information Sciences
Human Computer Interaction
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Chapter 1 (week 1)
Internet of things = many products and sensors can be connected via the internet, which
enables them to talk to each other
Key question for interaction designers: “How do you optimize the users’ interactions with a
system, environment, or product so that they support the users’ activities in effective, useful,
usable and pleasurable ways?” → base choices on understanding of the users:
❖ What are people are good and bad at?
❖ What might help people with the way they currently do things?
❖ What might provide quality user experiences?
❖ What do people want? Involve them in the design
❖ Using user-centered techniques during the design process
What is interaction design?
Interaction design: designing interactive products and services, beyond just the product,
including the way users interact with it. Supports the way people communicate and interact.
Design the interaction between the user and product.
The user experience
User experience = how a product behaves and is used by people.
Wave 2 > wave 3
Beyond the instrumental: functionality and usability are not enough. Non-pragmatic aspects
should be taken into account.
Holistic views on how users experience their interaction with a product.
➔ One cannot design a user experience, only design for a user experience.
Experimental aspect of a user experience: The way users perceive a product and their
emotional reaction to it.
❖ Pragmatic = how simple, practical and obvious it is for the user to achieve their goals
❖ Hedonic = how evocative and stimulating the interaction is to them
Understanding users
“A main reason for having a better understanding of people in the contexts in which they live,
work and learn is that it can help designers understand how to design interactive products that
provide good user experiences or match the user’s needs.”
Can reveal incorrect assumptions.
Being aware of cultural differences is important.
Accessibility & inclusiveness
Accessibility = the extent to which an interactive product is accessible by as many people as
possible. Can be achieved in:
❖ Through inclusive design of technology (= overarching approach where designers strive
to make their products/services accommodate the widest possible number of people)
❖ Through design of assistive technology
1
,Disability = the result of poor interaction design between a user’s and the technology, not the
impairment alone.
Usability & user experience goals
Usability = ensuring that interactive products are easy to learn, effective to use, and enjoyable
from the user’s perspective.
Experience goal = explaining the nature of the user experience, e.g. aesthetically pleasing
Important: The distinction between the two types of goals is not clear-cut since usability is often
fundamental to the quality of the user experience and aspects of the user experience. E.g. how it
feels and looks. They are inextricably linked with how usable the product is.
Usability goals (meeting specific usability criteria):
❖ Effectiveness: how good a product is at doing what it is supposed to do
o Is the product capable of allowing people to learn, carry out their work
efficiently, access the information that they need, or buy the goods that they
want?
o Measure: task completion rate = number of tasks completed successfully / total
number of tasks undertaken
❖ Efficiency: the way a product supports users in carrying out their tasks.
o Once users have learned how to use a product to carry out their tasks, can they
sustain a high level of productivity?
o Measure: time on task
❖ Safety: protecting the user from dangerous conditions and undesirable situations
o What is the range of errors that are possible using the product and what
measures are there to permit users to recover easily from them?
o Avoid unwanted action. Prevent errors. Provide recovery options after errors
o Measure: inventory of possible errors
❖ Utility: the extent to which the product provides the right kind of functionality so that
users can do what they need/want to do
o Does the product provide an appropriate set of functions that will enable users to
carry out all of their tasks in the way they want to do them?
❖ Learnability: how easy a system is to learn to use
o Is it possible for the user to work out how to use the product by exploring the
interface and trying certain actions? How hard will it be to learn the whole set of
functions this way?
❖ Memorability: how easy a product is to remember how to use, once learned.
o What types of interface support have been provided to help users remember how
to carry out tasks, especially for products and operations they use infrequently?
2
,Micro interactions = actions that can be performed infrequently. Have one main task
Design principles = used by interaction designers to aid their thinking when designing for the
user experience. Intent to turn designers towards thinking about different aspects of their
design. Helps designers explain and improve their designs. (Don Norman)
❖ Feedback: products should be designed to provide feedback to users that informs them
about what has already been done so that they know what to do next in the interface
o Allowing the person to continue with the activity
o Includes sound, highlighting, animation and combinations of these
❖ Findability: the degree to which a particular object is easy to discover or locate
❖ Navigability: is it obvious what to do and where to go in an interface?
❖ Visibility: the more visible functions are, the more likely it is that users will be able to
know what to do next
o Make relevant parts of the design visible
o Too much / too less information can cause problems
o Shift to invisible controls
❖ Constrains: determining the ways of restricting the kinds of user interaction that can
take place at a given moment.
o Restricting the possible actions that can be performed
o Helps prevent user from selecting incorrect options
o Physical and digital objects can be designed to constrain things
❖ Consistency: designing interfaces that have similar operations and use similar elements
for achieving similar tasks. (Improves memorability + learnability)
o Interfaces to have similar operations, use similar elements for similar tasks
o Benefit: consistent interfaces are easier to learn and use
o Internal consistency: designing operations to behave the same within an
application (difficult to achieve with complex interfaces)
o External consistency: designing operations, interfaces, etc, to be the same across
applications and devices
❖ Affordance: an attribute of an object that allows people to know how to use it
o Major concept in HCI
o Know how to use it just by looking at the interface
o Physical vs digital
o Not only visual (auditory, tactile etc)
o Does the physical information look like / suggest that there are actions possible,
and whether there is an action possible: (Gaver 1991)
▪ Perceptible affordance: directs the user to a particular action. The
affordance where a person interprets the available information and can
act upon the affordance to interact with the object. (Handle of a door)
▪ Hidden affordance: indicates that there are possibilities for action, but
these are not perceived by the user. Person interprets available
information and perceive it as not actionable. But they can do an action.
(moving over a button with mouse, drop down menu). Often used to
simplify visual complexity of design. Require the user to find the
accordance.
▪ False affordance: apparent affordance. Visual information suggests that
there is an action possibility but does not have a real function. In designs
when details have been missed. E.g.: blue & underlined is often hyperlink
▪ Correct rejection: no action possibility are perceived and there are indeed
no action possibilities
3
, o
Lecture
Medium (in communications) = Outlets and tools used to store and deliver information/data
Dead media = the end of most media. Media that are obsolete or have been forgetting
Old media = forms of analogue (not digital), media that are still in use (radio, newspapers)
Remediation = the integration of features of an old medium to a new medium.
E.g.: film uses text comparable to theatre, computer games use narratives from films,
websites use layouts comparable to newspapers.
New media = forms of media that are narrative to computers, are computational, and rely on
computers for re-distribution, digital. (Smartphones, computers, social robots etc).
→ high level of interaction
Emerging media = communication formats that are in the process of becoming known as part
of a long evolution of our communication architecture.
Central questions for new media design:
❖ We should not only ask what media (technologies) are new
❖ Ask about the consequences for individuals, communities, and societies of these media
❖ How can we shape and guide those consequences proactively through methods of design
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