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Chapter Five
Interaction Design and HCI in
the Software Process
Part One: Interaction design:
- (^) 5.1.1 Introduction
- (^) It is not just about the artifact that is produced,
whether a physical device or a computer
program, but about understanding and choosing
how that is going to affect the way people work.
- (^) Example: A printer design that uses only to print
or both print and staples.
Constraints:
- (^) What materials must we use? What standards must we adopt?
- (^) How much can it cost?
- (^) How much time do we have to develop it?
- (^) Are there health and safety issues?
- (^) Of course, we cannot always achieve all our goals within the constraints.
- (^) one of the most important things about design is trade-of
- (^) Trade-off- Choosing which goals or constraints can be relaxed so that others can be met.
- (^) The more common skill needed in design is to accept the conflict and choose the most appropriate trade-off 5.1.2.1. The golden rule of design For HumanāComputer Interaction the obvious materials are the human and the computer i.e. understand your materials
- (^) understand computers
- (^) limitations, capacities, tools, platforms
- (^) understand people
- (^) psychological, social aspects, human error.
- (^) and their interaction ā¦
- (^) The phrase āhuman errorā is taken to mean āoperator errorā, but more often than not the disaster is inherent in the design or installation of the human interface.
- (^) Bad interfaces are slow or error-prone to use.
- (^) Bad interfaces cost money and cost lives.
- (^) it is the nature of humans to make mistakes, and systems should be designed to reduce the likelihood of those mistakes and to minimize the consequences when mistakes happen.!
- (^) Under stress, arcane or inconsistent interfaces will lead to errors.
5.1.2.3. The central message ā the user
- (^) Often ,the success of the various methods used in HCI lies not in how good they are, but in that they simply focus the mind of the designer on the user.
- (^) This is the core of interaction design: put the user first, keep the user in the center and remember the user at the end.
5.1.3. The process of design
what is wanted (Requirements) analysis design implement and deploy prototype interviews ethnography what is there vs. what is wanted guidelines principles dialogue notations precise specification architectures documentation help evaluation heuristics scenarios task analysis Interaction Design Process
- (^) Ethnography involves very detailed recording of the interactions between people, their environment and each other.
- (^) Analysis:
- (^) The results of observation and interview need to be ordered in some way to bring out key issues and communicate with later stages of design
- (^) ordering and understanding
- (^) Design:
- (^) This is a central stage when you move from what you want, to how to do it.
- (^) There are numerous rules, guidelines and design principles that can be used to help with this
- (^) taking into account many different kinds of user
- (^) what to do and how to decide
- (^) Implementation and deployment:
- (^) Finally, when we are happy with our design, we need to create it and deploy it.
- (^) This will involve writing code, perhaps making hardware, writing documentation and manuals ā everything that goes into a real system that can be given to others
5.1.4. USER FOCUS
- (^) the start of any interaction design exercise must be
the intended user or users. This is often stated as:
know your users
So, how do you get to know your users?
- (^) Who are they?
- (^) Are they young or old, experienced computer users or novices?
- (^) Probably not like you!
- (^) When designing a system it is easy to design it as if you were the main user: you assume your own interests and abilities.
- (^) Watch them
- (^) Although what people tell you is of the utmost importance, it is not the whole story.
- (^) it is important to watch what people do as well as hear what they say
- (^) This may involve sitting and taking notes of how they spend a day, watching particular activities, using a video camera or tape recorder.
- (^) The observations tell you what they do, they will tell you why
- (^) Use your imagination
- (^) Even if you would like to involve many users throughout your design exercise , this will not always be possible. It may be too costly, it may be hard to get time with them (e.g. hospital consultant), it may be that there are just too many (e.g. the web).
- (^) However, even if you cannot involve actual users you can at least try to imagine their experiences.