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HCI Design Issues

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(Don Norman, 1988, The Design of Everyday Things) Visibility ... RAD (Early 1990's) (some focus on user!) From HCI. Star (Hartson & Hicks 1989) ... – PowerPoint PPT presentation

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Title: HCI Design Issues


1
HCI Design Issues
  • As long as it looks pretty,
  • thats fine, isnt it?

2
Usability
  • User experience goals
  • Satisfying
  • Enjoyable
  • Fun
  • Entertaining
  • Helpful
  • Motivating
  • Aesthetically pleasing
  • Supportive of creativity
  • Rewarding
  • Emotionally fulfilling
  • Usability Goals
  • Effective to use
  • Efficient to use
  • Safe to use
  • Have good utility
  • Easy to learn
  • Easy to remember how to use

3
Design Usability Principles(Don Norman, 1988,
The Design of Everyday Things)
  • Visibility
  • Maximise think about a cars controls
  • Feedback - related to visibility!
  • Tell user what has been done visual, audio,
    tactile, verbal etc
  • Constraints
  • deliberate design to restrict user interaction
  • 3 categories physical, logical, cultural
  • Mapping
  • relationship between controls their effects
  • Consistency
  • Similar ops, similar elements eases learning!
  • Affordance
  • Perceived object attribute that allows user to
    know how to use it

4
Shneidermans 8 Golden Rules for Dialogue Design
  • Strive for consistency
  • Enable frequent users to use shortcuts
  • Offer informative feedback
  • Design dialogue to yield closure
  • Offer simple error handling
  • Permit easy reversal of actions
  • Support internal locus of control
  • Reduce short-term memory load

5
Interaction Design
  • Investigation of artifacts use and target domain
    from users viewpoint
  • Hence users concerns direct development rather
    than technical
  • Trading off conflicting requirements to find best
    fit
  • 4 basic activities
  • Identify needs establish requirements
  • Develop alternative designs
  • Build interactive versions of designs
  • Evaluate the designs

6
ID Practical Issues
  • Must be able to answer these questions beforehand
  • Who are the users?
  • What do we mean by needs?
  • How do you generate alternative designs?
  • How do you choose between alternatives?

7
Things for designers to consider!
  • The user is human! Humans incredibly diverse
  • ability background
  • cognitive style
  • personality
  • Humans undertake tasks
  • understand the humans real task
  • understand how why achieved
  • comprehend effect computerisation might have
  • Errors - system or user?

8
Lifecycle Models
  • Lots of different ones!
  • From S/W Engineering
  • Waterfall (1970)
  • Spiral (Barry Boehm 1988)
  • RAD (Early 1990s) (some focus on user!)
  • From HCI
  • Star (Hartson Hicks 1989)
  • Usability Engineering (Deborah Mayhew, 1999)

9
Simple ID Lifecycle Model (Preece,Rogers
Sharp, 2002, Interaction Design, Wiley, p186)
Identify needs/ establish requirements
Evaluate
(Re)Design
Final product
Build an interactive version
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