Principles and practice of interactive systems

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Principles and practice of interactive systems

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1 1 Chapter 3 Chapter 3 Principles and practice Principles and practice of interactive systems of interactive systems design design 2 2 Chapter 3 Chapter 3   3.1 Introduction 3.1 Introduction   3.6 Design principles 3.6 Design principles   3.2 Accessibility 3.2 Accessibility   3.5 Engagement 3.5 Engagement   3.7 Designing for windows application 3.7 Designing for windows application   3.8 Designing websites 3.8 Designing websites   3.9 Designing for other technollogies 3.9 Designing for other technollogies 3 3 Chapter 3 (2) Chapter 3 (2)   To provide advice and guidance that will To provide advice and guidance that will result in high result in high - - quality design quality design   Designers have to consider not just the Designers have to consider not just the functionality of a system but also the functionality of a system but also the whole experience of using it and owning whole experience of using it and owning it. it.   ⇒ ⇒ This chapter explores how designers This chapter explores how designers can create appropriate experiences for the can create appropriate experiences for the user in different contexts. user in different contexts. 4 4 Chapter 3 Chapter 3 - - Knowledges received Knowledges received   Understand the key issues and Understand the key issues and concepts of engagement concepts of engagement   Understand the general principles of Understand the general principles of good interactive systems design good interactive systems design   Understand the principles applied to Understand the principles applied to different technological platforms different technological platforms 5 5 3.1 Introduction 3.1 Introduction Interactive systems designer Systems and products Learnable, effective and accomodating Accessible, usable, socially, economically acceptable and engaging PACT elements harmonized in a domain 6 6 3.1 Introduction (2) 3.1 Introduction (2) Good design Accessibility Usability Acceptability Engagement 7 7 3.1 Introduction (3) 3.1 Introduction (3)  Accessibility : Remove/ install the : Remove/ install the barriers for people from using the barriers for people from using the system at all. system at all.  Acceptability: Fitness for purpose in the context of use.  Engagement: Designing for great, exciting and riverting experiences. 8 8 3.1 Introduction (4) 3.1 Introduction (4) - - Usability  Quality of the interaction in terms of parameters:  Time taken to perform tasks  Number of errors made  Time to become a competent user  A system may be highly usable, but may still fail to be adopted or to satisfy people. 9 9 3.6 Design principles 3.6 Design principles   History: History:   Over the years, many principles of good interactive Over the years, many principles of good interactive system design have been developed (Don Norman, system design have been developed (Don Norman, 1998; Jacob Nielsen, 1993). 1998; Jacob Nielsen, 1993).   However, the level of abstraction by different people However, the level of abstraction by different people at different times: at different times:   Inconsistent Inconsistent   Confusing Confusing   There is also good design principles derived from There is also good design principles derived from psychology. Ex: minimize memory load. psychology. Ex: minimize memory load. 10 10 3.6 Design principles (2) 3.6 Design principles (2)   The application of design principles The application of design principles ⇒ ⇒ established guidelines and patterns of established guidelines and patterns of interaction in certain circumsatnces. Ex: interaction in certain circumsatnces. Ex:   “ “ Undo Undo ” ” commnad in Windows application commnad in Windows application   “ “ back back ” ” button on a website button on a website   Greying Greying - - out of inappropriate options on menus out of inappropriate options on menus [...]... Design principles (3) Utility of design principles: Can guide the designer during the design process Can be used to evaluate and critique prototype design area Help to orientate the designer to key features of good design Sensitize the designer to imporatnt issues 11 3.6 Design principles (4) 3 main categories of design principles: Learnability: Helping people access, learn and remember the system: principles. .. 22 3.6 Design principles (14) 12 Conviviality: Interactive systems should be polite, friendly, and generally pleasant They should not contain: aggressive message , an abrupt interruption Conviviality also suggest joining in and using interactive technologies to connect and support people 23 3.6 Design principles (15) Polite software: (Alan Cooper, 1999) If we want people to like our software, we should... people access, learn and remember the system: principles 1-4 Effectiveness: Giving them the sense of being in control, knowing what to do and how to do it (ease of use): principles 5-7 Safely and secureley (safety): principles 8-9 Accommodation: In a way that suits them: principles 10-12 12 3.6 Design principles (4b) Learnability: Accommodation: 1 Visibility 2 Consistency 3 Familiarity Effectiveness... environment (ex: under stress, time pressure) Are often similar to the issues that face an extraordianary user in an ordinary environment 27 3.2 Accessibility (2) Reasons of excluding people from accessing the interactive systems: Physical people: can be excluded because of inappropriate siting of equipment or through input and output devices making excessive demands on their ablities Ex: An ATM too high... characteristic of being human and we change physically and intellectually throughout our lives If a design works for people with disabilities, it works better for everyone 32 3.2 Accessibility (7) 3 4 At any point of our lives, personal selfesteem, identity and well-being are deeply affected by our ability to function in our physical surroundings with a sense of comfort, independence and control Usability and. .. work and organize their lives Social exclusion: can occur if: Equipment is unavailable at an appropriate time and place, or People are not members of a particular social group and cannot understand particular social mores or messages 29 3.2 Accessibility (4) 2 main approaches to design for accessibilty: “Design for all” Inclusive design “Design for all” = universal design Goes byond the design of interactive. .. design of interactive systems Applied to all design endeavours 30 3.2 Accessibility (5) Principles of universal design: 1 2 3 4 5 6 7 Equitable use Flexibility in use Simple, intuitive use Perceptible information Tolerance for error Low physical effort Size and space for approach and use 31 3.2 Accessibility (6) Premises of inclusive design: 1 2 Varying ability is not a special condition of the few but a... system does, and What will happens in the world outside the system 19 3.6 Design principles (11) 7 Feedback: Rapidly feed back information from the system to people so that they know what effect their actions have had Constant and consistent feedback will enhance the feeling of control 8 Recovery: Enable recovery from actions, particularly mistakes and errors, Quick and effective 20 3.6 Design principles. .. Seeking confirmation of dangerous operations 21 3.6 Design principles (13) Category 3: Accommodation 10 Flexibility: Allow multiply ways of doing things so as to accommodate users with different levels of experienceand interest in the system Provide people with the opportunity to change the way things look or behave so that they can personalize the system 11 Style: Design should be stylish and attractive... disabilities = an important legal and ethical requirement There are declarations and guidelines on ensuring that everyone can access to information delivered through software technologies 26 3.2 Accessibility (2) Designers need to focus on demands that theirs designs make on people’s abilities Designers have to design for the elderly and for children (Newell, 1995) The sort of issues : That face an ordinary . 3 Principles and practice Principles and practice of interactive systems of interactive systems design design 2 2 Chapter 3 Chapter 3   3.1 Introduction 3.1 Introduction   3.6 Design principles 3.6. received   Understand the key issues and Understand the key issues and concepts of engagement concepts of engagement   Understand the general principles of Understand the general principles of good interactive. and how to do it (ease of use): what to do and how to do it (ease of use): principles 5 principles 5 - - 7 7   Safely and secureley (safety): principles 8 Safely and secureley (safety): principles

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