2. INTERACTION DESIGN
Human
Machine
Interaction
S
core
U
task
O
output
I
input
user
input
system
output
ObservePresentation
ArticulatePerformance
Interaction Framework
interaction
translation between
languages
3. INTERACTION DESIGN FLOW
• Know the target
users
• Kind of support a
product could
provide
Identifying
Needs
• Task description and
analysis
• Provide added value
• Create competitive
advantages
Establishing
Requirements
• Conceptual
Design
• Physical Design
Developing
Alternative
Design
• Paper based Prototype
• Role-playing users
• Presentation menu and
feature
Building
Interactive
Version
• Determining the
usability
• Deciding the
acceptability
• Quality Assurance
Evaluation
Understanding
Envisionment
Implementation
Reanalyze
Redesign
4. ARTICULATE - OBSERVE
Seven Stage System Interation
1. User define goals
2. User formulate Intention
3. User specify action on Interface
4. User perform action
5. User perceives system state
6. User Interpret system state
7. User Evaluate System State with respect to Goal
Mental Model Norman
Cognitive /
Emotional
Design
a. Cognitive
b. Behavioral
c. visceral
Mental Model are images in the minds of users who inform their expectations of a particular interaction or system (intuitive).
Interface Metaphor take advantage of known actions to direct users to a new action. (e.g: a trash can icon to delete a file, a magnifying glass
to zoom in, etc.)
Affordances are things that are not only designed to do somewhat but are designed to look like designed to do something.
Signifiers is a physical form of a mark (like a sound, a word printed, or a picture) that is different from its meaning.
5. ARTICULATE - OBSERVE
1. Physical (through stimulation of the five senses)
2. Social (derived from the ownership group and
strengthen or improve one's social position)
3. Psychological (make people think about the
situation, consciously or unconsciously)
4. Ideological (related to values and beliefs, or right and
wrong)
Pleasure Model(Jordan, 2002)
6. ARTICULATE – OBSERVE
Person : Individu
Person : Family
Person : Baby
Goal 1
Goal 2
Goal 3
System
Interaction
System
Interaction
System
Interaction
Goals and
patterns of
behavior
observed among
users
User Experience Design (Cooper, 1999)
1. Benefits: market segmentation,
feature definition, brainstorming,
design pitfall prevention, avoidance of
self-reference and use case
specifications.
2. Criticism: there is no clear
relationship with the customer, within
a team to engage the targeted
audience, the hypothetical and there
is no standard procedure.
7. ARTICULATION - OBSERVATION - PERFORMANCE - PRESENTATIONS
Person : Individu
Person : Family
Person : Baby
Goal 1
Goal 2
Goal 3
Interact with
system
Interact with
system
Interact with
system
Problem Solving
is highest
priority, Focused
on fulfill need
and special
wants of end
user
Goal Driven Design (Cooper, 1999)
1. Design first; program second.
2. Separation responsibility for design
then programming
3. Designer responsible to product
quality and end user acceptance.
4. Define your one specific user for
your product, then find person –
place name and environment and get
objective.
5. Working in 2 teams: designer and
design communicator
8. ARTICULATION - OBSERVATION - PERFORMANCE - PRESENTATIONS
Learnability: how easily can a new
user learn to navigate the interface?
Efficiency: how quickly can users
perform tasks?
Memorability: if a user hasn’t visited
the system in a while, how well will they
remember the interface?
Errors: how many errors do users
make, and how quickly can they recover
from errors?
Satisfaction: do users enjoy using the
interface, and are they pleased with the
results?
Learnability: how
easily can a new user learn to
navigate the interface?
Flexibility: how many
ways can a user interact with
the system?
Robustness: how well
are we supporting users when
they face errors?
Usability Compliance :
Jackob Nielsen, 1995
Usability Compliance :
Alan Dix, 2003
“Eight Golden Rules of
Interface Design”. -
Shneiderman
1. Strive for consistency.
2. Enable frequent users to use
shortcuts.
3. Offer informative feedback.
4. Design dialog to yield closure.
5. Offer simple error
handling.
6. Permit easy reversal of
actions.
7. Support internal locus of
control.
8. Reduce short-term
memory load.
9. USABILITY
ISO 9241 (2002) defines usability as "The extent to
which a product can be used by specified users to
achieve specified goals with effectiveness,
efficiency, and satisfaction in a specified context
of use.“
10. ARTICULATION - OBSERVATION - PERFORMANCE - PRESENTATIONS
1D: words must be easy to understand, and written so that they convey
information easily to end users.
2D: visual representation is all graphics or images, basically everything that is not
text.They need to be used as needed, so as not to overwhelm.
3D:Physical or Space objects refer to physical devices, whether they are
mouse and keyboard, or cellular devices that interact with users.
4D: Time is when user interact with 3D, include activity when user can measure
progress, sound and animation
5D: Behavior added by Kevin Silver in his article,This is about the emotions and
user reactions when interacting with the system..
11. HIGH PRIORITY
1. Design – how should you do it? affordance, signifier, model, etc.
2. Technologies – what do you have? software, platforms, tools, devices, components, etc.
3. People – who will use the system? human errors, physical, psychology, cognitive, etc.
4. Activities – how to help? complex, cooperative, temporal aspect, safety, etc.
5. Contexts – in which situation/condition? social, cultural, organizational, political, health, etc.