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Transcript of Chapter_1_MCI_SS08.pdf
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Chapter 1:What is interaction design?
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Chapter 1: What is
interaction desgin Explain the difference between good and poor
interaction design.
Describe what interaction design is and how it relatesto human-computer interaction and other fields.
Explain what usability and user experience is. Describe what is involved in the process of
interaction design.
Outline the different forms of guidance used ininteraction design.
Enable you to evaluate an interactive product andexplain what is good and bad about it in terms of thegoals and principles of interaction design.
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Why is this vending machine
so bad? Need to push
buttonfirst toactivate reader
Normally insertbill first beforemaking selection
Contravenes wellknown convention
From: http://www.baddesigns.com/parking2.html
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Good design
Marble answeringmachine (Bishop,1995)
Based on howeveryday objectsbehave
Easy, intuitive and apleasure to use
Only requires one-step actions toperform core tasks
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Good and bad design
What is wrong withthe Apex remote?
Why is the TiVoremote so muchbetter designed? Peanut shaped to fit
in hand
Logical layout andcolor-coded,distinctive buttons
Easy to locate buttons
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What to design
Need to take into account: Who the users are What activities are being carried out Where the interaction is taking place
Need to optimize the interactions users havewith a product So that they match the users activities and needs
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Understanding users needs
Need to take into account what people aregood and bad at
Consider what might help people in the waythey currently do things
Think through what might provide qualityuser experiences
Listen to what people want and getthem involved
Use tried and tested user-centeredmethods
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Activity
How does making a call differwhen using a:
Cell phonePublic phone box?Consider the kinds of user, type of
activity and context of use
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What is interaction design?
Designing interactive products to support theway people communicate and interact in theireveryday and working lives
Sharp, Rogers and Preece (2007)
The design of spaces for humancommunication and interaction
Winograd (1997)
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Goals of interaction design
Develop usable productsUsability means easy to learn,
effective to use and provide anenjoyable experience
Involve users in the design process
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Which kind of design?
Number of other terms used emphasizing whatis being designed, e.g., user interface design, software design, user-centered
design, product design, web design, experience
design (UX) Interaction design is the umbrella term
covering all of these aspects fundamental to all disciplines, fields, and approaches
concerned with researching and designing computer-based systems for people
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HCI and interaction design
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Relationship between ID, HCI
and other fieldsAcademic disciplines contributing
to ID:
PsychologySocial Sciences
Computing SciencesEngineeringErgonomicsInformatics
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Relationship between ID, HCI
and other fieldsDesign practices contributing to
ID:
Graphic designProduct design
Artist-designIndustrial designFilm industry
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Relationship between ID, HCI
and other fields
Interdisciplinary fields that dointeraction design:HCIHuman FactorsCognitive EngineeringCognitive Ergonomics
Computer Supported Co-operative WorkInformation Systems
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Working in multidisciplinary
teams Many people from different
backgrounds involved
Different perspectivesand ways of seeingand talking about things
Benefits more ideas and designs
generated
Disadvantages difficult to communicate and
progress forward the designs being create
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Interaction design in business
Increasing number of ID consultancies, examples of well known onesinclude:
Nielsen Norman Group: help companies enter the age of theconsumer, designing human-centered products and services
Cooper: From research and product to goal-related design Swim: provides a wide range of design services, in each case
targeted to address the product development needs at hand
IDEO: creates products, services and environments forcompanies pioneering new ways to provide value to theircustomers
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User Interface Design GmbH
www.uidesign.dePhilosophie: Optimale Bedienkonzepte zu entwickeln die zugleich
intuitiv, innovativ und attraktiv sind.
Neue, komplizierte Technologien fr alle Menschenzugnglich machen.
Gestaltung/Realisierung nachAnforderungen und Wnschedes Kunden(Zielgruppe)
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What do professionals do in theID business?
interaction designers - people involved in the design of allthe interactive aspects of a product
usability engineers - people who focus on evaluatingproducts, using usability methods and principles
web designers - people who develop and create the visualdesign of websites, such as layouts
information architects - people who come up with ideas ofhow to plan and structure interactive products
user experience designers (UX) - people who do all theabove but who may also carry out field studies to inform the
design of products
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The User Experience
How a product behaves and is used bypeople in the real world the way people feel about it and their pleasure and
satisfaction when using it, looking at it, holding it,and opening or closing it
every product that is used by someone has a userexperience: newspapers, ketchup bottles, recliningarmchairs, cardigan sweaters. (Garrett, 2003)
Cannot design a user experience, onlydesign fora user experience
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Why was the iPod user
experience such a success?
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Good DesignsAffordance, Mapping, Visibility, Feedback
http://www.apple.com/
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What is involved in the process
of interaction design Identifying needs and establishing
requirements for the user experience
Developing alternative designs to meetthese Building interactive prototypes that can be
communicated and assessed
Evaluating what is being built throughout theprocess and the user experience it offers
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Core characteristics of
interaction design Users should be involved through the
development of the project
Specific usability and user experiencegoals need to be identified, clearlydocumented and agreed at the beginning ofthe project
Iteration is needed through the core activities
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Why go to this length?
Help designers:understand how to design interactive
products that fit with what people want,
need and may desireappreciate that one size does not fit alle.g., teenagers are very different to grown-ups
identify any incorrect assumptions they mayhave about particular user groupse.g., not all old people want or need big fonts
be aware of both peoples sensitivities andtheir capabilities
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Are cultural differences
important? 5/21/1960 versus 21/5/1960?
Which should be used for internationalservices and online forms?
Why is it that certain products, like theiPod, are universally accepted by peoplefrom all parts of the world whereas
websites are reacted to differently bypeople from different cultures?
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Designed to bedifferent for UK and UScustomers
What are the differencesand which is which?
What should Annasappearance be likefor other countries,like India, South Africa,
or China?
Anna, IKEA online sales agent
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Usability goals book Interaction
Desgin Have good utility (functionality) Effective to use (effectiveness) Efficient to use (efficiency) Safe to use (e.g. preventing errors)(safety) Easy to learn (learnability) Easy to remember how to use
(memorability)
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Activity on usability
How long should it take and howlong does it actually take to:Using a DVD to play a movie?Use a DVD to pre-record two
programs?Using a web browser tool to create a
website?
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User experience goals
satisfying aesthetically pleasing enjoyable supportive of creativity engaging supportive of creativity pleasurable rewarding exciting fun
entertaining provocative helpful surprising motivating enhancing sociability emotionally fulfilling challenging
boring annoying
frustrating cutsey
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Usability and user experience
goals Selecting terms to convey a persons feelings,
emotions, etc., can help designers understandthe multifaceted nature of the user experience
How do usability goals differ from userexperience goals?
Are there trade-offs between the two kinds ofgoals?
e.g. can a product be both fun and safe? How easy is it to measure usability versus user
experience goals?
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User Experience Design
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Design principles
Generalizable abstractions for thinking aboutdifferent aspects of design
The dos and donts of interaction design What to provide and what not to provide at
the interface
Derived from a mix of theory-basedknowledge, experience and common-sense
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Normans Design Principles
Affordance: wahrgenommeneEigenschaft eines Objektes, die einenEindruck von der Bedienung vermittelt
Constraints: schrnken mglicheBedienhandlungen eines Objektes ein
Mapping: Beziehung zwischenBedienhandlung und dem (internen)Zustand eines Objektes
Visibility: sichtbarer Zustand desObjektes und mglicherBedienhandlungen
Feedback: Art und Weise, wie Objektauf Bedienhandlungen reagiert, wieschnell es reagiert und wie BenutzerReaktionen wahrnehmen undinterpretieren kann
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Visibility This is a control panel for an elevator
How does it work?
Push a button for the floor you want?
Nothing happens. Push any otherbutton? Still nothing. What do youneed to do?
It is not visible as to what to do!From:www.baddesigns.com
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Visibilityyou need to insert your room card in the slot by the buttons toget the elevator to work!
How would you make this action more visible?
make the card reader more obvious
provide an auditory message, that says what to do (whichlanguage?)
provide a big label next to the card reader that flasheswhen someone enters
make relevant parts visible make what has to be done obvious
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What do I do if I am wearing
black?Invisible automatic
controls can make it
more difficultto use
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Feedback
Sending information back to the user aboutwhat has been done
Includes sound, highlighting, animation andcombinations of these
e.g. when screen button clicked on provides sound orred highlight feedback:
ccclichhk
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Visibility und Feedback
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Constraints
Restricting the possible actions that can beperformed
Helps prevent user from selecting incorrectoptions
Physical objects can be designed to constrainthings e.g. only one way you can insert a key into a lock
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Logical or ambiguous design?
Where do you plug themouse?
Where do you plug thekeyboard?
top or bottom connector? Do the color coded icons
help?
From: www.baddesigns.com
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How to design them more
logically(i) A provides direct
adjacent mappingbetween icon andconnector
(ii) B provides colorcoding to associatethe connectors withthe labels
From: www.baddesigns.com
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Logical Constraints
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Mapping
Relationship between controls andtheir movements and the resultsin the world
Why is this a poor mapping ofcontrol buttons?
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Mapping
Why is this a better mapping?
The control buttons are mapped betteronto the sequence of actions of fast
rewind, rewind, play and fast forward
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Mapping
Quelle:
Norman D., The Design ofEveryday Things, Basic Books,New York, 1990
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Consistency
Design interfaces to have similar operationsand use similar elements for similar tasks
For example:
always use ctrl key plus first initial of the commandfor an operation ctrl+C, ctrl+S, ctrl+O
Main benefit is consistent interfaces are easierto learn and use
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Internal and external
consistency Internal consistency refers to designing
operations to behave the same within anapplication
Difficult to achieve with complex interfaces External consistency refers to designingoperations, interfaces, etc., to be thesame across applications and devicesVery rarely the case, based on different
designers preference
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Keypad numbers layout
A case of external inconsistency
1 2 34 5 67
8
9
7 8 9
1
2
3
4 5 6
0 0
(a) phones, remote controls (b) calculators, computer keypads
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Affordances: to give a clue
Refers to an attribute of an object that allowspeople to know how to use it e.g. a mouse button invites pushing, a door handle
affords pulling
Norman (1988) used the term to discuss thedesign of everyday objects
Since has been much popularised ininteraction design to discuss how to designinterface objects e.g. scrollbars to afford moving up and down, icons
to afford clicking on
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What does affordance have to
offer interaction design? Interfaces are virtual and do not have affordances like
physical objects
Norman argues it does not make sense to talk aboutinterfaces in terms of real affordances
Instead interfaces are better conceptualized asperceived affordances
Learned conventions of arbitrary mappings between actionand effect at the interface
Some mappings are better than others
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Affordance
Physical affordances:How do the following physical objects
afford? Are they obvious?
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Affordance
Virtual affordancesHow do the following screen objects
afford?
What if you were a novice user?Would you know what to do with them?
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Usability principles
Similar to design principles, exceptmore prescriptive
Used mainly as the basis forevaluating systems
Provide a framework for heuristicevaluation
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Usability principles (Nielsen 2001)
Visibility of system status Match between system and the real world User control and freedom Consistency and standards Help users recognize, diagnose and recover from errors Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help and documentation
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Usability ISO 9241 Part 11
Usability(Gebrauchstauglichkeit):
Extent to which a product can beused by specified users to achievespecified goals witheffectiveness, efficiency and
satisfaction in a specified contextof use.
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ISO 9241 Part 11 Usability
bzw. Gebrauchstauglichkeit Effektivitt: Genauigkeit und Vollstndigkeit, mit der Benutzer ein bestimmtes
Ziel (Aufgabe) unter Verwendung des Computers erreichen. Messbar, Erfassung der Richtigkeit/Vollstndigkeit des erzielten
Arbeitsergebnisses (z.B. Grad der Zielerreichung in Prozent).
Effizienz: Der im Verhltnis zur Genauigkeit und Vollstndigkeit eingesetzteAufwand, mit dem Benutzer ein bestimmtes Ziel (Aufgabe)erreichen.
Messbar, Erfassung der Bearbeitungszeit,Tastenanschlgen,Dialogschritte, etc.
Zufriedenstellung: Persnliche Zufriedenheit und die Akzeptanz der Nutzung. Messbar, Befragung der Benutzer (z.B. subjektive Ratings auf Skalen).
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ISO 9241 Teil 10 Grundlagen derDialoggestaltung
Aufgabenangemessenheit Der Benutzer soll bei der Erledigung seiner
Arbeitsaufgaben untersttzt werden, seine Aufgabeneffektiv und effizient zu erledigen
Selbstbeschreibungsfhigkeit Jeder einzelne Dialogschritt ist durch Beschreibungenoder Rckmeldungen unmittelbar verstndlich oder er
wird auf Anfrage des Benutzers erklrt.
Steuerbarkeit Der Benutzer soll in der Lage sein, den Dialogablauf zu
steuern, das heit Ablauf, Richtung und Geschwindigkeit
zu beeinflussen, bis er sein Ziel erreicht hat.
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9241 Teil 10 Erwartungskonformitt Der Dialog entspricht den Kenntnissen des Benutzers
aus seinem Arbeitsgebiet, seiner Ausbildung und seinerErfahrung. Auerdem ist der Dialog konsistent.
Fehlertoleranz Trotz erkennbar fehlerhafter Eingaben kann das
beabsichtigte Arbeitsergebnis mit keinem oderminimalem Korrekturaufwand des Benutzers erreichtwerden.
Individualisierbarkeit Der Benutzer kann den Dialog an seine Arbeitsaufgabe,
sowie seine individuellen Fhigkeiten und Vorliebenanpassen.
Lernfrderlichkeit Der Benutzer wird beim Erlernen der Anwendung
untersttzt und angeleitet.
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AufgabenangemessenheitDer Dialog sollte dem Benutzer
nur solche Informationenanzeigen, die imZusammenhang mit derErledigung der Arbeitsaufgabestehen.
Informationen wie Wochentageoder das Datum sowieFormatierungen in Farbe oderForm werden nur angezeigt,wenn sie die Erledigung derArbeitsaufgabe erleichtern.
Die angezeigte Hilfe-Funktionsollte von der Aufgabeabhngen.
Wenn der Anwender beimEditieren die Hilfe aufruft wirdbeispielsweise eine Liste derEditierbefehle zur Erluterungangezeigt.
Alle Aufgaben, die sinnvollerweiseautomatisch vomDialogsystem erledigt werdenknnen, sollen auch vondiesem ausgefhrt werden umden Anwender zu entlasten.
Die Positionsmarke wird beimBetreten eines Formulars aufdas erste Eingabefeldpositioniert. Start undInitialisiervorgnge laufenautomatisch ab.
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SelbstbeschreibungsfhigkeitNach jeder Handlung des Benutzers
sollte das Dialogsystem dort, woes zweckmig ist, eineRckmeldung geben.
Werden Daten eingegeben, sollen sieoder die nderungen, die sieverursacht haben unmittelbarangezeigt werden. Damit wird demBenutzer geholfen, zu verstehen,was in der Anwendung geschiehtund was er beeinflussen kann.
Wenn die Ausfhrung einer Handlungschwerwiegende Folgen habenkann, sollten vor der Ausfhrungdiese erlutert werden und eineBesttigung verlangt werden.
Kann das Lschen von Daten nichtrckgngig gemacht werden, sollauf diese unwiderrufliche Folgehingewiesen werden und eineBesttigung verlangt werden.
Rckmeldungen und Erluterungensollten sich in ihrer Terminologie
aus dem Arbeitsgebiet statt ausden technischen Eigenschaften desDialogsystems ableiten.
Statt einer Meldung mit einennumerischen Fehlercode der USB-
Verbindung sollte daraufhingewiesen werden, dass derDrucker nicht angeschlossen ist.
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SteuerbarkeitDie Geschwindigkeitdes
Dialogablaufs sollte nicht vomDialogsystem bestimmtwerden sondern unter derKontrolle des Benutzersstehen.
Eingaben werden erst dannendgltig bernommen, wennder Benutzer die Gltigkeit mitder (Enter)-Taste besttigt.
Das Dialogsystem sollte demBenutzer die Kontrolle darbergeben, wie der Dialogfortgesetztwerden soll.
Mit den Pfeiltasten kann nicht nurzum nchsten Eingabefeldsondern zu einem beliebigenEingabefeld gesprungenwerden.
Soweit mglich solltenDialogschritte wieder
rckgngig gemacht werden.
Lschungen und nderungen ingeschriebenem Text knnen
wieder ungeschehen gemachtwerden.
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ErwartungskonformittDas Verhalten des
Dialogsystems und dieInformationsdarstellungsollen einheitlich sein.
Zustandsmeldungen werdenimmer an der gleichen Stelleausgegeben. DieTerminologie ist konsistent inallen Meldungen undBezeichnungen
nderungen undFunktionsaufrufe werden aufeinheitliche Art und Weiseherbeigefhrt.
Dialoge werden immer mit dergleichen Taste beendet. Hilfewird mit der (F1)-Tasteaufgerufen.
Der Dialog sollte dieTerminologie des Anwendersund der Arbeitsaufgabeverwenden.
Die richtigen Fachausdrckewerden konsistentverwendet.
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FehlertoleranzDas Dialogsystem sollte den
Benutzer dabei untersttzen,Eingabefehlerzu entdeckenund zu vermeiden.
Das Dialogsystem prft aufZiffern, falls nur Ziffern erlaubtsind und weist den Benutzerbei der Eingabe auf Fehler hin.
Fehler sollten dem Benutzer zu
Korrekturzwecken erlutertwerden.
Das Dialogsystem zeigt nicht nur
den Fehler an sondern gibt aufVerlangen auch Informationenber Ursache undMglichkeiten der Korrektur.
Wenn Fehler automatischkorrigiertwerden knnen,sollte das Dialogsystem den
Benutzer auf den Fehler hin-weisen und einenKorrekturvorschlag machen.
In einer Textverarbeitung machtdie RechtschreibprfungVorschlge, die der Benutzer
einfach bernehmen odermodifizieren kann.
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IndividualisierbarkeitDas Dialogsystem sollte eine
Anpassung an Sprache,kulturelle Eigenheiten undindividuelles Wissen undErfahrung des Anwendersermglichen.
Die Sprache des Anwenders solltein allen Meldungen, Mens undBeschreibungen einstellbarsein.
Fr krperlich eingeschrnkteBenutzer sollte eineAnpassung des Dialogsystemsmglich sein.
Fr Sehbehinderte sollte dieSchriftgre einstellbar seinoder die Farben angepasstwerden knnen.
Der Umfang von Erluterungenbei Fehlermeldungen oder
Hilfeinformationen sollteentsprechend demKenntnisstand des Benutzerseinstellbar sein.
Der Grad an Detaillierung kannglobal oder pro Dialog
eingestellt werden.
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Key points
Interaction design is concerned with designinginteractive products to support the way peoplecommunicate and interact in their everydayand working lives
It is concerned with how to create quality userexperiences It requires taking into account a number of
interdependent factors, including context ofuse, type of activities, cultural differences, and
user groups It is multidisciplinary, involving many inputsfrom wide-reaching disciplines and fields