Chapter_1_MCI_SS08.pdf

download Chapter_1_MCI_SS08.pdf

of 68

Transcript of Chapter_1_MCI_SS08.pdf

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    1/68

    Chapter 1:What is interaction design?

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    2/68

    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.

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    3/68

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    4/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    5/68

    Good design

    Marble answeringmachine (Bishop,1995)

    Based on howeveryday objectsbehave

    Easy, intuitive and apleasure to use

    Only requires one-step actions toperform core tasks

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    6/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    7/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    8/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    9/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    10/68

    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)

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    11/68

    Goals of interaction design

    Develop usable productsUsability means easy to learn,

    effective to use and provide anenjoyable experience

    Involve users in the design process

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    12/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    13/68

    HCI and interaction design

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    14/68

    Relationship between ID, HCI

    and other fieldsAcademic disciplines contributing

    to ID:

    PsychologySocial Sciences

    Computing SciencesEngineeringErgonomicsInformatics

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    15/68

    Relationship between ID, HCI

    and other fieldsDesign practices contributing to

    ID:

    Graphic designProduct design

    Artist-designIndustrial designFilm industry

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    16/68

    Relationship between ID, HCI

    and other fields

    Interdisciplinary fields that dointeraction design:HCIHuman FactorsCognitive EngineeringCognitive Ergonomics

    Computer Supported Co-operative WorkInformation Systems

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    17/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    18/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    19/68

    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)

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    20/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    21/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    22/68

    Why was the iPod user

    experience such a success?

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    23/68

    Good DesignsAffordance, Mapping, Visibility, Feedback

    http://www.apple.com/

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    24/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    25/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    26/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    27/68

    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?

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    28/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    29/68

    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)

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    30/68

    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?

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    31/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    32/68

    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?

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    33/68

    User Experience Design

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    34/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    35/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    36/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    37/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    38/68

    What do I do if I am wearing

    black?Invisible automatic

    controls can make it

    more difficultto use

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    39/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    40/68

    Visibility und Feedback

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    41/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    42/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    43/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    44/68

    Logical Constraints

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    45/68

    Mapping

    Relationship between controls andtheir movements and the resultsin the world

    Why is this a poor mapping ofcontrol buttons?

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    46/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    47/68

    Mapping

    Quelle:

    Norman D., The Design ofEveryday Things, Basic Books,New York, 1990

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    48/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    49/68

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    50/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    51/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    52/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    53/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    54/68

    Affordance

    Physical affordances:How do the following physical objects

    afford? Are they obvious?

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    55/68

    Affordance

    Virtual affordancesHow do the following screen objects

    afford?

    What if you were a novice user?Would you know what to do with them?

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    56/68

    Usability principles

    Similar to design principles, exceptmore prescriptive

    Used mainly as the basis forevaluating systems

    Provide a framework for heuristicevaluation

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    57/68

    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

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    58/68

    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.

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    59/68

    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).

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    60/68

    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.

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    61/68

    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.

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    62/68

    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.

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    63/68

    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.

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    64/68

    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.

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    65/68

    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.

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    66/68

    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.

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    67/68

    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.

  • 7/28/2019 Chapter_1_MCI_SS08.pdf

    68/68

    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