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Assignment 5

After MID

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Interaction:
What is involved in Interaction Design?
Ans: How it Processes:
– A goal-directed problem solving activity informed by intended use, target domain, materials, cost, and
feasibility
– A creative activity
– A decision-making activity to balance trade-offs
Define Interaction design approaches.
Ans: There are four approaches:
a) user-centered design,
b) activity-centered design,
c) Systems design, and
d) Genius design (Genius means same environment excellent usage of it)
Why user involvement is important?
Ans: To meet
a) Expectation Management
a. Realistic expectations
b. No surprises, no disappointments
c. Timely training
d. Excellent Communication, but no hype
b) Ownership
a. Make the users active stakeholders
b. More likely to forgive or accept problems
c. Can make a big difference to acceptance and success of product
What would happened when user involvement is not up to the mark or Degrees of user involvement?
Ans: Member of the design team
– Full time: constant input, but lose touch with users
– Part time: patchy input, and very stressful
– Short term: inconsistent across project life
– Long term: consistent, but lose touch with users
If user is not on board means expectation will not meet as per SRE.
What is a user-centered approach?
Ans: User-centered approach is based on:
–Early focus on users and tasks: directly studying cognitive, behavioral, anthropomorphic & attitudinal
characteristics
–Empirical measurement: users’ reactions and performance to scenarios, manuals, simulations &
prototypes are observed, recorded and analyzed
–Iterative design: when problems are found in user testing, fix them and carry out more tests
Define Four basic activities in Interaction Design.
Ans: Its user centric whatever it likes.
1. Establishing requirements
2. Designing alternatives
3. Prototyping
4. Evaluating
What are Interaction practical issues which is necessary to addressed?
Ans: Who are the users?
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•What do we mean by ‘needs’?
•How to generate alternatives
•How to choose among alternatives
•How to integrate interaction design activities with other models?
Now the question arises if customer are another location or remote location then interaction would be
poor????? What’s your suggestion? Short sleep patient Interaction model by Faran on Cars. Tourism, bus
windows for tourist about specific information.

If Manager , user and customer are not on board then what would happened?
Ans The following picture will answer your question.

Didn’t get it. Okay. Customer(C) will ask for a software, Software House (SH) will allow him to browse SH
website by providing him guest user name and password. C will search the required software and browse
its prototype which was developed in Flash and allow user to add his comments on it and posted it to the
project manager. Manager will tells the price of that software and request him to sign SLA Service level
agreement. Later he will tells about first sprint delivery time which is under 10 days. After 10 days C will
browse first sprint, endorse if no upgradation required. Sprint complete cheque will be issued by C to SH.
The whole process is similar to SRE, PM , HCI and SQA.
Quiz
Develop an interaction which will not use PoS point of sales.

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Please study South Korea super store for the answer.
Quiz
Develop an interaction that develop for technological store like Mega electronic store.
Ans: Please see IDEO web etc.
How to integrate interaction design in other models
Ans: Lifecycle models from other disciplines
Agile software development promising
–have development and design running in separate tracks
–maintain a coherent vision of the interface architecture.
User-centered design rests on three principles
Ans: 1. Early focus on users and tasks
2. Empirical measurement using quantifiable & measurable usability criteria
3. Iterative design

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Exercise 4.1
Look up and report back guidelines for the use of color. Be able to state the empirical psychological
evidence which supports the guidelines. Do the guidelines conflict with any other known guidelines?
Which principles of interaction do they support?
Ans: Taking an example from Mayhew, we have the following design guideline for the use of colour as an
informational cue for the user (e.g., to inform the user that a string of text is a warning or error message):
Do not use colo(u)r without some other redundant cue
Mayhew provides 3 reasons which empirically support this guideline:
1. Colour may not be available on all machines on which the system is to be implemented. Therefore, if
use of colour is the only means to convey some important information to the user, then that
information will be lost in a monochrome (no colour) system. Redundant colour coding will allow for
portability across different computing platforms.

There are many examples of guidelines for the use of colour in the literature. Here are three good
sources:
a. Brown, C. Marlin, Human-Computer Interface Design Guidelines, Ablex, 1988.
b. Mayhew, Deborah J., Principles and Guidelines in Software User Interface Design, Prentice-Hall, 1992.
c. Sun Microsystems, Inc., OPEN LOOK Graphical User Interface Application Style Guidelines, Addison-
Wesley, 1990.
E.g. Matlab code in M file
Green color for comments blue for loop red underline means not used at all

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2. Empirical evidence shows that 8% of the (general) male population and 0.4% of the female population
has some colour deficiency, so they cannot accurately recognize or distinguish between various colours.
Again, if colour is the only means for conveying some information, this significant portion of the user
population will be slighted.
3. It has been shown that redundant colour coding enhances user performance
See Live weather news where terrain temperatures are defined by purple, blue , sky blue , white, light
yellow, pale yellow , orange and red which depicts temperatures from very cold to super-hot
temperatures.
Substitutivity:
The system is able to substitute colour-coded information and other means (e.g., text, sound) to represent
some important information. We could turn the argument around and suggest that then the user be able
to provide colour input (by selecting from a palette menu) or other forms of input to provide relevant
information to the system.E.g. Alerts with beap.
Observability
This principle is all about the system being able to provide the user with enough information about its
internal state to assist the user’s task. Relying strictly on colour-coded information, as pointed out above,
could reduce the observability of a system for some users. E.g. Children thermometer
Synthesis
If a change in colour is used to indicate the changing status of some system entity (perhaps a change in
temperature above a threshold value is signaled by an icon becoming red), those who cannot detect the
change in colour would be deprived of this information. Synthesis is about supporting the user’s ability to
detect such significant changes, especially when they are a result of previous user actions.
There is no evidence of existing guidelines which this particular guideline for colour violates.

Exercise 4.2
What was the problem with the synthesis example comparing a command language interface with a
visual interface? Can you suggest a fix to make a visual interface really immediately honest?
Ans: The fallacy in this argument is that visual file management systems do always provide information
about the new whereabouts of a moved file. To take a counterexample using the Macintosh
example from the text, if a file is moved from one open folder (in which the contents of the folder is
revealed to the user) to a closed folder (contents not revealed) then the location of the moved file is not
indicated to the user unless she remembers to open up the destination folder to reveal its contents. This
is an example of eventual honesty and not immediate, as the example suggests.
Exercise 4.3
It has been suggested in this chapter that consistency could be considered a major category of
interactive principles, on the same level as learnability, flexibility and robustness. If this had been the
case, which principles discussed in this chapter would appear in support of consistency?
Answer: MSpaint to Adope photoshop
As mentioned in the discussion of consistency, it can take many forms because consistency is usually
referred to relative to some other feature of the interaction between user and system. Mentioned
already in the text we have consistency related to the following principles:
Familiarity consistency with respect to prior real-world experience
Generalizability consistency with respect to experience with the same system or set of applications on
the same platform
In addition, we could interpret some other principles as contributors to consistency:

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Affordance consistency with understood intrinsic properties of an object, so a soft button on the screen
should allow us to always “push” on it to select some action
Predictability consistency of system response with user’s expectation, given the user has some
information about past interaction history
Substitutivity consistent permission from system to allow use of equivalent values for input and output
Commensurate effort consistency of effort with respect to doing and undoing tasks (Whatsapp history)
Response time stability consistency of system response for similar actions
Some other principles for consistency from the text and elsewhere:
* Consistency can be relative to the form of input/output expressions relative to user’s conceptual model
of the system. An example in the text involve using keys whose relative positions are similar to commands
for the systems (any set of four typewriter keys which form a diagonal to indicate up, down, left and right
information for an input command) As discussed in the exercise on colour, consistency can be with respect
to social or cultural conventions (e.g., using red to indicate stop or hot, green for go, blue for cool)

Exercise 4.4
Discuss the ways in which a full-page word-processor is or is not a direct manipulation interface for editing
a document using Shneiderman’s criteria. What features of a modern word processor break the metaphor
of composition with pen (or typewriter) and paper?
Answer
We will answer the first question by evaluating the word-processors relative to the criteria for direct
manipulation given by Shneiderman.
1.Visibility of the objects of interest The most important objects of interest in a word-processor are the
words themselves. We can see the visibility criterion for direct manipulation as very similar to the
criteria for a WYSIWYG (What You See Is What You Get) interface.

2. Incremental action at the interface with rapid feedback on all actions


We expect from a modern word-processor that characters appear in the text as we type them it at the
keyboard, with little delay. If we are inserting text within a paragraph, we might also expect that the
format of the paragraph adjust immediately to accommodate the new changes. Various word processors
do this reformatting automatically, whereas others do it occasionally or only at the explicit request of the
user. One of the other important actions which requires incremental and rapid feedback is movement of
the insertion point, usually by means of arrow keys. If there is a significant delay between the input
command to move the insertion point down one line and the actual movement of the cursor on screen, it
is quite possible that the user will “overshoot” the target when repeatedly pressing the down-arrow key
to move down a few lines on the screen. Move picture from one point to another
3. Reversibility of all actions,
so that users are encouraged to explore without severe penalties Single step undo commands in most
word-processors allow the user to recover from the last action performed. One problem with this is that
the user must recognize the error before doing any other action. More sophisticated undo facilities allow
the user to retrace back more than one command at a time. The kind of exploration this reversibility
provides in a word-processor is best evidenced with the ease of experimentation that is now available for
formatting changes in a document (font’s types and sizes and margin changes).
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One problem with the ease of exploration is that emphasis may move to the look of a document rather
than what the text actually says (style over content).
4. Syntactic correctness of all actions, E.g. when you write month it will gives you this

so that every operation is a legal operation WYSYWYG word-processors usually provide menus and
buttons which the user uses to articulate many commands. These interaction mechanisms serve to
constrain the input language to only allow legal input from the user. Document production systems, such
as troff, TeX, and Scribe, force the user to input textual commands (which may be erroneously entered by
the user) to achieve desired formatting effects.
5. Replacement of complex command languages with actions to manipulate directly the visible objects
The case for word processors is similar to that described above for syntactic correctness. In addition,
operations on portions of text are achieved many times by allowing the user to directly highlight the text
with a mouse (or arrow keys). Subsequent action on that text, such as moving it or copying it to
somewhere else, can then be achieved more directly by allowing the user to “drag” the selected via the
mouse to its new location.
To answer the second question concerning the drawback of the pen (or typewriter) metaphor for word-
processing, metaphors. The example there compares the functionality of the space key in typewriting
versus word-processing. For a typewriter, the space key is passive, it merely moves the insertion point
one space to the right. In a word processor, the space key is active, as it inserts a character (the space
character) into the document.

Theory
Effective strategies for designing usable interactive systems is a Paradigm. In one word enhance usability
is paradigm.
Activity 4.1
Think of examples of the following systems and write down the usability and user experience features
that are important for the success of each:
(a) a word processor (Forecasting words)
(b) a cell phone ( Signal length is low, smart phone LED)
(c) a website that sells clothes (Magic Mirror in Germany for clothes)
(d) an online patient support community (Wireless BAN)
Comment
(a) It must be as easy as possible for the intended users to learn and to use and it must be satisfying. Note,
that wrapped into this are characteristics such as consistency, reliability, predictability, etc., that are
necessary for ease of use.
(b) A cell phone must also have all the above characteristics; in addition, the physical design (e.g., color,
shape, size, position of keys, etc.) must be usable and attractive (e.g., pleasing feel, shape, and color).
(c) A website that sells clothes needs to have the basic usability features too. In particular, navigation
through the system needs to be straightforward and well supported. You may have noticed, for example,
that some sites always show a site map to indicate where you are. This is an important part of being easy
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to use. So at a deeper level you can see that the meaning of "easy to use and to learn" is different for
different systems. In addition, the website must be attractive, with good graphics of the clothes-who
would want to buy clothes they can't see or that look unattractive? Trust is also a big issue in online
shopping, so a well-designed procedure for taking customer credit card details is essential: it must not
only be clear but must take into account the need to provide feedback that engenders trust.
(d) An online patient support group must support the exchange of factual and emotional information. So
as well as the standard usability features, it needs to enable patients to express emotions either publicly
or privately, using emoticons. Some 3D environments enable users to show themselves on the screen as
avatars that can jump, wave, look happy or sad, move close to another person, or move away. Designers
have to identify the types of social interactions that users want to express (i.e., sociability) and then find
ways to support them (Preece, 2000).
From this selection of examples, you can see that success of some interactive products depends on much
more than just usability. Aesthetic, emotional, engaging, and motivating qualities are important too.

We describe two approaches to using ethnographic data to inform design and two approaches to involving
users actively in design.
The main aims of this chapter are to:
 Explain some advantages of involving users in development.
 Explain the main principles of a user-centered approach.
 Describe some ethnographic-based methods aimed at understanding users' work.
 Describe some participative design techniques that help users take an active part in design
decisions.
In recent years eliciting requirements we often talk to the managers or to "proxy-users," i.e., people who
role-played as users.results usable , cheated or avoided.
What is User centric approach?
Ans:In 1985, Gould and Lewis (1985) laid down three principles they believed I would lead to a "useful and
easy to use computer system." These are very similar to the three key characteristics of interaction design.
1. Early focus on users and tasks. This means first understanding who the users will be by directly studying
their cognitive, behavioral, anthropomorphic, and attitudinal characteristics. This required observing
users doing their normal tasks, studying the nature of those tasks, and then involving users in the design
process.

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2. Empirical measurement. Early in development, the reactions and performance of intended users to
printed scenarios, manuals, etc. is observed and measured. Later on, users interact with simulations and
prototypes and their performance and reactions are observed, recorded, and analyzed.
3. Iterative design. When problems are found in user testing, they are fixed and then more tests and
observations are carried out to see the effects of the fixes. This means that design and development is
iterative, with cycles of "design, test, measure, and redesign" being repeated as often as necessary.
Usability goals (Sell comb to ball head, Cloud base school system)
The iterative nature of design and the need to develop usability goals. Here, we focus on the first principle,
early focus on users and tasks, and suggest five further principles that expand and clarify what this means:
1. User's tasks and goals are the driving force behind the development. user-centered approach to design
which provides better support for users' goals?"
2. Users' behavior and context of use are studied and the system is designed to support them. This is
about more than just capturing the tasks and the users' goals. Key words innovation and creativity.
3. Users' characteristics
Products designed to support humans should take these limitations into account and should limit the
mistakes we make. Concrete steps has to be made to reduce human errors.
4. Users are consulted throughout development from earliest phases to the latest and their input is
seriously taken into account. There are different levels of user involvement and there are different ways
in which to consult users.
5. All design decisions are taken within the context of the users, their work, and their environment. This
does not necessarily mean that users are actively involved in design decisions. As you read in Gillian
Crampton Smith's says “not everyone believes that it is a good idea for users to be designers. As long as
designers remain aware of the users while”
Activity 4.2
Assume that you are involved in developing a new e-commerce site for selling garden plants. Suggest
ways of applying the above principles in this task. (Blog of Gardening)
Comment To address the first three principles, we would need to find out about potential users of the
site. As this is a new site, there is no immediate set of users to consult. However, the tasks and goals,
behavior, and characteristics of potential users of this site can be identified by investigating how people
shop in existing online and physical shopping situations-for example, shopping through interactive
television, through other online sites, in a garden center, in the local corner shop, and so on. For each of
these, you will find advantages and disadvantages to the shopping environment and you will observe
different behaviors. By investigating behavior and patterns in a physical garden center, you can find out a
lot about who might be interested in buying plants, how these people choose plants, what criteria are
important, and what their buying habits are. From existing online shopping behavior, you could determine
likely contexts of use for the new site. For the fourth principle, because we don't have an easily tapped
set of users available, we could follow a similar route and try to exhibit plants over internet.
The Coherence method (Viller and Sommerville, 1999) combines experiences of using ethnography to
inform design with developments in requirements engineering.
Viewpoints and concerns
Coherence builds upon the framework introduced above and provides a set of focus questions for each
of the three dimensions, here called "viewpoints". Concerns are a kind of goal, and they represent criteria
that guide the requirements activity. These concerns are addressed within each appropriate viewpoint.
The concerns, which have arisen from experience of using ethnography in systems design, are:
1. Paperwork and computer work. These are embodiments of plans and procedures, and at the same time
are a mechanism for developing and sharing an awareness of work.
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2. Skill and the use of local knowledge. This refers to the "workarounds" that are developed in
organizations and are at the heart of how the real work gets done. (mobile you were using, black water )

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Activity 4.3
How does the contextual inquiry interview compare with a simple interview?
Comment: We introduced structured, unstructured, and semi-structured interviews in upcoming chapter.
Contextual inquiry could be viewed as an unstructured interview, but is more wide-ranging than this. The
interviewer does not have a set list of questions to ask, and can be guided by the interviewee.
Contextual inquiry, however, is to be conducted at the interviewee's place of work, while normal work
continues. It incorporates other data-gathering techniques such as observation although other interviews
too may be used in conjunction with other techniques. (Boiler operator SMS + Mobile view)
Define workflow model (following Figure ) represents the people involved in the work and the
communication and coordination that takes place among them in order to achieve the work.(Mobile
handoff at turbat)

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Toyota exports car to other countries
Define PICTIVE (Plastic Interface for Collaborative Technology Initiatives through
Video Exploration) uses low-fidelity office items, such as sticky notes and pens, and a collection of design
objects to investigate specific screen and window layouts for a system. The motives for developing the
techniques were to:( Medical Rep products, Water DAM or water treatment by bureaucrat)
1. Empower users to act as full participants in the design process
2. Improve knowledge acquisition for design

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You already did in ICON design

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E.g. Use of Arabic language in IPhone 2017 , Smart phone for north Koreans , they do not know icons
CARD (Collaborative Analysis of Requirements and Design) is similar to PICTIVE, but uses playing cards
with pictures of computers and screen dumps on them to explore workflow options. E.g. where the mind
goes plot on card and make a flow. Like comic series.
Key Points
 Involving users in the design process helps with expectation management and feelings of
ownership, but how and when to involve users is a matter of dispute.
 Putting a user-centered approach into practice requires much information about the users to be
gathered and interpreted.
 Ethnography is a good method for studying users in their natural surroundings.
 Representing the information gleaned from an ethnographic study so that it can be used in design
has been problematic.
 The goals of ethnography are to study the details, while the goals of system design are to produce
abstractions; hence they are not immediately compatible.
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 Coherence is a method that provides focus questions to help guide the ethnographer towards
issues that have proved to be important in systems development.
 Contextual Design is a method that provides models and techniques for gathering contextual data
and representing it in a form suitable for practical design.
 PICTIVE and CARD are both participatory design techniques that empower users to take an active
part in design decisions.
Evaluation of an interface:

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There were just five high-ranking problems that absolutely had to be fixed:
Spread them apart more in the people list.
1. Back button did not always work.
2. People were not paying attention to navigation buttons, so they needed to be more prominent.
3. People frequently clicked on objects in the 3D view and expected something to happen. A suggestion
for fixing this was to provide links to a web page.( Boutique )
4. People did not realize that there could be other real people in the 3D world with whom they could chat,
so the wording in the overview description had to be changed.(Multiple Google glass)
5. People were not noticing the chat window and instead were trying to chat to people in the participant
list. The team needed to clarify the instructions about where to chat.(Chinese restaurants, Muslim ,Pak )
Key points
1. Evaluation and design are very closely integrated in user-centered design.
2. Some of the same techniques are used in evaluation as in the activity of establishing requirements and
identifying users' needs, but they are used differently (e.g., interviews and questionnaires, etc.).
3. Triangulation involves using combinations of techniques in concert to get different perspectives or to
examine data in different ways.
4. Dealing with constraints, such as gaining access to users or accommodating users' routines, is an
important skill for evaluators to develop.
5. Multi-modal, multimedia and virtual reality systems form a large core of current research in interactive
system design

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SumUP:
Interaction design is about creating interventions in often complex situations using technology of many
kinds including PC software, the web and physical devices.
A Design involves:
– achieving goals within constraints and trade-off between these
– understanding the raw materials: computer and human
– accepting limitations of humans and of design.
B The design process has several stages and is iterative and never complete.
C Interaction starts with getting to know the users and their context:
– Finding out who they are and what they are like . . .probably not like you!
– talking to them, watching them.
D Scenarios are rich design stories, which can be used and reused throughout design:
– They help us see what users will want to do
– They give a step-by-step walkthrough of users’ interactions:
Including what they see, do and are thinking.
E Users need to find their way around a system. This involves:
– Helping users know where they are, where they have been and what they can do next
– creating overall structures that are easy to understand and fit the users’ needs
– designing comprehensible screens and control panels.
F Complexity of design means we don’t get it right first time:
– so we need iteration and prototypes to try out and evaluate
– But iteration can get trapped in local maxima, designs that have no simple improvements, but
are not good
– Theory and models can help give good start points.

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