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Interaction Design: Good and Poor Design

What the term means:
A central concern of interaction design is to develop products that are usable. By this is generally meant effective to use and providing an overall enjoyable experience. A good place to start is to compare examples of well and poorly designed ones. “Interaction Design” (Preece, Rogers & Sharp, 2015, p. 2)

Reflection on the Topic

  1. Over the years, I have experienced using many products that have been of good or poor design. For a product to be of good design it should be efficient, easy to learn / use and make life easier. When inventors design products it requires knowing who the audience is, how the product will be used, and the kind of things people will be using the product for. There are many diverse interactive products, but the key is to optimize the user’s interaction and support the activity effectively. To properly brainstorm good design, it is important to consider ways to help a person achieve tasks they are currently doing more easily.
  2. An example of bad design that we can learn from is “Clever” design that ignores usability. Sometimes, clever designs can be detrimental to UX. What makes this mistake riskier is that designers love to create clever designs. Sadly, not all clever designs are good designs, especially when they create accessibility, discoverability or usability problems. It is important to design for the user rather than the designer. When being clever with design, the key is to not diminish the usability of a product but to add to it. It is best practice to make designs foolproof as possible and/or tested on actual users. If this is not accomplished, a design can backfire and hurt usability.
  3. Most of you know of or have owned a George Foreman grill at some point. The product was first introduced in 1994. It has a clamshell design that heats the top and bottom plates which eliminates the need to flip food while cooking. However, before the 2006 release with detachable grilling plates, the product was poorly designed for ease of cleaning.

My Thought

Through identifying this product’s weakness, I begin to understand what it means for something to be usable or not. Innovations should be tried and tested by target audience or with user experience in mind. Interviewing what people want and getting them involved during the process will greatly benefit an outcome of an excellent product.

The function of design is letting design function.” (Micha Commeren, designer)

Reference List

  1. Preece, Rogers & Sharp, (2015). Interaction and Design: Beyond human-computer interaction. West Sussex, United Kingdom: John Wiley & Sons, Ltd.
  2. Siang, Teo, (2019). Bad Design vs. Good Design: 5 Examples We can Learn From. https://www.interaction-design.org/literature/article/bad-design-vs-good-design-5-examples-we-can-learn-frombad-design-vs-good-design-5-examples-we-can-learn-from-130706
  3. Forsey, Caroline, (2019). 27 Quotes About Design to Get Your Creativity Flowing. https://blog.hubspot.com/marketing/design-quotes

Introducing Evaluation: Types of Evaluation

What the term means: We classify evaluations into three broad categories, depending on the setting, user involvement and level of control. (Preece, Rogers & Sharp, 2015, p. 456). Reflection on the Topic Controlled Settings involving users: examples are laboratories and living labs. Natural settings involving users and Any settings not involving users which is inspections, heuristics an models.Users want interactive products to be easy to learn, effective, efficient, safe, and satisfying to use. Being entertaining, attractive, challenging, and enjoyable is also important for the success of websites, games, toys, and other consumer products. Achieving this requires the product to be evaluated, and running effective evaluations involves understanding not only why evaluation is important but also what aspects to evaluate, where evaluation should take place, and when to evaluate.  
Highlight a Quote from you about the subject! My Thought  Everything that can be counted does not necessarily count; everything that counts cannot necessarily be counted.”   –Albert Einstein   Reference List Preece, Rogers & Sharp, (2015). Interaction and Design: Beyond human-computer interaction. West Sussex, United Kingdom: John Wiley & Sons, Ltd.The Evaluation of Interaction Systems, (2019). https://info.sice.indiana.edu/~dingying/Teaching/S519/new/EvaluationofInteractiveSystems.pdf

Interaction Design in Practice: AgileUX

What the term means Since the rise of agile software development during the 2000s, UX designers have been concerned about the impact that it will have on their work. AgileUX is the collective label given to efforts that aim to resolve these concerns by integrating techniques and processes from interaction design and those from agile methods. (Preece, Rogers & Sharp, 2015, p. 433). Reflection on the Topic In a waterfall style software development process, requirements are specified as completely as possible before any implementation begins. In an agile software development process, requirements are specified only in enough detail for implementation begins.  
Highlight a Quote from you about the subject! My Thought  “Life’s too short to build something no one wants.” – Ash Maurya (Author of Running Lean and Creator of Lean Canvas) Reference List Preece, Rogers & Sharp, (2015). Interaction and Design: Beyond human-computer interaction. West Sussex, United Kingdom: John Wiley & Sons, Ltd.Levitt, Debbie, (2019). Agile UX: How to Incorporate UX and Product Design in Agile. https://www.toptal.com/product-managers/agile/agile-ux-design-explained

Design, Prototyping and Construction: Prototyping

What the term means: A prototype is a one manifestation of a design that allows stakeholders to interact with it and to explore its suitability; it is limited in that a prototype will usually emphasize one set of product characteristics and de-emphasize others.   (Preece, Rogers & Sharp, 2015, p. 386). Reflection on the Topic A prototype can be anything from a paper based storyboard through to a complex piece of software, and from a cardboard mockup to a molded or pressed piece of metal.Why prototype? Prototypes are useful when discussing or evaluating ideas with stakeholders; they are a communication device among team members, and an effective way for designers to explore design ideas.
Highlight a Quote from you about the subject! My Thought  “It isn’t enough to pick a path—you must go down it. By doing so, you see things you couldn’t possibly see when you started out; you may not like what you see, some of it may be confusing, but at least you will have, as we like to say, “explored the neighborhood.” The key point here is that even if you decide you’re in the wrong place, there is still time to head toward the right place.”
― Ed Catmull, Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration Reference List Preece, Rogers & Sharp, (2015). Interaction and Design: Beyond human-computer interaction. West Sussex, United Kingdom: John Wiley & Sons, Ltd.Siang, Teo, (2019). Design Thinking: Get Started with Prototyping. https://www.interaction-design.org/literature/article/design-thinking-get-started-with-prototyping  

Establishing Requirements: What are Requirements?

What the term means: A requirement is a statement about an intended product that specifies what it should do and how it should perform. (Preece, Rogers & Sharp, 2015, p. 353). Reflection on the Topic In software engineering there are two types of requirements which have been traditionally identified: functional which say what the system should do and non-functional requirements which say what constraints there are on the system and its development. Design is fundamentally an innovative process. The methods discussed in this chapter are intended to support identification and exploration of design alternatives to meet the requirements revealed by analyses of opportunity space and context of use. The methods are not a substitute for creativity or inventiveness. Rather they provide a structure and context in which innovation can take place. We begin with a discussion of the need for and the methods used to establish requirements based on the concept of user-centered design. The types of methods included here are work domain analysis, workload assessment, situation awareness assessment, participatory design; contextual design; physical ergonomics; methods for analyzing and mitigating fatigue, and the use of prototyping, scenarios, persona, and models and simulations. As with the descriptions in Chapter 6, each type of method is described in terms of uses, shared representations, contributions to the system design phases, and strengths, limitations, and gaps. These methods are grouped under design because their major contributions are made in the design phase; however, it is important to note that they are also used in defining the context of use and in evaluating design outcomes as part of system operation. 
Highlight a Quote from you about the subject! My Thought Reference List Preece, Rogers & Sharp, (2015). Interaction and Design: Beyond human-computer interaction. West Sussex, United Kingdom: John Wiley & Sons, Ltd.The National Academies Press. (2019) https://www.nap.edu/read/11893/chapter/9

The Process of Interaction Design: The importance of involving users

The best way to ensure that development continues to take users activities into account is to involve real user throughout development.  
( Preece, Rogers & Sharp, (2015)., p. 324).

Reflection on the Topic:
Expectation management is the process of making sure that the users expectations of the new product are realistic. The purpose of expectation management is to ensure that there are no surprises for users when the product arrives.

My Thought:
Without big data analytics, companies are blind and deaf, wandering out onto the Web like deer on a freeway.
Geoffrey Moore, Author of Crossing the Chasm & Inside the Tornado Reference List:
Preece, Rogers & Sharp, (2015).
Interaction and Design: Beyond human-computer interaction. West Sussex, United Kingdom: John Wiley & Sons, Ltd. Interactive Design Foundation, (2019). Web Design.
Octoparse, (2019). Top 30 Big Data Tools for Data Analysis
https://www.octoparse.com/blog/top-30-big-data-tools-for-data-analysis

Data Analysis, Interpretation & Presentation: Tools to Support Data Analysis

Tools to support the organization and manipulation of data include facilities for categorization, theme-based analysis, and quantitive analysis. These typically provide facilities to associate labels (categories, themes and so on) with sections of data, search the data for key words or phrases, investigate the relationships between different themes or categories and help to develop the coding scheme further. Some tools can generate graphical representations.

(Preece, Rogers & Sharp, 2015, p. 300).

My Thought:

 “You can have data without information, but you cannot have information without data. ” (Daniel Keys Moran, American Computer Programmer and Science Fiction Writer).

Reference List

  1. Preece, Rogers & Sharp, (2015). Interaction and Design: Beyond human-computer interaction. West Sussex, United Kingdom: John Wiley & Sons, Ltd.
  2. NewTechDojo, (2018). Top 10 Data Analysis Tool. https://www.newtechdojo.com/top-10-data-analysis-tool/

Spotfire Blogging Team, (2013). 13 Really Cool Quotes About Data. https://www.tibco.com/blog/2013/06/28/13-cool-data-quotes/

Data Gathering: Questionnaires

Questionaires are a well-established technique for collecting demographic data and user’s opinions. They are similar to interviews in that they can have closed or open

questions but they can be distributed to a larger number of participants so more data can be collected than would normally be possible in an interview study.

(Preece, Rogers & Sharp, 2015, p. 12). It creates knowledge behind what or how end users react and perceive an interaction with a company’s product, interface, design, service or services.

Reflection on the Topic

This section is a personal reflection on the knowledge you gained about the core topic or term being studied in module. The reflection should include:

  1. Effort and skill are needed to ensure that questions are clearly worded and the data collected can be analyzed efficiently. Well-designed questionnaires are good at getting answers to specific questions from a large group of people. They can be used on their own or in conjunction with other methods to clarify or deepen understanding.
  2. User research is the systematic study of goals, needs and capabilities of users so as to specify the design, construction or improvement of tools to benefits how users work and live.
  3. User interface survey questions is a questionnaire which aims to identify the areas which can be improved in terms of user interface of a product on the basis of user opinions. Such a survey helps businesses to evaluate the current level of satisfaction about the interface of their product and can help them to optimize the interface as most demanded by the user. The main objective of any business is to increase sales and revenue. User interface plays a vital role in achieving this goal.

My Thought

“The single most important thing is to make people happy. If you are making people happy, as a side effect, they will be happy to open up their wallets and pay you.” (Derek Sivers, Founder CD Baby).

Reference List

  1. Preece, Rogers & Sharp, (2015). Interaction and Design: Beyond human-computer interaction. West Sussex, United Kingdom: John Wiley & Sons, Ltd.
  2. Mishra, Rohan, (2018). This is All You Need to Know to Conduct a UX Survey. https://uxplanet.org/this-is-all-you-need-to-know-to-conduct-a-ux-survey-50400af45920
  3. QuestionPro, (2019). User Interface Survey Questions + Sample Questionaire Template. https://www.questionpro.com/survey-templates/user-interface-survey-question
  4. Curiosity at Work. 10 inspiring customer satisfaction quotes (and the stories behind them)https://www.surveymonkey.com/curiosity/10-inspiring-customer-satisfaction-quotes-and-the-stories-behind-them/

Interfaces: Virtual Reality (VR)

Interface is the means of communication between a human user and a computer system, referring in particular to the use of input/output devices with supporting software. These include graphics devices, touch-sensitive devices, and voice-input devices. There are many different types of interfaces.

Virtual Reality uses computer generated graphical simulations to create “the illusion of participation in a synthetic environment rather than an external observation of such an environment” (Gigante, 1993, p. 3)

(Preece, Rogers & Sharp, 2015, p. 178)

Reflection on the Topic

  1. One of the main attractions of VR is that it can provide opportunities for new kinds of immersive experience, enabling users to interact with objects and navigate in 3D space in ways not possible in the physical world or a 2D graphical interface.
  2. Using Augmented Reality can change where you walk, how well you do on tasks and connect socially. Quite a lot of research has studied the psychological impacts of both rudimentary virtual worlds and fully immersive VR experiences at Stanford. The hope is to get the pros and cons of the technology which will help improve future concepts and design.  
  3. It is believed that Virtual Reality is going to be another great podium for everything from gaming to social interaction and possibly even international relations. Its benefits include applied teaching with a classroom for distant students who cannot physically attend a class or for students who are physically in class to learn a new way. Facebook bought Oculus in 2014 for $2 billion and now it is in competition with companies such as Sony, Google and Samsung who are all creating VR devices. Of course, where there are advantages, there are disadvantages too. Some negative psychological aspects include physical discomfort, isolation, desensitization and criminal activity.

Image from: https://www.industryweek.com/webinars/Industrial-Automation-Realities

My Thoughts

 “It connects humans to other humans in a profound way that I’ve never seen before in any other form of media. And it can change people’s perception of each other. And that’s how I think virtual reality has the potential to actually change the world.”

(Chris Milk)

Reference List:

  1. Preece, Rogers & Sharp, (2015). Interaction and Design: Beyond human-computer interaction. West Sussex, United Kingdom: John Wiley & Sons, Ltd.
  2. Ouellette, Jennifer, (2019). Augmented Reality Changes How People Interact and Communicate, Study Finds. https://arstechnica.com/science/2019/05/augmented-reality-changes-how-people-interact-and-communicate-study-finds/
  3. VR Life, (2016). Effects of Virtual Reality on Human Behavior. https://www.vrlife.news/effects-virtual-reality-human-behavior/

Emotional Interaction: Persuasive Technologies and Behavioral Change

Pop-up ads, warning messages, reminders, prompts, personalized messages, and recommendations are some of the methods that are being deployed on computer screens. Fogg (2003) has labeled this phenomenon persuasive technology; interactive computing systems are deliberately designed to changed people’s attitudes and behaviors.

(Preece, Rogers & Sharp, 2015, p. 146)

Reflection on the Topic

This section is a personal reflection on the knowledge you gained about the core topic or term being studied in module. The reflection should include:

  1. In more recent technologies, interactive techniques have been used to entice, cajole and persuade people to do something they might not have otherwise done. Successful examples include:
  2. Amazons one-click mechanism that makes it so easy and tempting to buy something at their online store.
  3. Recommender systems that suggest specific books, hotels, restaurants, based on previous purchases or searches.
  4. Machines designed to influence human beliefs and behaviors is a scary topic. We believe that much like human persuaders, persuasive technologies can bring about positive changes in many domains, including health, business, safety, and education.
  5. Persuasive technology can take on many forms of apps or websites uses information, incentives and even coercion – with new capabilities of devices to change user behavior. It can be found in mobile downloads or on the digital homes of tech giants like Amazon and Facebook, where behavior-oriented design persuades us to buy more often or stay logged in. Many mobile apps that try to influence user behavior are either health-oriented with incentives like weight loss or to help manage addictions or other mental health issues. Opower which encourages energy conservation promotes environmental awareness. Thought its been around a while, it’s becoming increasingly popular and profitable.

Image from: https://www.semanticscholar.org/paper/Persuasive-Technologies-Introduction-Fogg/5ce26cb0c8714bdbbb2c2145a89ddb68d55ef9c1

My Thoughts

 “Persuading through Simplifying – Using computing technology to reduce complex behavior to simple tasks increases the benefit/cost ratio of the behavior and influences users to perform the behavior.” (B.J. Fogg, 2003).

Reference List

  1. Preece, Rogers & Sharp, (2015). Interaction and Design: Beyond human-computer interaction. West Sussex, United Kingdom: John Wiley & Sons, Ltd.
  2. Stanford Persuasive Tech Lab, (2017). Machines Designed to Change Humans. https://captology.stanford.edu/
  3. Larson, Jordan, (2017). The Invisible, Manipulative Power of Persuasive Technology. https://psmag.com/environment/captology-fogg-invisible-manipulative-power-persuasive-technology-81301

Social Interaction: Remote Conversations

What does the term mean:

Remote conversations are those that take place using technology and are not face to face. There are a number of technologies has been developed that support remote conversations, including videophones, videochat, and VoIP (Voice Over Internet Protocol).

(Preece, Rogers & Sharp, 2015, p. 106)

Reflection on the Topic

  1. It is important to encourage social interaction a the workplace. Remote teams can do some things to enhance their teamwork and create good physiological environment to foster interaction and creativity. Encourage rich communication such as webcams and phone for the most informal occasions. Short conversations can help people bond as much as big events. Make sure people talk to each other often. As a manager, that can mean stepping back and insisting people reach out to team members rather than serving as the mediator.
  2. There are many pros and cons to remote conversations. One con is that it is hard to stay in the loop – Even with advancements in collaboration and communications technology there’s still no environment as perfect as collaboration or being physically present with your peers. However, a pro is that it can urge people to reach and be proactive to find the information they seek. It is easier for some people to communicate remotely vs face to face.
  3. Skype for Business is an instant messaging (IM) enterprise software. Some of its basic features includes, instant messaging, audio call, and video call. Users can retrieve contact lists from a local directory service such as the Microsoft Exchange Server. The software also allows the sharing of files via the chat interface.
Photo Credit: https://codersera.com/blog/productivity-developers-mind-state

My Thought

I use various forms of remote conversation daily in my job. I used Microsoft Outlook for email, Skype for instant messaging, desk phone for calls, and a smart board with teleconference for long distance meetings with remote users.

Recognize that every interaction you have is an opportunity to make a positive impact on others. (Shep Hyken)

Reference List

  1. Preece, Rogers & Sharp, (2015). Interaction and Design: Beyond human-computer interaction. West Sussex, United Kingdom: John Wiley & Sons, Ltd.
  2. Turmel, Wayne, (2014). Social Interaction and Remote Teams. https://www.management-issues.com/connected/6862/social-interaction-and-remote-teams/
  3. Wikipedia, (2019). Skype for Business. https://en.wikipedia.org/wiki/Skype_for_Business
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