Tuesday, September 29, 2015

Tuesday, 29 September


Week 6: User-Interface Design Analysis 1/2

Constraints



"Deliver on positive expectations and people experience pleasure. Deliver something different than expected, but equally satisfying, and people have fun."
Don Norman

Review Project 1 Observations

AI's Thoughts:

 Overall, students did a nice job for project 1. Almost all groups followed the structural requirements. A group in particular showed great understanding about the concepts of affordance and constraint. They also included very clear photos. Others’ understanding about affordances and constraints was not as precise, but close.

The annotations could have been broken down in shorter sections and tied to specific parts of photos. Using lines or circles to indicate which particular parts of the photo they refer to would have been helpful, too.

Almost all students said in their reflections they learned to be more aware about objects’ affordances and constraints, and they enjoyed working in teams. Several students indicated doing this project gave them an opportunity to practice using MS Word to make the document look nice. One student mentioned using InDesign.

Some documents are too verbose (text dump) - would be better to break it down into smaller sections. 

Good projects had tabular columns (of affordances and constraints), clear succinct explanations and clear images of the 

Document: lot of teams seem to use long paragraphs of text. It would make it easier to read if they were broken into smaller chunks, maybe even bullet points. Also using images throughout makes the document more lively.

4 out of 6 teams used tabular columns (of affordances and constraints) to break down the analysis into steps. It is a very nice to present their work and showed they paid great effort on this project.

Tom's Thoughts:

Excellent start but ensure that you follow the brief and instructions given in class.

Pay more attention to the "information architecture" of the page. 

Presentation of case studies should be more visual, e.g. through inclusion of images and/or video in tables.

Images from web must be referenced (in APA format) -- wherever possible use your own images.


Review Project 1 Examples


Review Potential Quiz Questions:

What are the four aspects of expectation that the authors identify?
Feedback, closure, consistency and confounding expectations
What are the three types of feedback identified in the book? Please give an example of a situation incorporating all three.
Audible feedback; Visual feedback; Tactile feedback, e.g. receiving a call on a smart phone in default mode. 
Explain the importance of each type of expectation in the UXD context and cite an example from your own experience, explaining it in terms of the rationale presented in the book.

Feedback is important because it provide immediate confirmation. It is an acknowledgement of an action has occurred, e.g. beeping to indicate button has been pressed
Closure is important because users have the demand for closure or "resolution" to denote that the experience is at an end, e.g. feedback to acknowledge completion, e.g. "Congratulations on completing your workout" on display
Consistency is important because users will reasonably expect similar things to behave in a similar way, e.g. not shifting people from a YouTube registration to a Google sign up
Confounding expectations could also be a good thing because if the outcome is different to what is expected, but still satisfying, then the result could be pleasant surprise, e.g. pleasant surprises like the new features in Apple Watch software -- the previous things work but there's more. 
What are the two types of motivation? How does understanding a user's motivation affect the UXD process? 

Extrinsic motivation and intrinsic motivation.
Interaction designers need to understand what can motivate users in the process of interacting with their product. It is important to consider exactly what will energize a user to perform a task, or to sustain an experience and thereby reinforce user’s motivated behavior.
One will design a system differently for someone who is intrinsically motivated, e.g. a gamer, versus someone who is extrinsically motivated, e.g. tax preparation software -- the intrinsically motivated user is happy and willing to explore more, the extrinsically motivated one is much less patient.
The authors state, “It is important that experiences should promote a feeling of security and trust…” Please cite an example from the IT context of an experience that did promote trust in you and of one that did not. Explain why for each.

Status of Project 2?
Groups?
Case Studies?
Re-review brief

Group time 

Homework for Thursday, 1 October:

Continue work with Group on Project 2

Email Tom directly if you wish to present interim work

Thursday, September 24, 2015

Thursday, 24 September

Week 5: Emotional Design

How did your emotional design projects turn out?

We're now moving on to Project 2: User-Interface Design Analysis

Key Concepts:
  • Affordances and Constraints
  • Metaphors
  • Mapping
  • Feedback (the three types)
  • Errors committed (with reference to the four aspects of fallibility)
Mapping Overview

Mapping in the design context involves anticipating the mental models, the tacit understandings, that people bring to their interactions with things – physical and virtual.

There is good mapping when the design supports people’s expectations, e.g. if the knobs controlling heat to the burners on a stove:



Bad mapping exists where there is no correct mental model “embedded” in the design, as in the case below. The user doesn’t know the relationship of the knobs to the burners based on this design:



In the context of this project what you are trying to determine is the extent to which the mapping of the interface designs do or do not support the actions of potential users.

To study this you can ask someone to approach the equipment and walk through all the actions needed to get it operational. The easiest way to track this is to videotape the process. Prompt the “subject” to vocalize each step they engage in and the extent to which it does, or does not help them. Afterwards you can do a diagram like the ones in Krug’s “Breadcrumbs” chapter (below) on the stages of use (though yours may well be simpler):

Remember: there are two types of users: naïve and experienced; their points of view are different. Ideally you would study each but in this case you can choose one or the other.

Within the interface design itself there will be a variety of affordances (e.g. buttons, perhaps a display) and perhaps some constraints (e.g. the “safety cord” on treadmills). Articulate the relationships of these to the overall mental model.

Ultimately you’re trying to “tell the story of use” of the machine, from an interface point of view, and draw conclusions based on what you’ve learned of the affordances, constraints, metaphors, mapping,  feedback provided and errors encountered in interacting with the interface.

http://designerliness.blogspot.com/2014/02/affordances-constraints-and-natural.html


Applying Mapping to the HCI/d Context: "Navigation," or "Wayfinding":

Metaphor: Street Signs and Breadcrumbs




Project 2 is about:
  1. Understanding the design of the interface of a piece of professional exercise equipment.
  2. Recognizing the physical elements of the interface.
  3. Identifying the feedback that is given step-by-step.
  4. Determining if each step is effective.
  5. Recommending how the user-interface design could it be improved.
We're essentially reverse-engineering the design of the user-interface.

What are the elements of the interface?
Taking my LiveStrong 13.0E elliptical trainer as an example:




A good process to follow:
  1. One group member engages in the workout, describing each action s/he takes and the feedback given
  2. A second group member videos the process for documentary purposes -- you need not necessarily include the video in your final report
  3. A third member photographs the actions taken in the interface and the feedback given
  4. A table can then be generated in time sequence setting out the user-interaction process
  5. Based on your findings a new interface design will be generated.
How to engage in the process:




How to begin generating a table documenting the process:



Original Interface Design


Revised Interface Design by Student Group



Look at Resources on Canvas

Meet with Your New Group Members

Homework for Tuesday, 29 September:

Meet with your Project 2 Group members, look at potential exercise machines to study, choose one to focus on

Read UXD pp. 60 - 63 "Expectation" through "Motivation" and prepare for a quiz with the following potential questions:
  1. What are the four aspects of expectation that the authors identify?
  2. What are the three types of feedback identified in the book? Please give an example of a situation incorporating all three.
  3. Explain the importance of each type of expectation in the UXD context and cite an example from your own experience, explaining it in terms of the rationale presented in the book.
  4. What are the two types of motivation? How does understanding a user's motivation affect the UXD process?
  5. The authors state, “It is important that experiences should promote a feeling of security and trust…” Please cite an example from the IT context of an experience that did promote trust in you and of one that did not. Explain why for each.

Monday, September 21, 2015

Tuesday, 22 September

Week 5: Emotional Design

Review of Potential Quiz Questions

What is “mapping” in the UXD context? What is the key concept behind it? Please give a good and bad example of mapping from your experience.

“Mapping” creates a relationship between controls and their movements or effects. A good mapping design could leads to greater ease of use. The key concept behind it is similarity of layout, behavior, or meaning. Similarity makes the control-effect relationship predictable, and therefore easy to use.
What are metaphors and why are they important in UXD? Cite an IT metaphor from your own experience; explain how it "works."

Metaphors are ways of comparing an unfamiliar concept or situation to a familiar one. It helps users to migrate from the known to the unknown. They are important in UXD because they allow the users to apply what they already know, which is easier than memorizing something new.

What are the four types of error that can occur when interacting with a design?

Error Messages are Evil
  1. Slip: when the user plans to act correctly but inadvertently performs an incorrect action, e.g. press the wrong button by mistake (remedy: undo)
  2. Lapse: when too many demands are placed on our attention or memory; we plan a correct action but forget to execute it, e.g. what did I come in the kitchen for? (remedy: simplify)
  3. Mistake: an incorrect action is planned and faithfully executed, e.g. when there is an "expectation gap" between users and the system itself (remedy: user-centered design)
  4. Violation: when the user intentionally breaks the system, e.g. jaywalking (e.g. countdown timer on crosswalks)

What is “physio-pleasure”? Please give an example of it.

Physio-pleasure is derived from the senses of touch, smell and taste to create sensual delight. Example: the smooth feel of the scroll whell on an Apple iPod.

What is “psycho-pleasure”? Please give an example of it.

Psycho-pleasure includes issues relating to the cognitive demands of using a product and the emotional reactions engendered through the experience of using it. Pleasure also comes from the extent to which the product makes the task more pleasurable. Example: enjoyable process of playing a computer game.
What is “socio-pleasure”? Please give an example of it.

Socio-pleasure relates to the relationship and status people derive from a product, and the pleasure gained from interacting with other people through a product. This pleasure can also come from a product that represents a social grouping. Example: Facebook.
What is “ideo-pleasure”? Please give an example of it.

Ideo-pleasure describes the pleasure derived from entities such as books, art and music, and is the most abstract pleasure. Products that are aesthetically pleasing can be a source of ideo-pleasure through appealing to the consumer’s tastes. Values could be philosophical or relate to a particular issue such as the environmental movement. Example: Toyota Prius (or "Pious," as it is sometimes jokingly called)
What are some of the qualities of Mihaly Csikszentmihalyi’s concept of the Flow? Why is this concept important in HCI/d?
 See below.
    How are your Mini-Project 2s going?
    Have you found something of significant meaning to you for your study?

    (Potential) Interim Presentations
    Haodan: Derrick Vincent
    Shankar: Trevor Cohen
    Shu-chuan: Ryan De Bettista
    Karathik: Keana Mowery
    Karathik: Ivy Murphy


    Review Mini-Project 2 Brief
    Look at previous student example
    Mihaly Csikszentmihalyi's Flow Concept










    How does it feel to be in Flow?
    1. Completely involved in what we are doing -- focused, concentrated.
    2. A sense of ecstasy -- of being outside everyday reality.
    3. Great inner clarity -- knowing what needs to be done, and how well we are doing.
    4. Knowing that the activity is doable -- that our skills are adequate to the task.
    5. A sense of serenity -- no worries about oneself, and a feeling of growing beyond the boundaries of the ego.
    6. Timelessness -- thoroughly focused on the present, hours seem to pass by in minutes.
    7. Intrinsic motivation -- whatever produces flow becomes its own reward.


    Brian Eno: Ambient Music, Video, and Installations



    Video: http://vimeo.com/67252143
    The main point of all of this -- it's not the "stuff" that matters, it's the experience that arises from interacting with the stuff. Start with the experience, the desired "feel," emotion -- and work backwards to the means to give rise to those feelings.
    And it all starts with emotion

    In-class writing 2:
    • What are the characteristics of a Flow state? 
    • When are you in a Flow State? 
    • How is the Flow concept relevant to Human-Computer Interaction Design? Be specific. 

    Homework for Wednesday, 23 September at 11:59 pm

    Complete Mini-Project 2 

    Wednesday, September 16, 2015

    Thursday, 17 September

    Week 4: Assessing User-Interaction 2/2

    How did your projects turn out?
    What were some of your reflections on the Project? What did you learn? What was surprising?

    Now is a good time to begin reflecting on what you've learned and what skills you've developed in less than a month -- has your understanding of the following improved?
    • HCI/d and UXD?
    • Design in general and Design Thinking in particular (tactical and strategic)?
    • Formatting and Layout?
    • User-Interaction, particularly Affordances and Constraints?
    • Working in Groups?
    • Working in this different way?
    • Others?

    NHS IT Failure
    http://www.bbc.com/news/uk-politics-24130684

    Fast Company editorial, October 2015
    http://www.fastcompany.com/3050130/20-lessons-of-design

    Now we'll move on to Mini-Project 2: Emotional Design Analysis [Canvas]


    The importance to design of Emotion in general and Neuroscience in Particular

    http://www.steelcase.com/insights/articles/think-better/ 


    Getting "Hooked" on Digital Technology

    Full article at: http://www.economist.com/news/business/21637398-how-digital-firms-create-products-get-inside-peoples-heads-getting-hooked

    Malcolm Gladwell "The Stickiness Factor"
    http://malcolmgladwelltippingpoint.wikispaces.com/The+Stickiness+Factor

    "The specific quality that a message needs to be successful is the quality of 'stickiness.' Is the message-or the food, or the movie, or the product-memorable? Is it so memorable, in fact, that it can create change, that it can spur someone to action?"

    The Stickiness factor involves how effective an idea or product stays in the mind of the potential viewer or consumer. We take for granted many of things that we see or experience throughout the day, but subconsciously they have a large effect on us. Someone somewhere engineered external stimuli in order to to impact us.


    Review: What is the meaning of the three levels, or aspects, of Emotional Design?

    1. Visceral
    2. Behavioral
    3. Reflective













    http://www.nytimes.com/2015/09/11/fashion/apple-plus-hermes-smartwatch-dream-team-or-weird-mash-up.html?_r=0


    In-class exercise:
    • With your neighbor, discuss your possible choices of object to analyze from the Emotional Design perspective
    • Review, with your neighbor, the visceral, behavioral, and reflective aspects of your final choice
    • Each person should submit a short write-up indicating the choice of object for your Emotional Design analysis and its visceral, behavioral, and reflective components. Include your full name, mentor name (Karthik, Shankar, Haodan, Yi, Danny, Shu-chuan), and the date and turn it in to your mentor at the end of class.
    • Indicate, on your write up, if you would be willing to present your interim work, for extra credit, on next Tuesday.
    Homework for Tuesday, 22 September:

    Mini-Project 2:
    • Choose a few possible items to analyze from the emotional design perspective
    • Settle on one
    • Use words and images to describe it
    Read UXD, pp. 56 – 59 “Memory” through “Fallibility” and p. 86 "Challenge" and from PDF from Universal Principles of Design “Mapping”and from Product Design PDF pp. 199 - 200 (PDFs in Canvas in Mini-Project 2 Assignment) and prepare for a quiz composed of some of the following questions:
    1. What is “mapping” in the UXD context? What is the key concept behind it? Please give a good and bad example of mapping from your experience.
    2. What are metaphors and why are they important in UXD? Cite an IT metaphor from your own experience; explain how it "works."
    3. What are the four types of error that can occur when interacting with a design?
    4. What is “physio-pleasure”? Please give an example of it. 
    5. What is “psycho-pleasure”? Please give an example of it. 
    6. What is “socio-pleasure”? Please give an example of it. 
    7. What is “ideo-pleasure”? Please give an example of it. 
    8. What are some of the qualities of Mihaly Csikszentmihalyi’s concept of the Flow? Why is this concept important in HCI/d?

     

    Tuesday, September 15, 2015

    Tuesday, 15 September


    Week 4: Assessing User-Interaction 2/2


    Quick Question: Are Constraints good or bad?

    Haodan will be inviting each of you, via email, to participate in a 5 minute survey as part of her doctoral research.
    I encourage you to participate but your participation will not affect your grade in any way.
    If you want to get your quizzes or in-class writings back you can check with your Mentor -- they will have them for 1 week after they've been graded.

    Review of Potential Quiz Questions
    What are the three “levels” of Emotional Design outlines by Donald A. Norman? What is the importance of each? Please give an example.
    The three levels are the visceral, behavioral, and/or reflective aspects of emotional design.
    Visceral level is the most basic emotional level. The process at this level is automatic and subconscious. It provides us the first impression of a product and rapid responses to an experience. 
    Behavioral level initiates and controls much of our behavior. It relates to function. Good design at this level makes things easy to use, while bad design leads to frustrating or confusing. 
    Reflective level is the conscious, self-aware part of the brain, the home of the self and one’s self-image. It influence our enduring memories associated with the design as well as our future use of the product.



    How, according to the authors, does one “design” a fun experience? Cite an example from your own experience.

    According to the authors, balancing what is familiar with what is uncertain is important for designing “fun”. Fun is an integral part of an experience that relies on understanding the expectations, motivations and abilities of the user.
    What is usability a “measure of,” according to the authors?
    Usability is a measure of how easily a user can achieve a goal related to the use of the design.
    What is the value of simplicity in UXD? Cite an example from your own experience where it is present and where it is not; what are the consequences of each?

    Simplicity in UXD is the intelligent management of complexity in an interactive system. It makes the product more sensitive to users’ goals and needs. It eases the load on the user’s memory and attention. 

    What, according to the authors, is the importance of feedback in a design and what happens if appropriate feedback is not present? Please give an example from your own experience.

    Feedback is important to create the potential for flow. By constantly receiving feedback, users can assess their progress, adjust their actions and make their goal clear. If appropriate feedback is not present, the flow may be interrupted and could result failure in user’s actions, eventually it may let users abandon the action out of frustration.

    What is your favorite of Dieter Rams' design principles? Why? Please give an example.
    https://www.vitsoe.com/gb/about/good-design
     
    How are your Projects going?
    Due tomorrow night at 11:59 pm
    View resources on Canvas
    Review Project 1 Brief and Submission Requirements, emphasizing the Project's: 
    1. Focus
    2. Elements
    3. Case Study (presentation)
    4. Success Criteria 
    5. Formatting
    6. Submission Criteria
    Re: Brief, Designerly Formatting Guide, Example


    Interim Work Presentations:

    Danny: Group F: Tanner Ottinger, Matt Ritter, Teshia Sopher 
    Haodan: Group F: Corey Wong, Kevin Webster, Levi Weiss
    Yi: Group E: Samuel Klage, Sara Klingseisen, Wade Knotts
    Karthik: Group D: Aleiah McCrakin, Joel Mason, Jordan Logan
    Karthik: Group F: Ivy Murphy, Luke Meyer, Keana Mowery

    Group Meeting Time

    Homework for Wednesday, 16 September at 11:59 pm through Canvas Assignments:

    Each student to submit:
    1. PDF of Project
    2. Individual Reflection
    3. Analysis of each Group Member (including oneself) 

    Bring an object -- or a photo of it -- of something meaningful to you (but not too personal or valuable) for an in-class exercise on Thursday.