Key considerations:
Design task
- User centric design
- Conceptual development
- Interface and interaction features
Meta considerations.
- Social change (demand / aesthetic / culture).
- Technological determined.
- Production process.
Shape of things.
- Affordance (JJ Gibson) - see them how you act apon them (not how they look)
- Evolution - things change - how things are used.
- Legacy - "we are committed to it, even though it was designed to satisfy constraints that no longer apply" (Donald Norman, Design of Everyday things, 1990).
- Expectations / perceived affordances - standardisation of design.
- Use in context - everyday constraints - (Physical constraints limit alternative places, semantic, cultural, logical).
Mindful of:
- Lacking logic - do you need a manual? Is there any logic?
- Irrational use - e.g. people pulling burnt toast out of the toaster with a fork (it's still live!)
- Introduce difficulty - e.g. purposefully make windows difficult to open .
Human-computer interaction
Matching system to user's capabilities & constraints
- Cognitive / physical overload
- Cognitive / physical mismatch
- User's experience and knowledge
- Assumes users are goal directed
Interdisciplinary
- Psychology
Common approaches to interface design
- Design patters - shopping baskets, crumbs etc
- Recall vs. recognition - Metaphorical /representative
- Progressive disclose - highlight or grey out items to force navigation
- Trades off (i.e. ease)
New paradigms for design
- Ubiquitous computing - Mark Weiser and John Seely Brown, Calm Technology. Calm technology creating an ambient awareness of your environment.
- Context aware - rapport with building and machine.
- Social element - World of Warcraft - chatroulette.com (randomly turns on webcams) - skype -
- Gesture (gestural things like the wii remote) -