Saturday, December 24, 2011

Week 8: Identifying needs & establishing requirements by DENYI

Identifying Needs:
Understand as much as possible about the users, as well as their work and the context of their work and system under development should support users in achieving their goals.

Definition of requirements:
- Statement about intended product that specifies what it should do or how it should perform.
- Specific, unambiguous and as clear as possible.
- Must know how to tell when they have been fulfilled.

Types of requirements:
Software engineering:
- Functional requirements: Specify what the system should do.
- Non-functional requirements: Specify what constraints there are on the system or its development.

Interaction design:
- Functional requirements: Capture what the product should do.
- Data requirements: Capture the accuracy and value the amounts of the required data.
- Environmental requirements: Circumstances in which interactive product will be expected to operate.
- User characteristics: Capture the characteristics of the intended user group.
- Usability goals and user experience goals: How well the users can perform.

Characteristics of Environmental Requirements:
- Physical: How much lighting, noise and dust is expected in the operational environment.
- Social: Social aspect of the interaction design - collaboration and coordination
- Organizational: How good is the user support likely to be, how easily it can be obtained and are there facilities/ resources for training.
- Technical: What technologies will the product run on or need to be compatible with and what technological limitations might be relevant.

Main principles of Contextual Inquiry:
- Context
- Partnership
- Interpretation
- Focus




Tuesday, December 20, 2011

Week 10: Physical Design - Getting Concrete

Design is about making choices and decisions
Physical interface of interactive product should not conflict with the user's cognitive process involved in achieving the task = DO NOT make user confuse and remember a long list. Instead, there should be a list of options for users to choose from.

Designing for different culture - Guidelines to help with International Design
  • Be careful about using images that depict hand gestures or people ('thumbs-up', 'moutza', 'A-Ok', the 'Corna')
  • Use generic icon (Folder, Lock and Floppy Disc for Save)
  • Choose colour that are not associated with national flags or political movements.
  • Ensure that the product supports different calendars, date formats and time formats.
  • Ensure that the product supports different number formats, currencies, weights and measurement systems.
  • Ensure that the product supports international paper sizes, envelope sizes and address format.
  • Avoid integrating text in graphics as they cannot be translated easily.
  • Allow for text expansion when translated from English.

Example: Coca-Cola VS Pepsi
Company can decide whether - produce 1 site that appeals across all cultures OR tailor to each country's website to the local culture?

Using scenarios in Design
  • Scenarios can be used to explicate existing work situation but are more commonly used for expressing proposed or imagined situations to help in conceptual design.
  • Four roles for scenarios:
  1. i. A basis for the overall design
  2. ii. For technical implementation
  3. iii. As a mean of cooperation with design r
  4. iv. As a mean of cooperation across professional boundaries - in a multidisciplinary team.
  • Used for the notion of plus and minus scenarios
  • Attempt to capture the most positive and the most negative consequences of a particular proposed design solution.
  • Helping designers to gain
Using Prototypes in Design
Generating Storyboards from Scenarios
  • A storyboard represents a sequence of actions or events that the user and the system go through to achieve a task.
  • A scenario is one story about how a product may be used to achieve a task.
  • How? - Break the scenario into a series of steps which focus on interaction. Then create one scene in the storyboard for each step.

Saturday, December 17, 2011

High Fidelity & Low Fidelity Prototyping Tools

Prototype:
an early sample or model for a product before it is finalise and mass produce.It is also use for testing  by replicate a lot or learned from errors when testing.


what can considered a prototype:-
- paper based outline of a screen/sets of screen.
- Electronic 'picture'
- 3 dimensional paper/cardboard mockup 
- stack of hyperlinked screen shots 




Benefits of having prototype models :
- hand on testing in realistic setting as many as possible as long as prototype models are a lot.
- explore imagine uses *some of the setting sometimes is impossible to create.*
- interact with envisioned product




Low Fidelity Prototyping Tools :

- different design then the final product.

- it is simple,cheap and quick to produce
- using material like paper and cardboard rather than create in computer software and show to screen
- important during conceptual design are never intended to kept and integrated into final product.They are for exploration  
  only.

High Fidelity Prototyping Tools :


- using good material that would expected like final product including appearance and also material.
- prototype tools -Flash ,Visual Basic, smalltalk
- issue for creating high fidelity prototyping = 1) take a lot of time to built
                                                                       2)reviewers and tester tend to comment on superficial aspects rather than  
                                                                          content
                                                                       3)developer reluctant to change something that they crafted so long
                                                                       4)a software prototype can set expectation high.
                                                                       5) 1 error can destroy the whole model.






Friday, December 16, 2011

Week 6: User Centred Design (Chean)

User Centered Design:
User-centered design (UCD) is an approach,which prevent the process in information about the people who will use the product.It is process for user  to focus on planning, design and development of a product when they are interacting with product.


The interface of the produce are created with relevant of information from daily life of user in actions or what  to make association when looking at them and can continue next task that they one by clicking or etc. 

Method of involving user :-
-Contextual Interviews + side views
-Interview
-prototyping 
-Focus group
-Direct observations
-Indirect observations
-Studying Documentations

Difficulties of UCD:-
-Good design not always satisfied user.
 *due to users itself not really have the knowledge of design and they are more focus on what they see is nice (visually).

-Design is a collaborations between designers + customers.
*to produce a better product not only understand by 1 user or the designer itself but it also need to apply to all.

-Design envolves 

-If the input from user is wrong ,then the system will suffer.
 *user trying a lot and clicking non-stop on webside button or etc to archive what they want.Making the system hanging and lagging to continue any tasks.

The only solution to interactive to user:
- Talk to them , face to face to know the exact thing they want and expected.















Week 9: High Fidelity & Low Fidelity Prototyping Tools

What is Prototyping?
Prototyping is the process of building a model of a system. In terms of an information system, prototypes are employed to help system designers build an information system that intuitive and easy to manipulate for end users.

Type of Prototyping:
- Horizontal prototyping - breadth
- Vertical prototyping - depth

Low-Fidelity Prototyping
You can use hand-drawn sketches to create a paper prototype. If you go this route, you may also want to help your users get into the spirit of things during the test by creating a complete low-fidelity, paper environment. This could include a cardboard box made to look like a computer and an object to hold to point and click with. These techniques help users to suspend their disbelief and get their imaginations involved so that they can better visualize the interface. The advantage of using rough sketches is that users will have an easier time suggesting changes. They may even grab a pen and start making their own changes
Tools:
- Storyboarding - Sketching - Index Cards - Wizard of Oz

High fidelity Prototyping
This approach takes you as close as possible to a true representation of the user interface —screen-quality graphics. All of the blanks on the page are filled in, and it looks good. However, you might not have all of the technical or backend problems worked out yet, or you might have only a small part of the entire site rendered. That’s why it’s still considered a prototype. For example, it might consist of a small series of Photoshop images or HTML pages with just enough functional links to convey the feel of the site’s flow. You may need to enlist the help of a graphic designer or web developer to build these in a reasonable amount of time. Advocates for high-fidelity prototypes argue that they are easier for users to understand just by looking at them. There is no disbelief to overcome, and it is easier to determine when they really do not understand the design. If you choose a high-fidelity prototype, make sure the you have enough of the design fleshed out so that users can complete several tasks. Decide on these tasks early, so you know which areas of the design need to be represented for your tests. Otherwise, you will be in for a great deal of preparation work.

Tools:
- Adobe Flash - Visual Basic - Smalltalk - Microsoft Expression Blend

Warawit Whangpakdi
1091102446

Tuesday, December 13, 2011

Week 9: High Fidelity & Low Fidelity Prototyping Tools

What is a PROTOTYPE?
When you hear the term prototype, you may imagine something like a scale model
of a building or a bridge, or maybe a piece of software that crashes every few minutes.
But a prototype can also be a paper-based outline of a screen or set of
screens, an electronic "picture," a video simulation of a task, a three-dimensional
paper and cardboard mock-up of a whole workstation, or a simple stack of hyper linked
screen shots, among other things.

Low-Fidelity Prototyping
A low-fidelity prototype is one that does not look very much like the final product. For example, it uses materials that are very different from the intended final version, such as paper and cardboard rather than electronic screens and metal.

Low-fidelity prototypes are
- simple - cheap - quick to produce.
-quick to modify so they support the exploration of alternative designs and ideas.
-never intended to be kept and integrated into the final product. They are for exploration only.

Tools:
*Storyboarding
*Sketching
*Index Cards
*Wizard of Oz

High-Fidelity Prototyping
-uses materials that you would expect to be in the final product
-produces a prototype that looks much more like the final thing.
-full-fledged development environments
-building prototypes using them can also be very straightforward.

Tools:
*Adobe Flash
*Visual Basic
*Smalltalk
*Microsoft Blend

Compromises:
The intention is to produce something quickly to test an aspect of the product.

2 common type of prototyping:
Horizontal prototyping - breadth
Vertical prototyping - depth

Conceptual Design
Concerned with transforming needs & requirements into a conceptual model

Conceptual Model:
An outline of what people can do with a product and what concepts are needed to understand how to interact with it.

Sunday, December 11, 2011

Week 8: Identifying Needs and Establishing Requirements.


In this week.
We talk about Identifying Needs and Establishing Requirements.
So.. What is Identifying Needs and Establishing Requirements?
(based on Interaction Design: Beyond Human-Computer Interaction)

Identifying Needs:
Understand as much as possible about the users, as well as their work and the context of their work and system under development should support users in achieving their goals.

Establishing requirements:
Building upon the needs identified, produce a set of requirements.

What are requirements?
A requirement is a statement that specifies what an intended product should do, or how it should perform. Two types of requirements :
1. Functional requirements specify what the system should do.
2. Non-Functional requirements specify what constraints there are on the system or its development.

Categories of requirement
• Functional requirements ---> What the product should do.
• Data requirements ---> The type, volatility, size/amount, persistence, accuracy and value of the amounts of the required data.
• Environmental requirements ---> Or “context of use” – circumstances in which the interactive product must operate.
• User requirements ---> Characteristics of the intended user group.
• Usability requirements ---> The usability goals and associated measures.

Data Gathering Techniques:
• Questionnaires
elicit specific information, can be YES / NO, multiple choice, comment
• Interviews
forum for talking to people, can be structured, unstructured, or semi-structured
• Focus Groups
group interviews, good at gaining a consensus view and / or highlighting areas of conflict
• Naturalistic Observation
spend time with stakeholders in their day-to-day tasks, observing work as it happens gain insight into stakeholders' tasks
• Studying Documentation
procedures and rules are often written down in manuals good source of data about the steps involved in an activity, and any regulations governing a task

Task Descriptions:
• Scenarios - an informal narrative story, simple, 'natural', personal, not generalizable
• Use Cases - assume interaction with a system, assume detailed understanding of the interaction
• Essential Use Cases - abstract away from the details, does not have the same assumptions as use cases

Task Analysis:
Task analysis is an umbrella term that covers techniques for investigating cognitive processes and physical actions, at a high level of abstraction and in minute detail.

Summary:
• Getting requirements right is crucial
• There are different kinds of requirements, each is significant for interaction design
• The most commonly-used techniques for data gathering are: questionnaires, interviews, focus groups and workshops, naturalistic observation, studying documentation
• Scenarios, use cases and essential use cases can be used to articulate existing and envisioned work practices.
• Task analysis techniques help to investigate existing systems and practices

Warawit Whangpakdi
1091102446

Tuesday, December 6, 2011

Week 8: Identifying Needs and Establishing Requirements.

Now, what are requirements?
  • Statement about an intended product that specifies what it should do or how it should perform.
  • Specific, unambiguous & as clear as possible.
  • Must know how to tell when they have been fulfilled.

Types of requirement:

in software engineering
  • Functional: What they should do.
  • Non-Functional: What are the constraints there are on the system and its development

in Interaction Design
  • Functional: Capture what the product should do
  • Data: Capture the accuracy and value the amounts of the required data
  • Environmental: Circumstances in which interactive product will be expected to operate
  • User characteristics: Capture the characteristics of the intended user group
  • Usability goals: How well the users can perform
  • User experience goals: The perceptions of the others

4 Characteristics of Environmental Requirements:
  • Physical: How much lighting, noise and dust is expected in the operational environment.
  • Social: Social aspect of the interaction design - collaboration and coordination
  • Organizational: How good is the user support likely to be, how easily it can be obtained and are there facilities/ resources for training.
  • Technical: What technologies will the product run on or need to be compatible with and what technological limitations might be relevant.

4 Main Principles:
  1. Context
  2. Partnership
  3. Interpretation
  4. Focus

Stakeholder:
Everybody's who is involve in the design production.

Saturday, November 26, 2011

Week 6: User Centered Design




User-Centered Design (UCD) or pervasive usability is a design philosophy and a process in which the needs, wants, and limitations of end users of a product are given extensive attention at each stage of the design process. User-centered design can be characterized as a multi-stage problem solving process that not only requires designers to analyze and foresee how users are likely to use a product, but also to test the validity of their assumptions with regards to user behaviour in real world tests with actual users. Such testing is necessary as it is often very difficult for the designers of a product to understand intuitively what a first-time user of their design experiences, and what each user's learning curve may look like.

Advantages and Disadvantages of user-centered design:

Advantages
- Products are more efficient,effective, and safe.
- Assists in managing users expectations and levels of satisfaction with the product.
- Users develop a sense of ownership for the product.
- Products require less redesign and integrate into the environment more quickly.
- The collaborative process generated more creative design solutions to problems.

Disadvantages
- It is more costly.
- It takes more time.
- May require the involvement of additional design team members (i. e. ethnographers,usability experts) and wide range of stakeholders
- May be difficult to translate some types of data into design
- The product may be too specific for more general use, thus not readily transferable to other clients; thus more costly

As my conclusion, User-centered design (UCD) is a general term for a philosophy and methods which focus on designing for and involving users in the design of computerized systems. The ways in which users participate can vary. At one end of the spectrum involvement may be relatively light; they may be consulted about their needs, observed and participate in usability testing. At the other end of the spectrum involvement can be intensive with users participating throughout the design process as partners in the design. A variety of methods have been developed to support UCD including usability testing, usability engineering, heuristic evaluation, discount evaluation and participatory design. Quick and dirty evaluations is also important in which ideas are taken to a few representative users for their feedback early in design. Involving users in design one way or
another has been shown to lead to developing more usable satisfying designs.

By WONG SOON HAN

Friday, November 25, 2011

Week 6: User Centered Design by DENYI


Definition of User Centered Design(UCD):

In broad terms, UCD is a design philosophy and a process in which the needs, wants, and limitations of end users of a product are given extensive attention at each stage of the design process. UCD can be characterized as a multi-stage problem solving process that requires both designers to analyze and foresee how users are likely to use a product and to test the validity of their assumptions with regards to user behavior in real world tests with actual users. Such testing is necessary as it is often very difficult for the designers of a product to understand intuitively what a first-time user of their design experiences, and what each user's learning curve may look like.


Difficulties of UCD:

- A good design doesn't always have a satisfied customer.

- Design is a collaboration between designers and customers.

- Design evolves.

- System will suffer if input is wrong.


The easiest method of involving users is TALKING TO THEM.



Wednesday, November 23, 2011

Week 6: User Centered Design


User centered design (UCD) is a process in information about the people who will use in this product. Focus on users through the planning, design and development of a product and solving problem as they come to interactions with things. UCD seeks to answer questions about users and their tasks and goals, then use the findings to drive development and design to improve on what user needs, wants.

UCD seeks to answer questions such as:


Who are the users of this 'thing'?
What are the users’ tasks and goals?
What are the users’ experience levels with this thing, and things like it?
What functions do the users need from this thing?
What information might the users need, and in what form do they need it?
How do users think this 'thing' should work?
How can the design of this ‘thing’ facilitate users' cognitive processes?

User Centered Design Process


Plan: Determine all activities needed and the necessary resources
Research: Before designing, understand the users' goals and tasks and the market needs
Design: Define the system from the user perspective
Adapt: Adapt based on need for changes discovered during development
Measure: Measure usability, which is comprised of effectiveness, efficiency, and satisfaction

Warawit Whangpakdi
1091102446

Tuesday, November 22, 2011

Week 6: User Centred Design

What is User Centred Design?

User Centered-Design (UCD) is a philosophy and a process. It is a philosophy that places the person (as opposed to the 'thing') at the center; it is a process that focuses on cognitive factors (such as perception, memory, learning, problem-solving, etc.) as they come into play during peoples' interactions with things.

UCD seeks to answer questions about users and their tasks and goals, then use the findings to drive development and design to improve on the user needs. User do not know what they want and therefore, we're there to help find what suits them best in order to gain an ergonomic design that best fit the targeted users.

UCD seeks to answer questions such as:
  • Who are the users of this 'thing'?
  • What are the users’ tasks and goals?
  • What are the users’ experience levels with this thing, and things like it?
  • What functions do the users need from this thing?
  • What information might the users need, and in what form do they need it?
  • How do users think this 'thing' should work?
  • How can the design of this ‘thing’ facilitate users' cognitive processes?

UCD can improve the usability and usefulness of everything from "everyday things" (D. Norman) to software to information systems to processes. . . anything with which people interact. As such, User-Centered Design concerns itself with both usefulness and usability.

Even so, there are still a lot of complains and unsatisfactory from the users. Why is that so? Although the research is done based on the targeted users, not everyone is exactly the same. They may have different preferences as to how and it should look and work. For example if you design a game console and it's meant for boys to play but it's PINK in colour, do you think your game console would sell? Well, yes maybe it would but it definitely wouldn't be the in the top sale list although your game console design is the best of all kind.

There are also problems when interviewing users. The user may not give the best answer to you and some are shy to answer because they do not know what they want. Users are definitely not a designer. They just use your products and if they find it nice and comfortable to use, they might recommend it to their friends and family. The word of mouth is the one that make your product sell well but the process to do that isn't simple. You can also observe your user under natural condition and controlled condition to get the best result.

Monday, November 21, 2011

graphic design-Li chean

Graphic design
definition:art combination of image,picture and information.

-design image that can be communicate so it will it successfully interpret by others.
Example : A recognizable T-shirt of some portrait picture.

-interaction between you and the client everything must be clear and easily convey the informations directly to the client and can be recognizable when posted in public.

what can considered graphic design ?
*drawing
*painting
*illustration,
*photography
*computer generate images -example : ascii art
*design letterforms by making various of typefaces/typography

-can be found in :
 *movie credit
 *Tv-adds
 *books
 *magazine
 *menus
 *computer screen.

elements of successful graphic design:
inform and persuade,organise stimulate,locates,easy to identifies,attracts attention and provide pleasure when other seeing it.

-terms to attract people:
 *vibrant color
 * contrast color
 *special/unique design

To be successful and create unique graphic design that can be accept by the public,ones must know the basic rules of graphic design before breaking the rules to be unique.




 

Sunday, November 20, 2011

Week 5: Graphic Design by DENYI

Definition of GRAPHIC DESIGN:
Graphic design is a creative process - most often involving a client and a designer and usually completed in conjunction with producers of form(printers, programmers, sign-makers, etc.) undertaken in order to convey a specific message(s) to a targeted audience. The term "graphic design" can also refer to a number of artistic and professional disciplines that focus on visual communication and presentation. The field as a whole is also often referred to as Visual Communication or Communication Design. Various methods are used to create and combine words, symbols, and images to create a visual representation of ideas and messages.

Graphic Design:
- informs
- persuades
- organizes
- stimulates
- locates
- identifies
- attracts attention
- provides pleasure


What do GRAPHIC DESIGNERS work with?
Graphic designers are people who work with:
- drawings
- paintings
- illustrations
- photographs
- computer-generated images
- letter-forms
- typefaces
- fonts
- movie credits
- advertisements
- magazines
- computer screens

*Before you break any rules, know them first.



Week 5: Graphic Design

Based on wikipedia, Graphic design is a creative process – most often involving a client and a designer and usually completed in conjunction with producers of form (i.e., printers, programmers, signmakers, etc.) – undertaken in order to convey a specific message (or messages) to a targeted audience. The term "graphic design" can also refer to a number of artistic and professional disciplines that focus on visual communication and presentation. The field as a whole is also often referred to as Visual Communication or Communication Design. Various methods are used to create and combine words, symbols, and images to create a visual representation of ideas and messages. A graphic designer may use typography, visual arts and page layout techniques to produce the final result. Graphic design often refers to both the process (designing) by which the communication is created and the products (designs) which are generated.

Common uses of graphic design include identity (logos and branding), web sites, publications (magazines, newspapers, and books), advertisements and product packaging. For example, a product package might include a logo or other artwork, organized text and pure design elements such as shapes and color which unify the piece. Composition is one of the most important features of graphic design, especially when using pre-existing materials or diverse elements.

In addition, use any visual medium at all-if you make a poster; type a letter; create a business logo, a magazine ad, or an album cover; even make a computer printout-you are using a form of visual communication called graphic design.

Graphic designers work with drawn, painted, photographed, or computer-generated images (pictures), but they also design the letterforms that make up various typefaces found in movie credits and TV ads; in books, magazines, and menus; and even on computer screens. Designers create, choose, and organize these elements-typography, images, and the so-called “white space” around them-to communicate a message. Graphic design is a part of your daily life. From humble things like gum wrappers to huge things like billboards to the T-shirt you're wearing, graphic design informs, persuades, organizes, stimulates, locates, identifies, attracts attention and provides pleasure.

Graphic design is a creative process that combines art and technology to communicate ideas. The designer works with a variety of communication tools in order to convey a message from a client to a particular audience. The main tools are image and typography.

Types of graphic design:
  • Image-based design
  • Type-based design
  • Image and type design
  • Symbols, logos and logotypes design

By WONG SOON HAN

Thursday, November 17, 2011

Week 5: Graphic Design


Now what is graphic design?
Graphic design is a form of communication. It's more than just design. It's an art of combining pictures, texts, images and decorations to communicate and to deliver message to a wide range of audience. Graphic design is used as a form of communication because voice communication is not enough to reach the bigger audience. Graphic designer's job is to design posters, screens, displays, pictures to get the audience's attention to convey a specific message. If a graphic design fail to deliver/send out/convey message, this is what we call communication breakdown.

Graphic designs must no be monologue. It has to have a dialog or an interaction. It has to speak out to us and make us understand. For example, the pictures you have in your house is a monologue because it does not send out any message, it's just a picture but if you publish it in the magazines, make it a poster and publicize it, it becomes a dialog. It becomes a graphic design. It becomes a communication!

Graphic designers work closely with paintings, drawings illustrations and so on. The main of a graphic designer's job is very simple, if him/her can make you understand the graphic design then his/her job is done. If you can understand the message delivered and communicate with it, then it's a good graphic designer's work.

Graphic design informs, persuades, organizes, stimulates, locates, identifies, attracts attention and provides pleasure.
Graphic design is part of our life - you can find it from humble things like gum wrappers to huge things like billboards.

Week 5: What is Graphic Design?



Mr. Radzi Bedu was the guest of this week, topic was talk about "Graphic Design" So... What is graphic design?

Graphic design is a creative process that combines art and technology to communicated ideas. Which are using drawn, painted, photographed, or computer-generated images (pictures).

Graphic design is all surrounding us. We can't deny that it became a part of our daily life. From humble things like gum wrappers to huge things like billboards to the T-shirt you're wearing, graphic design informs, persuades, organizes, stimulates, locates, identifies, attracts attention and provides pleasure.

Why we have to do graphic design?
Suppose you want to announce or sell something, amuse or persuade someone, explain a complicated system or demonstrate a process. In other words, you have a message you want to communicate. How do you “send” it? You could tell people one by one or broadcast by radio or loudspeaker. That's verbal communication. But if you use any visual medium at all-if you make a poster; type a letter; create a business logo, a magazine ad, or an album cover; even make a computer printout-you are using a form of visual communication called graphic design.

http://www.aiga.org/guide-whatisgraphicdesign/

Warawit Whangpakdi
1091102446

Tuesday, November 15, 2011

Week 4: Affordance

Affordance

Based on wikipedia, An affordance is a quality of an object, or an environment, which allows an individual to perform an action. Based on Psychologist James J. Gibson introduced in his 1977 article "The Theory of Affordances", affordances defined as all "action possibilities" latent in the environment, objectively measurable and independent of the individual's ability to recognize them, but always in relation to the actor and therefore dependent on their capabilities.

Besides,the concept was introduced to the HCI community by Donald Norman in his book The Psychology of Everyday Things from 1988. There has however been ambiguity in Norman's use of the concept, and the concept thus requires a more elaborate explanation.

According to Norman (1988) an affordance is the design aspect of an object which suggest how the object should be used; a visual clue to its function and use.

Norman writes:

"...the term affordance refers to the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used. Affordances provide strong clues to the operations of things. Plates are for pushing. Knobs are for turning. Slots are for inserting things into. Balls are for throwing or bouncing. When affordances are taken advantage of, the user knows what to do just by looking: no picture, label, or instruction needed." (Norman 1988, p.9)

Norman thus defines an affordance as something of both actual and perceived properties. The affordance of a ball is both its round shape, physical material, bouncability, etc. (its actual properties) as well as the perceived suggestion as to how the ball should be used (its perceived properties). When actual and perceived properties are combined, an affordance emerges as a relationship that holds between the object and the individual that is acting on the object (Norman 1999). As Norman makes clear in an endnote in Norman (1988), this view is in conflict with Gibson's idea of an affordance.

However, the information that specifies the affordance is indeed dependant on the actor's experience and culture. In other words, the misunderstanding regarding the definition of affordances has arisen because of Norman's ambiguous use of the term and his lack in separating affordances from the perceptual information that specifies the affordances.

By WONG SOON HAN

Monday, November 14, 2011

affordance-Li Chean

Affordance(definition): properties or quality of an object that allow individual to use/act on them - J.J Gibson

Properties of affordance:
-it will not change,for the needs or goals of individual
-It depends on ability of individual on how suitable for them to use.
-it exist due to capabilities action of particular individual (example-OKU)  

having a good affordance:
-users can directly knowing it without thinking and testing too much or by looking signs and label to do actions.

Perceive affordance:
-by Donald Norman
-refer to the properties of people how could people use it 
-interested in what user perceives than what actually truth.

Elements of perceived affordance :
-culture 
-context
-instinct
-mental model

Forcing functions: 
- Lock-in
- Lock-out
-Interlock

Summary:
- persuasive-design are needed,even it involve in money making. 
- Profitable to the client = profitable to user

HCI - Li Chean

HCI = Human-Computer Interaction
HCI means the study of  the interaction between human(user) and computer.It is truth that simple interface design will make user use more oftenly.GUI-a user interface, is how a human interacts with a computer by designing screens and menus that are easier to use and studies the reasoning why humans dont like it and improve to the likes of human for easy interaction and accomplish something by using computer.Things like phones,computer,electronics items with interface and wil respond when human interact with them by clicking or react are considered as interaction items.To produce a successful interaction, a lot of test need to tested by a lot users to improve the design of the interface for easy use. it is also seeks to discover the most efficient way to design understandable electronic messages(Norman, D. (1988) The design of everyday things. New York, NY: Doubleday),simplify the time for understanding and reduce the step of the task to minimum.






Week 4: Affordance by DENYI

Definition of AFFORDANCE:
Affordance the quality of an object or an environment which allows an individual to perform an action. In perceptual psychology, affordance is a term created by the perceptual psychologist J. J. Gibson to refer to the qualities of the physical world that suggest the possibility of interaction relative to the ability of an actor (person or animal) to interact. McGrenere and Ho presented three fundamental properties of an affordance as defined by Gibson:
- An affordance exists relative to the action capabilities of a particular actor.
- The existence of an affordance is independent of the actor’s ability to perceive it (emphasis added).
- An affordance does not change as the needs and goals of the actor change.


The AFFORDANCE of an object depends on:
- Quality of an object
- Capabilities of an object
- How consumers understand about the object

Perceived AFFORDANCE:
- Coined by Donal Norman
- Refers to perceived properties of the object that suggests how you or the user could use it

Elements of perceived AFFORDANCE:
- context (where)
- culture (society)
- Instinct (unconscious)
- Mental model (expectation)


Forcing functions:
- Interlock
- Lock-in
- Lock-out

Summary:
- All design is persuasive
- Profitable to the client = profitable to user
- Make profit but good for the users
- The design is understandable easily
- The user know what to do with it without any pictures, label or instruction

Sunday, November 13, 2011

Week 4: Affordance

In this week class talk about "affordance"

What is affordances?
Affordance is created by JJ Gibson, it means that a quality of an object or an environment which allows an individual to perform an action.

Affordance (perceptual psychology)
Affordance is a term created by the perceptual psychologist J. J. Gibson to refer to the qualities of the physical world that suggest the possibility of interaction relative to the ability of an actor (person or animal) to interact. McGrenere and Ho presented three fundamental properties of an affordance as defined by Gibson:

1. An affordance exists relative to the action capabilities of a particular actor.
2. The existence of an affordance is independent of the actor’s ability to perceive it (emphasis added).
3. An affordance does not change as the needs and goals of the actor change.

For example, the affordance of a branch as ‘a nice place to sit’ are dependent on:

the qualities of the branch: how much weight it supports, how high of the ground it is, and
the capabilities of the actor: how much they weigh, ability to climb, etc.

Elements of perceived affordance :

1. context: the environment or process in which the element is displayed.
2. culture: the influence of societal ‘norms’ on the individual’s understanding and use of a object.
3. instinct: an unconscious association, often linked to phsical characteristics, for example, the size of an object in relation to the human form.
4. mental model: the user’s understanding and expectations of interaction with the object.

Forcing functions :
- Interlock
- Lock-in
- Lock-out

Summary
1. All design is persuasive
2. Profitable to the client = profitable to user
3. Make profit but good for the users
4. The design is understandable easily
5. The user know what to do with it without any pictures, label or instruction.



Warawit Whangpakdi
1091102446

Saturday, November 12, 2011

Week 3: Problems of HCI

Problems in HCI (Human Computer Interaction)

The majority of information down here is related to today’s in-class lecture that is gathered by me. The lecture was talked about what are going to be problems when people interact with the computers which are not alive.

The most common problem between the interaction of human and computer is the output of the machine is not always what the user wanted. For example, when we are doing some work on the computer and it is malfunction while we are doing, as a result, we cannot continue the work for a period of time but as the worst case, we would lose our work without any solution or apologize from the computer! That’s why people get angry from the fatal error.

For the next example was just a funny video from the internet of a man getting very angry at his computer. Actually, it turns out that this scene was staged, but we can all identify with the feeling of being completely infuriated by a computer. We should ask ourselves – “why do computers make us feel like this, what could be done to make them better?”



Warawit Whangpakdi
1091102446

Week 2: Introduction to HCI

What is HCI ?

HCI (human-computer interaction) is the study of how people interact with computers and to what extent computers are or are not developed for successful interaction with human beings.
As its name implies, HCI consists of three parts: the user, the computer itself, and the ways they work together.

User

By "user", we may mean an individual user, a group of users working together. An appreciation of the way people's sensory systems (sight, hearing, touch) relay information is vital. Also, different users form different conceptions or mental models about their interactions and have different ways of learning and keeping knowledge and. In addition, cultural and national differences play a part.

Computer

When we talk about the computer, we're referring to any technology ranging from desktop computers, to large scale computer systems. For example, if we were discussing the design of a Website, then the Website itself would be referred to as "the computer". Devices such as mobile phones or VCRs can also be considered to be “computers”.

Interaction

There are obvious differences between humans and machines. In spite of these, HCI attempts to ensure that they both get on with each other and interact successfully. In order to achieve a usable system, you need to apply what you know about humans and computers, and consult with likely users throughout the design process. In real systems, the schedule and the budget are important, and it is vital to find a balance between what would be ideal for the users and what is feasible in reality.

The Goals of HCI

The goals of HCI are to produce usable and safe systems, as well as functional systems. In order to produce computer systems with good usability, developers must attempt to:
• understand the factors that determine how people use technology
• develop tools and techniques to enable building suitable systems
• achieve efficient, effective, and safe interaction
• put people first

Underlying the whole theme of HCI is the belief that people using a computer system should come first. Their needs, capabilities and preferences for conducting various tasks should direct developers in the way that they design systems. People should not have to change the way that they use a system in order to fit in with it. Instead, the system should be designed to match their requirements.



Warawit Whangpakdi
1091102446

Wednesday, November 9, 2011

Week 4: Affordance

Affordance: An affordance is a quality of an object, or an environment which allows an individual to perform an action.

Properties:
1. exists relative to the action capabilities of a particular actor
2. it's existance is independent of the actor's ability to perceived it
3. an affordance does not change as the needs/goals of the actor change

The point of affordance is when it's taken advantage of, the user knows what to do just by looking at it; no picture, label or instruction needed.

Affordances in Novel Objects
How do you turn on the shower? - through trial and error


Affordance is GUI
- Important concept
- Buttons in 3D shapes apper to "sticks out" and afford pushing
- Sliders and scroll bars afford pushing

Perceived Affordance
- Coined by Donald Norman
- More interested in what user perceives than what is actually true

Elements of Perceived Affordance:
Context - where
Culture - society
Instinct - unconscious
Mental Models - expectations

Designing with Intent - designing specific affordances and constraint to guide users
Guidiing Users = shaping perceptions of what actions are possible and making some actions intentionally more diffcult / impossible

Forcing Functions:
1. Lock-In: A system arranged such that the process is kept active
2. Lock-Out: May be implemented as extra step
3. Interlock: Combines elements of lock-in and lock-out, most common forcing function mechanism, the ability to use a function depends in another running/being started or some other condition being fulfilled.

Affordance Manipulation - Manipulating to suit their own needs.
eg: cone shaped cup - throws it away right after drinking because it cannot stand - library

Summary:
All designs is persuasive
Profitable to the client = profitable to the user
Persuasive technology??

Tuesday, November 8, 2011

Week 2: Introduction of HCI

HCI is short form of Human-Computer Interaction and is the study and the practice of usability. It is about understanding and creating software and other technology that people will want to use, will be able to use, and will find effective when used.

HCI also tries to provide us with all understanding of the computer and the person using it, so as to make the interaction between them more effective and more enjoyable.

The goals of HCI

- Ensuring usability.

The bottom-line benefits of more usable software system to business users include:
  • Increased productivity
  • Decreased user training time and cost
  • Decreased user errors
  • Increased accuracy of data input and data interpretation
  • Decreased need for ongoing technical support

- To achieve usability, the design of the user interface to any interactive product, needs to take into  account and be tailored around a number of factors, including:

  • Cognitive, perceptual, and motor capabilities and constraints of people in general
  • Special and unique characteristics of the intended user population in particular
  • Unique characteristics of the users’ physical and social work environment
  • Unique characteristics and requirements of the users’ tasks, which are being supported by the software
  • Unique capabilities and constraints of the chosen software and/or hardware and platform for the product


By WONG SOON HAN


Monday, November 7, 2011

Week 2: Introduction of HCI by DENYI

Week2: We learned about HCI.

What is HCI?

According to Webopedia, HCI is the short term for Human-Computer Interaction. It's a discipline concerning study, design, construction and implementation of human-centric interactive computer system. HCI goes beyond designing screens and menus that are easier to use and studies the reasoning behind building specific functionality into computers and the long-term effects that systems will have on humans.

Meanwhile, Wikipedia says that HCI is the study, planning, and design of the interation between people and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and other fields of study. Interaction between users and computers occurs at theinterface, which includes both software and hardware such as monitors, keyboard and mouse, and other user interactions with large-scale computerized systems such as aircraft and power plants.

The computer is a perfect example of HCI: We interaction by typing/clicking and any feedback is displayed on the screen.