INTERACTION
DESIGN
UNIT 7:
Prof. Dr. Eike Langbehn
Department of Media Technology
Faculty of Design, Media and Information
Hamburg University of Applied Sciences
EXAMPLES
UNIT 2:
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
1. INTRO
2. REQUIREMENT
ANALYSIS
3. GAME
DESIGN
0. ORGANIZATION
4. GETTING STARTED
WITH GODOT
5. USER
STUDIES
6. ANALYSIS OF
HUMAN FACTORS
7. INTERACTION
DESIGN
8. ADVANCED PROGRAMMING
WITH GODOT
9. EVALUATION
MODELS
10. MARKET
ANALYSIS
11. NARRATIVE
DESIGN
12. GAME ENGINE
ARCHITECTURE
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
Rule Set
Guidelines
Standards
Pattern
Heuristics
Principles
More concrete
Example
Apple, Google, Microsoft, ...
EN ISO 9241, ...
Wizards, Grid Layouts, ...
Shneidermans 8 Golden Rules, ...
Golden Cut, Design Theory, ...
Software
Design
Hardware
Design
Media
Design
Interaction
Design
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
Functionality
Ergonomics
Symbolism
Experience
Aesthetics
usable
correctly
safe
...
efficient
effective
satisfactory
...
status
affiliation
culture/religion
...
motivating
experience-oriented
customer binding
...
appealing
entertaining
pretty
...
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
Rule Set
Guidelines
Standards
Pattern
Heuristics
Principles
More concrete
Example
Apple, Google, Microsoft, ...
EN ISO 9241, ...
Wizards, Grid Layouts, ...
Shneidermans 8 Golden Rules, ...
Golden Cut, Design Theory, ...
Good design ...
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
L. Sullivan: The Tall Office Building Artistically Considered in Lippincott 's Magazine, 1896
«Form follows Emotion»
«Form follows Fun»
«Form follows Fiction»
"Form before function", e.g. overloaded designed, i.e. relevant information are badly found
"Form follows function", e.g. clear and well structured
Where is the menu?
Where is the menu?
What to do?
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
“Affordances are [...] 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.“
J.J. Gibson: The Theory of Affordances. In Perceiving, Acting, and Knowing, Eds. Robert Shaw and John Bransford, 1977
... 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 pr ovide strong cues to the operation of things.”
D.A. Norman: The Design of Everyday Things,1988
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
Rule Set
Guidelines
Standards
Pattern
Heuristics
Principles
More concrete
Example
Apple, Google, Microsoft, ...
EN ISO 9241, ...
Wizards, Grid Layouts, ...
Shneidermans 8 Golden Rules, ...
Golden Cut, Design Theory, ...
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
5. Prevent errors
6. Permit easy reversal of actions (Undo)
7. Support internal locus of control
8. Reduce short-term memory load
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
7. Flexibility and efficiency of use
8. Aesthetic and minimalist design
9. Help users recognize, diagnose, and recover from errors
10. Help and documentation
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
Rule Set
Guidelines
Standards
Pattern
Heuristics
Principles
More concrete
Example
Apple, Google, Microsoft, ...
EN ISO 9241, ...
Wizards, Grid Layouts, ...
Shneidermans 8 Golden Rules, ...
Golden Cut, Design Theory, ...
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
Browse
Feature
Search
Browse
Browse
Search
Feature
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
Rule Set
Guidelines
Standards
Pattern
Heuristics
Principles
More concrete
Example
Apple, Google, Microsoft, ...
EN ISO 9241, ...
Wizards, Grid Layouts, ...
Shneidermans 8 Golden Rules, ...
Golden Cut, Design Theory, ...
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
Bsp: Gebrauchstauglichkeit
Norm DIN EN ISO 9241 - Ergonomie der Mensch-System-Interaktion
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
Rule Set
Guidelines
Standards
Pattern
Heuristics
Principles
More concrete
Example
Apple, Google, Microsoft, ...
EN ISO 9241, ...
Wizards, Grid Layouts, ...
Shneidermans 8 Golden Rules, ...
Golden Cut, Design Theory, ...
PLAYER-COMPUTER INTERACTION
UNIT 7: INTERACTION DESIGN
The contents of this Open Educational Resource are licensed under the Creative-Commons Attribution 4.0 International license (CC BY 4.0)
Attribution: Eike Langbehn, Anh Sang Tran, Peter Wood