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Interaction design
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==Methodologies== ===Goal-oriented design=== Goal-oriented design (or Goal-Directed design) "is concerned with satisfying the needs and desires of the users of a product or service."<ref name="AboutFace3" />{{rp|xxviii|location=31}} [[Alan Cooper (software designer)|Alan Cooper]] argues in ''The Inmates Are Running the Asylum'' that we need a new approach to solving interactive software-based problems.<ref name="Inmates">{{cite book |title=Inmates Are Running the Asylum, The: Why High-Tech Products Drive Us Crazy and How to Restore the Sanity |last=Cooper |first=Alan |year=2004 |publisher=Sams Publishing |isbn=0-672-32614-0 |pages=288 }}</ref>{{rp|1}} The problems with designing computer interfaces are fundamentally different from those that do not include software (e.g., hammers). Cooper introduces the concept of cognitive friction, which is when the interface of a design is complex and difficult to use, and behaves inconsistently and unexpectedly, possessing different modes.<ref name="Inmates"/>{{rp|22}} Alternatively, interfaces can be designed to serve the needs of the service/product provider. User needs may be poorly served by this approach. ===Usability=== Usability answers the question "can someone use this interface?". Jakob Nielsen describes usability as the quality attribute<ref>{{cite web|url=https://www.nngroup.com/articles/usability-101-introduction-to-usability/|title=Usability 101: Introduction to Usability|website=nngroup.com|url-status=live|archive-url=https://web.archive.org/web/20160901213207/https://www.nngroup.com/articles/usability-101-introduction-to-usability/|archive-date=1 September 2016}}</ref> that describes how usable the interface is. Shneiderman proposes principles for designing more usable interfaces called "Eight Golden Rules of Interface Design"<ref>{{cite web|url=https://faculty.washington.edu/jtenenbg/courses/360/f04/sessions/schneidermanGoldenRules.html|title=Shneiderman's Eight Golden Rules of Interface Design|website=faculty.washington.edu|url-status=live|archive-url=https://web.archive.org/web/20170109012011/http://faculty.washington.edu/jtenenbg/courses/360/f04/sessions/schneidermanGoldenRules.html|archive-date=9 January 2017}}</ref>—which are well-known heuristics for creating usable systems. ===Personas=== [[Persona (user experience)|Personas]] are archetypes that describe the various goals and observed behaviour patterns among users.<ref name="Designing for the Digital Age">{{cite book|last1=Goodwin|first1=Kim|title=Designing for the Digital Age|date=2009|publisher=Wiley|isbn=978-0-470-22910-1|page=229}}</ref> A persona encapsulates critical behavioural data in a way that both designers and stakeholders can understand, remember, and relate to.<ref>{{Cite journal|last1=An|first1=J.|last2=Kwak|first2=H.|last3=Jung|first3=S.|last4=Salminen|first4=J.|last5=Admad|first5=M.|last6=Jansen|first6=Bernard James|date=2018-11-01|title=Imaginary people representing real numbers: Generating personas from online social media data|url=https://pennstate.pure.elsevier.com/en/publications/imaginary-people-representing-real-numbers-generating-personas-fr|journal=ACM Transactions on the Web|volume=12|issue=4|pages=27|doi=10.1145/3265986|s2cid=53578657|issn=1559-1131}}</ref> Personas use storytelling to engage users' social and emotional aspects, which helps designers to either visualize the best product behaviour or see why the recommended design is successful.<ref name="Designing for the Digital Age"/> ===Cognitive dimensions=== The [[cognitive dimensions]] framework<ref>{{cite CiteSeerX |title=Instructions and Descriptions: some cognitive aspects of programming and similar activities |author=T. R. G. Green |year=2000 |author-link=Thomas R.G. Green|citeseerx=10.1.1.32.8003 }}</ref> provides a vocabulary to evaluate and modify design solutions. Cognitive dimensions offer a lightweight approach to analysis of a design quality, rather than an in-depth, detailed description. They provide a common vocabulary for discussing notation, [[user interface]] or programming language design. Dimensions provide high-level descriptions of the interface and how the user interacts with it: examples include ''consistency'', ''error-proneness'', ''hard mental operations'', ''viscosity'' and ''premature commitment''. These concepts aid the creation of new designs from existing ones through ''design maneuvers'' that alter the design within a particular dimension. === Affective interaction design === {{See also|Interaction cost}} Designers must be aware of elements that influence user emotional responses. For instance, products must convey positive emotions while avoiding negative ones.<ref name="Sharp 2007">{{cite book |last1=Sharp |first1=Helen |last2=Rogers |first2=Yvonne |last3=Preece |first3=Jenny |title=Interaction Design: Beyond Human–Computer Interaction |edition=2nd |pages=181–217 [184] |publisher=[[John Wiley & Sons]] |year=2007 }}</ref> Other important aspects include motivational, learning, creative, social and persuasive influences. One method that can help convey such aspects is for example, the use of dynamic icons, animations and sound to help communicate, creating a sense of interactivity. Interface aspects such as fonts, color palettes and graphical layouts can influence acceptance. Studies showed that affective aspects can affect perceptions of usability.<ref name="Sharp 2007"/> Emotion and pleasure theories exist to explain interface responses. These include [[Don Norman]]'s [[emotional design]] model, Patrick Jordan's pleasure model<ref>{{Cite web | url=http://changingminds.org/explanations/emotions/happiness/four_pleasures.htm | title=Four pleasures}}</ref> and McCarthy and Wright's Technology as Experience framework.<ref>{{Cite book | url=https://mitpress.mit.edu/books/technology-experience |title = Technology as Experience | the MIT Press| date=10 September 2004 | publisher=MIT Press | isbn=9780262134477 }}</ref>
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