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Question: Explain the difference between good and poor interaction design. Describe what interaction design...​


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Explain the difference between good and poor interaction design.
Describe what interaction design is and how it relates to human–computer interaction and other fields
. Explain the relationship between the user experience and usability.
Describe what and who is involved in the process of interaction design.
Outline the different forms of guidance used in interaction design.

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    1)Difference between good and poor interaction design.
    Interaction Design (IxD) is the design of interactive products and services in which a designer's focus goes beyond the item in development to include the way users will interact with it. Thus, close scrutiny of users' needs, limitations and contexts, etc. empowers designers to customize output to suit precise demands.
    A central concern of interaction design is to develop interactive products that are usable. By this is generally meant easy to learn, effective to use, and providing an enjoyable user experience. A good place to start thinking about how to design usable interactive products is to compare examples of well-and poorly-designed ones. Through identifying the specific weaknesses and strengths of different interactive systems, we can begin to understand what it means for something to be usable or not. Here, we describe two examples of poorly designed products – a voice mail system used in hotels and the ubiquitous remote control device – and contrast these with two well-designed examples of products that perform the same function.
    2)what interaction design is and how it relates to human–computer interaction and other fields
    HCI has traditionally had a narrower focus, being “concerned with the design, evaluation, and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them”
    3)relationship between the user experience and usability.
    The user experience is central to interaction design. By this it is meant how a product behaves and is used by people in the real world.
    “every product that is used by someone has a user experience: newspapers, ketchup bottles, reclining armchairs, cardigan sweaters.” More specifically, it is about how people feel about a product and their pleasure and satisfaction when using it, looking at it, holding it, and opening or closing it. It includes their overall impression of how good it is to use, right down to the sensual effect small details have on them, such as how smoothly a switch rotates or the sound of a click and the touch of a button when pressing it. An important aspect is the quality of the experience someone has, be it a quick one, such as topping up a cell phone, a leisurely one, such as playing with an interactive toy, or an integrated one, such as visiting a museum
    While usability usually targets everyone who uses a site or product, without considering people who have disabilities. The challenge is to create a good user experience for people with disabilities that is both accessible and usable.
    user's perspective. It involves optimizing the interactions people have with interactive products to enable them to carry out their activities at work, school, and in their everyday lives. More specifically, usability is broken down into the following goals:
    • effective to use (effectiveness)
    • efficient to use (efficiency)
    • safe to use (safety)
    • having good utility (utility)
    • easy to learn (learnability)
    • easy to remember how to use (memorability)
    4) what and who is involved in the process of interaction design.
    Many people are involved, ranging from social scientists to film-makers.
    Designers need to know many different things about users, technologies, and interactions between them in order to create effective user experiences. At the very least, they need to understand how people act and react to events and how they communicate and interact with each other. To be able to create engaging user experiences they also need to understand how emotions work, what is meant by aesthetics, desirability, and the role of narrative in human experience. Developers also need to understand the business side, the technical side, the manufacturing side, and the marketing side. Clearly, it is difficult for one person to be well versed in all of these diverse areas and also know how to apply the different forms of knowledge to the process of interaction design. Interaction design is mostly carried out by multidisciplinary teams, where the skill sets of engineers, designers, programmers, psychologists, anthropologists, sociologists, artists, toy makers, and others are drawn upon. It is rarely the case, however, that a design team would have all of these professionals working together. Who to include in a team will depend on a number of factors, including a company's design philosophy, its size, purpose, and product line.
    One of the benefits of bringing together people with different backgrounds and training is the potential of many more ideas being generated, new methods developed, and more creative and original designs being produced. However, the downside is the costs involved. The more people there are with different backgrounds in a design team, the more difficult it can be to communicate and make progress forward with the designs being generated.
    5)guidance used in interaction design
    Design guidelines are sets of recommendations towards good practice in design. They are intended to provide clear instructions to designers and developers on how to adopt specific principles, such as intuitiveness, learnability, efficiency, and consistency. Instead of dictating conventions, design guidelines provide helpful advice on how to achieve a design principle that can be platform-specific or cross-platform.
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