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1.2  Good and poor design  5

                        multimedia applications, virtual-reality environments, speech-based systems, per-
                        sonal digital assistants  and  large  displays-to  name  but  a few.  There are also
                        many ways of designing the way users can interact with a system (e.g., via the use
                        of  menus, commands, forms, icons,  etc.).  Furthermore,  more and  more  novel
                        forms of interaction are appearing that comprise physical devices with embedded
                        computational power, such as electronic ink, interactive toys, smart fridges, and
                        networked clothing (See Figure 1.2 on Color Plate 1). What this all amounts to is
                        a multitude of choices and decisions that confront designers when developing in-
                        teractive products.
                            A key question for interaction design is: how do you optimize the users' inter-
                        actions with a system, environment or product, so that they match the users' activi-
                        ties that are being supported and extended? One could use intuition and hope for
                        the best. Alternatively, one can be more principled in deciding which choices to
                        make by basing them on an understanding of  the users. This involves:
                              taking into account what people are good and bad at
                              considering what might help people with the way they currently do things
                              thinking through what might provide quality user experiences
                              listening to what people want and getting them involved in the design
                              using "tried and tested" user-based techniques during the design process
                        The aim of  this book is to cover these aspects with the goal of teaching you how to
                        carry  out  interaction  design. In  particular,  it  focuses on  how  to  identify  users'
                        needs, and from this understanding, move to designing usable, useful, and enjoy-
                        able systems.



                        How does making a phone call differ when using:
                              a public phone box
                              a cell phone?
                            How have these devices been designed to take into account (a) the kind of users, (b) type
                            of activity being supported, and (c) context of use?

         Comment         (a)  Public phones are designed to be used by the general public. Many have Braille em-
                            bossed on the keys and speaker volume control to enable people who are blind and
                            hard of hearing to use them.
                            Cell phones are intended for all user groups, although they can be difficult to use for
                            people who are blind or have limited manual dexterity.
                         (b)  Most  phone  boxes are designed  with  a simple mode  of  interaction: insert card  or
                            money and key in the phone number. If engaged or unable to connect the money or
                            card is returned when the receiver is replaced. There is also the option of allowing the
                            caller to make a follow-on call by pressing a button rather than collecting the money
                            and reinserting it again. This function enables the making of  multiple calls to be more
                            efficient.
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