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1.5  The goals of interaction design  13

                        in questionnaires, and even asking them to become co-designers. The findings from
                        the different ways of  engaging and eliciting knowledge from users are then inter-
                        preted with respect to ongoing design activities (we give more detail about all these
                        aspects of evaluation in Chapters 10-14).
                           Equally important as involving users in evaluating an interactive product is un-
                        derstanding what people currently do. This form of  research should take place be-
                        fore building any interactive product. Chapters 3,4, and 5 cover a lot of this ground
                        by explaining in detail how people act and interact with one another, with informa-
                        tion, and  with various technologies, together with describing their strengths and
                        weaknesses. Such knowledge can greatly help designers determine which solutions
                        to choose from the many design alternatives available and how to develop and test
                        these further. Chapter 7 describes how an understanding of  users'  needs can be
                        translated  to requirements,  while Chapter 9 explains how to involve users effec-
                        tively in the design process.
                           A main reason for  having a  better  understanding of  users is  that different
                        users have different needs and interactive  products need to be designed accord-
                        ingly. For  example,  children  have  different expectations  about  how  they  want
                        to learn or play from adults. They may find having interactive quizzes and cartoon
                        characters helping them along to be highly motivating, whereas most adults find
                        them annoying. Conversely, adults often like talking-heads discussions about top-
                        ics, but children find them boring. Just as everyday objects like clothes, food, and
                        games are designed differently for children, teenagers, and adults, so, too, must in-
                        teractive products be designed to match the needs of different kinds of users.
                           In addition to the four basic activities of design, there are three key character-
                        istics of the interaction design process:
                           1.  Users should be involved through the development of the project.
                           2.  Specific usability and user experience goals should be identified, clearly doc-
                              umented, and agreed upon at the beginning of the project.
                           3.  Iteration through the four activities is inevitable.
                        We have already mentioned the importance of  involving users and will return to
                        this topic throughout the book. Iterative design will also be addressed later when
                        we  talk  about  the  various design  and  evaluation  methods by  which  this can  be
                        achieved. In the next section we describe usability and user experience goals.

          1.5  The goals of interaction design

                        Part of  the process of  understanding users' needs, with respect to designing an in-
                        teractive system to support them, is to be clear about your primary objective. Is it
                        to design a very efficient system that will allow users to be highly productive in
                        their work, or is it to design a system that will be challenging and motivating so that
                        it supports effective learning, or is it something else? We call these top-level con-
                        cerns usability goals and user experience goals. The two differ in terms of how they
                        are operationalized, i.e., how they can be met and through what means. Usability
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