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20  Chapter 1  What is interaction design?
  I
                           hammer to hit a virtual nail represented on the computer screen) compared with
                           using a more efficient way to do the same thing (e.g., selecting an option using com-
                           mand keys) may require more effort but could, conversely, result in a more enjoy-
                          able and fun experience.
                              Recognizing and understanding the trade-offs between usability and user expe-
                           rience goals is important. In particular, this enables designers to become aware of
                           the consequences of  pursuing different combinations of  them in relation to fulfill-
                           ing different users' needs. Obviously, not all of  the usability goals and user experi-
                           ence goals apply to every interactive product being developed. Some combinations
                           will also be incompatible. For example, it may not be possible or desirable to de-
                          sign a process control system that is both safe and fun. As stressed throughout this
                          chapter, what is important depends on the use context, the task at hand, and who
                           the intended users are.



                            elow are a number of proposed interactive products. What do you think are the key usabil-
                            y goals and user experience goals for each of  them?
                             (a)  a mobile device that allows young children to communicate with each other and play
                                collaborative games
                             (b)  a video and computer conferencing system that allows students to learn at home
                             (c)  an Internet application that allows the general public to access their medical records
                                via interactive TV
                             (d)  a CAD system for architects and engineers
                             (e)  an  online  community  that  provides  support  for  people  who  have  recently  been
                                bereaved

            Comment          (a)  Such a collaborative device should be easy to use, effective, efficient, easy to learn
                                and use, fun and entertaining.
                             (b)  Such a learning device should be easy to learn, easy to use, effective, motivating and
                                rewarding.
                             (c)  Such a personal system needs to be safe, easy to use and remember how to use, effi-
                                cient and effective.
                             (d)  Such a tool needs to be easy to learn, easy to remember, have good utility, be safe, ef-
                                ficient, effective, support creativity and be aesthetically pleasing.
                             (e)  Such a system needs to be easy to learn, easy to use, motivating, emotionally satisfy-
                                ing and rewarding.



            1.6  More on usability: design and usability principles
                          Another way of conceptualizing usability is in terms of  design principles. These are
                          generalizable abstractions intended to orient designers towards thinking about dif-
                          ferent aspects of their designs. A well-known example is feedback: systems should
                           be designed to provide adequate feedback to the users to ensure they know what to
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