1. Good and poor design
1.1. Voice mail system
1.1.1. Extensive and annoying way of connecting with the voice mail system.
1.1.1.1. It is infuriating
1.1.1.2. It is confusing
1.1.1.3. It is inefficient
1.1.1.4. It is difficult to use
1.1.2. Simple and interactive voice mail system with marbles.
1.1.2.1. Uses visual objects to ease use of system
1.1.2.2. It is aesthetically pleasing
1.1.2.3. It only requires one step actions for core functions
1.1.2.4. Simple but elegant design
1.2. What to design?
1.2.1. Interactive products
1.2.1.1. Who will use them?
1.2.1.2. How will they be used?
1.2.1.3. Where will they be used?
1.2.1.4. Activities realized during usage of thought products
1.2.2. Interface designs
1.2.2.1. If online banking is needed
1.2.2.1.1. A secure, trustworthy and easy to manipulate interface
1.2.2.2. Current PC facilitations
1.2.2.2.1. Touch Screen
1.2.2.2.2. Speech-based system
1.2.2.2.3. Handheld devices
1.2.2.2.4. Large interactive displays
1.3. Optimize user interaction with a system, environment, or product
1.3.1. What are people good and bad at
1.3.2. What could possibly help people with their everyday routine
1.3.3. What can provide quality user experiences
1.3.4. What do people want
1.3.5. Involving people in the design
2. Alejandro Gamboa López A01039453
3. Introduction
3.1. Typical day items
3.1.1. Cell phone
3.1.2. TV
3.1.3. Computer
3.1.4. Remote control
3.1.5. Coffee Machine
3.1.6. ATM
3.1.7. iPad
3.2. Reduce negative aspects
3.2.1. Frustration
3.2.2. Annoyance
3.3. Enhance positive aspects
3.3.1. Enjoyment
3.3.2. Engagement
4. The design principles
4.1. Visibility
4.1.1. The more visible functions are, the more likely it is that users will be able to know what to do next
4.2. Feedback
4.2.1. Sending back information about what action has been completed and what has been accomplished
4.3. Constraints
4.3.1. Determine ways of restricting the kinds of user interaction that can take place at any given moment
4.4. Consistency
4.4.1. Design an interface capable of realizing similar elements within operations that are alike for achieving similar tasks
4.5. Affordance
4.5.1. An easily detectable attribute that invites the user to know how to use it