PACT (interaction design)

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In interaction design, PACT (an acronym for People, Activities, Contexts, Technologies) is a structure used to analyse with whom, what and where a user interact with a user interface. [1] Interaction is considered, in this framework, as a relationship between people, activities, contexts, and technologies. [2]

To analyze a user experience (UX) design using PACT, a designer must scope out the possible variety of people, activities, contexts, and technologies in a domain through brainstorming or envisionment techniques. [3] PACT also focuses on three categories for mapping people differences: physical differences, psychological differences, and social differences. [4]

Related Research Articles

Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." Beyond the digital aspect, interaction design is also useful when creating physical (non-digital) products, exploring how a user might interact with it. Common topics of interaction design include design, human–computer interaction, and software development. While interaction design has an interest in form, its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field as opposed to a science or engineering field.

Interactivity Interaction between two or more arbitrary quantities, things or persons

Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks.

Information appliance mobile device that can process information

An information appliance (IA) is an appliance that is designed to easily perform a specific electronic function such as playing music, photography, or editing text.

User experience (UX) is a person's emotions and attitudes about using a particular product, system or service. It includes the practical, experiential, affective, meaningful and valuable aspects of human–computer interaction and product ownership. Additionally, it includes a person's perceptions of system aspects such as utility, ease of use and efficiency. User experience may be subjective in nature to the degree that it is about individual perception and thought with respect to a product or system. User experience varies dynamically, constantly modifying over time due to changing usage circumstances. Simplified, user experience is about how a user interacts with, and experiences, a product.

Human-centered computing (HCC) studies the design, development, and deployment of mixed-initiative human-computer systems. It is emerged from the convergence of multiple disciplines that are concerned both with understanding human beings and with the design of computational artifacts. Human-centered computing is closely related to human-computer interaction and information science. Human-centered computing is usually concerned with systems and practices of technology use while human-computer interaction is more focused on ergonomics and the usability of computing artifacts and information science is focused on practices surrounding the collection, manipulation, and use of information.

Service design is the activity of planning and organizing people, infrastructure, communication and material components of a service in order to improve its quality and the interaction between the service provider and its customers. Service design may function as a way to inform changes to an existing service or create a new service entirely.

Interaction design patterns are design patterns applied in the context human-computer interaction, describing common designs for graphical user interfaces.

Universal usability refers to the design of information and communications products and services that are usable for every citizen. The concept has been advocated by Professor Ben Shneiderman, a computer scientist at the Human-Computer Interaction Lab at the University of Maryland, College Park. He also provided a more practical definition of universal usability – "having more than 90% of all households as successful users of information and communications services at least once a week." The concept of universal usability is closely related to the concepts of universal design and design for all. These three concepts altogether cover, from the user's end to the developer's end, the three important research areas of information and communications technology (ICT): use, access, and design.

The notion of affective design emerged from the field of human–computer interaction (HCI) and more specifically from the developing area of affective computing. Affective design involves designing interfaces to enable human-computer interactions where emotional information is communicated by the user in a natural and comfortable way - the computer processes the emotional information and may adapt or respond to try to improve the interaction in some way. Affective design, along with the traditional HCI usability and accessibility, constitutes the important qualities of user experience (UX) as it contributes in the improvement of the user's personal condition in relation with the computing system.

User experience design is the process of manipulating user behavior through usability, usefulness, and desirability provided in the interaction with a product. User experience design encompasses traditional human–computer interaction (HCI) design and extends it by addressing all aspects of a product or service as perceived by users. Experience design (XD) is the practice of designing products, processes, services, events, omnichannel journeys, and environments with a focus placed on the quality of the user experience and culturally relevant solutions. Experience design is not driven by a single design discipline. Instead, it requires a cross-discipline perspective that considers multiple aspects of the brand/ business/ environment/ experience from product, packaging, and retail environment to the clothing and attitude of employees. Experience design seeks to develop the experience of a product, service, or event along any or all of the following dimensions:

Human-centered design (HCD) [also Human-centred design, as used in ISO standards] is an approach to problem solving, commonly used in design and management frameworks that develops solutions to problems by involving the human perspective in all steps of the problem-solving process. Human involvement typically takes place in observing the problem within context, brainstorming, conceptualizing, developing, and implementing the solution.

Mobile interaction

Mobile interaction is the study of interaction between mobile users and computers. Mobile interaction is an aspect of human–computer interaction that emerged when computers became small enough to enable mobile usage, around the 1990s.

Human–computer interaction (HCI) studies the design and use of computer technology, focused on the interfaces between people (users) and computers. Researchers in the field of HCI observe the ways in which humans interact with computers and design technologies that let humans interact with computers in novel ways. As a field of research, human–computer interaction is situated at the intersection of computer science, behavioural sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their seminal 1983 book, The Psychology of Human–Computer Interaction, although the authors first used the term in 1980 and the first known use was in 1975. The term connotes that, unlike other tools with only limited uses, a computer has many uses and this takes place as an open-ended dialog between the user and the computer. The notion of dialog likens human–computer interaction to human-to-human interaction, an analogy which is crucial to theoretical considerations in the field.

Sonic interaction design is the study and exploitation of sound as one of the principal channels conveying information, meaning, and aesthetic/emotional qualities in interactive contexts. Sonic interaction design is at the intersection of interaction design and sound and music computing. If interaction design is about designing objects people interact with, and such interactions are facilitated by computational means, in sonic interaction design, sound is mediating interaction either as a display of processes or as an input medium.

User experience evaluation (UXE) or user experience assessment (UXA) refers to a collection of methods, skills and tools utilized to uncover how a person perceives a system before, during and after interacting with it. It is non-trivial to assess user experience since user experience is subjective, context-dependent and dynamic over time. For a UXA study to be successful, the researcher has to select the right dimensions, constructs, and methods and target the research for the specific area of interest such as game, transportation, mobile, etc.

A living lab, or living laboratory, is a research concept, which may be defined as a user-centered, iterative, open-innovation ecosystem, often operating in a territorial context, integrating concurrent research and innovation processes within a public-private-people partnership.

Jared Spool is an American writer, researcher, speaker, educator, and an expert on the subjects of usability, software, design, and research. He is the founding principal of User Interface Engineering, a research, training, and consulting firm that specializes in website and product usability. He is also an amateur magician. Spool attended Niskayuna High School in Niskayuna, NY.

A blended space is a space in which a physical environment and a virtual environment are deliberately integrated in a close knit way. The aim of blended space design is to provide people with the experience of feeling a sense of presence in the blended space, acting directly on the content of the blended space. Examples of blended spaces include augmented reality devices such as the Microsoft Hololens and games such as Pokemon GO in addition to many smartphone tourism apps, smart meeting rooms and applications such as bus tracker systems.

Behavioural design

Behavioural design is a sub-category of design, which is concerned with how design can shape, or be used to influence human behaviour. All approaches of design for behaviour change acknowledge that artefacts have an important influence on human behaviour and/or behavioural decisions. They strongly draw on theories of behavioural change, including the division into personal, behavioural, and environmental characteristics as drivers for behaviour change. Areas in which design for behaviour change has been most commonly applied include health and wellbeing, sustainability, safety and social context, as well as crime prevention.

Feminist HCI is a subfield of human-computer interaction that focuses on helping the field of HCI build interactions that pay attention to gender, equity, and social justice in research and in the design process.

References

  1. Benyon, David (2005). Designing Interactive Systems: People, Activities, Contexts, Technologies. Addison Wesley. ISBN   978-0321116291.
  2. Benyon, David (2014). Spaces of Interaction, Places for Experience: Places for Experience. Morgan & Claypool Publishers. p. 3. ISBN   9781608457717.
  3. Benyon, David (2019). Designing User Experience: A Guide to HCI, UX and Interaction Design. Pearson UK. pp. 2–17. ISBN   9781292155531.
  4. Ciussi, Dr Melanie (2018). ECGBL 2018 12th European Conference on Game-Based Learning. Reading, UK: Academic Conferences and Publishing Limited. p. 63. ISBN   9781911218999.