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]

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Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." 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.

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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.

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User research focuses on understanding user behaviors, needs and motivations through interviews, surveys, usability evaluations and other forms of feedback methodologies. It is used to understand how people interact with products and evaluate whether design solutions meet their needs. This field of research aims at improving the user experience (UX) of products, services, or processes by incorporating experimental and observational research methods to guide the design, development, and refinement of a product. User research is used to improve a multitude of products like websites, mobile phones, medical devices, banking, government services and many more. It is an iterative process that can be used at anytime during product development and is a core part of user-centered design.

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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.