Teaching Creative Interface Design: Possibilities and Pitfalls
Interface design is an essential aspect of any interactive system and thus a core component of most Human-Computer Interaction (HCI) curricula. Teaching creative interface design is, however, a challenging task, as it involves both an understanding of HCI theory and practice. A trade-off exists between enforcing the use of standard design aids such as guidelines and patterns, or encouraging the development of creative design solutions. This paper discusses the tensions that exist between these two approaches and explores the possibilities for developing a combined approach to teaching creative interface design. This approach, called ‘ Usable Creativity’ aims to produce usable and creative design solutions.
KeywordsInterface Design Design Guideline Teaching Theory Heuristic Evaluation Interface Metaphor
- 1.J. Preece, Y. Rogers, and H. Sharp, Interaction Design: Beyond Human-Computer Interaction (John Wiley & Sons, Inc., 2002).Google Scholar
- 2.Microsoft Windows User Experience: Official Guidelines for User Interface Developers and Designers, Microsoft Professional Editions (Microsoft Press, 1999).Google Scholar
- 3.B. Shneiderman, Designing the User Interface: Strategies for Effective Human-Computer Interaction, Third Edition (Addison-Wesley, Reading, MA, 1997).Google Scholar
- 4.J. Nielsen, Ten Usability Heuristics, http://www.useit.com/papers/heuristic/heuristic_list.-html, 1994.
- 5.IBM, Web design guidelines, (cited 12 June 2000); http://www-3.ibm/ibm/easy, 1999.
- 6.J. Gong and P. Tarasewich, Guidelines for Handheld Mobile Device Interface Design, in: Proceedings of DSI (Decision Sciences Institute) 2004 Annual Meeting, (Boston, Massechusetts, 2004), pp. 3751 – 3756.Google Scholar
- 7.M. van Welie and H. Traetteberg, Interaction Patterns in User Interfaces in: KoalaPLoP 2000 (Melbourne, Australia, 2000).Google Scholar
- 8.J.L. Wesson and N.L.O. Cowley, Designing with Patterns: Possibilities and Pitfalls, in: IFIP INTERACT'03 Workshop on Software & Usability Cross-Pollination: The Role of Usability Patterns (Zurich, Switzerland, 2003).Google Scholar
- 9.N.L.O. Cowley and J.L. Wesson, An Experiment to Measure the Usefulness of Patterns in the Interaction Design Process, in: Human-Computer Interaction — INTERACT 2005, Lecture Notes in Computer Science 3585, (Springer, Berlin/Heidelberg, 2005), pp. 1142 – 1145.Google Scholar
- 10.A. Dix, T. Ormerod, M. Twidale, C. Sas, P.A.G. da Silva, and L. McKnight, Why bad ideas are a good idea, in: Inventivity: Teaching theory, design and innovation in HCI (HCIEd 2006) (Limerick, Ireland, 2006), pp. 9 – 14.Google Scholar
- 11.M. Lennon and L.J. Bannon, Worksheets in Practice: Gathering Artefacts for Reflection in Interaction Design Education, in: Inventivity: Teaching theory, design and innovation in HCI (HCIEd 2006) (Limerick, Ireland, 2006), pp. 29 – 34.Google Scholar
- 12.M.K. Larusdottir, Using Rapid Contextual Design at Reykjavik University, in: Inventivity: Teaching theory, design and innovation in HCI (HCIEd 2006) (Limerick, Ireland, 2006), pp. 35 –39.Google Scholar
- 13.E. Frakjaer and K. Hornbaek, Metaphors of human thinking, in HCI: Habit, stream of thought, awareness, utterance and knowing, in: Human Factors and Ergonomics Society of Australia and the Australian Computer-Human Conference (HF2002/OzCHI2002) (Melbourne, Australia, 2002).Google Scholar
- 14.B.L.W. Wong, Inventivity in HCI Education, in: Inventivity: Teaching theory, design and innovation in HCI (HCIEd 2006) (Limerick, Ireland, 2006), pp. 67 – 72..Google Scholar
- 15.S. Beckhaus, Seven Factors to Foster Creativity in University HCI Projects, in: Inventivity: Teaching theory, design and innovation in HCI (HCIEd 2006) (Limerick, Ireland, 2006), pp. 91 – 95.Google Scholar
- 16.N. Jackson, Assessing Students' Creativity: Synthesis of Higher Education Teacher Views, http://www.heacademy.ac.uk/assets/York/documents/resources/resourcedatabase/id560_as sessing_creativity_synthesis_of_teachers_views.doc(The Higher Education Academy, 2005).