02 intro to interaction design
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02 intro to interaction design 02 intro to interaction design Presentation Transcript

  • principles ofinteraction design 1lecture 02 | 365 design for the wwwjoe natoli | givegoodux.com
  • what is interaction design?joe natoli | givegoodux.com
  • interaction design 3joe natoli | givegoodux.com
  • interaction design 3 defines the structure and behavior of interactive systemsjoe natoli | givegoodux.com
  • interaction design 3 defines the structure and behavior of interactive systems is grounded in an understanding of user goals, tasks, experiences, needs, and wants – and balances these needs with business goals and technological capabilitiesjoe natoli | givegoodux.com
  • interaction design 3 defines the structure and behavior of interactive systems is grounded in an understanding of user goals, tasks, experiences, needs, and wants – and balances these needs with business goals and technological capabilities strives to create meaningful relationships between people and the products and services they usejoe natoli | givegoodux.com
  • interaction design 4joe natoli | givegoodux.com
  • interaction design 4 ➡ effectively communicates interactivity and functionalityjoe natoli | givegoodux.com
  • interaction design 4 ➡ effectively communicates interactivity and functionality ➡ defines behaviors that communicate system response to user actionsjoe natoli | givegoodux.com
  • interaction design 4 ➡ effectively communicates interactivity and functionality ➡ defines behaviors that communicate system response to user actions ➡ reveals both simple and complex workflowsjoe natoli | givegoodux.com
  • interaction design 4 ➡ effectively communicates interactivity and functionality ➡ defines behaviors that communicate system response to user actions ➡ reveals both simple and complex workflows ➡ informs users about state changesjoe natoli | givegoodux.com
  • interaction design 4 ➡ effectively communicates interactivity and functionality ➡ defines behaviors that communicate system response to user actions ➡ reveals both simple and complex workflows ➡ informs users about state changes ➡ prevents user errorjoe natoli | givegoodux.com
  • 5joe natoli | givegoodux.com
  • five essential principles 5joe natoli | givegoodux.com
  • five essential principles 5joe natoli | givegoodux.com
  • five essential principles 5joe natoli | givegoodux.com
  • IxD is consistentjoe natoli | givegoodux.com
  • IxD is consistent 7joe natoli | givegoodux.com
  • IxD is consistent 7joe natoli | givegoodux.com
  • IxD is consistent 7 don’t be different just to be different – be different when it’s better.joe natoli | givegoodux.com
  • IxD is consistent 7 don’t be different just to be different – be different when it’s better. when visitors start asking why something is the way it is, they’re focused on the interface and not on the content or the experiencejoe natoli | givegoodux.com
  • IxD is consistent 7 don’t be different just to be different – be different when it’s better. when visitors start asking why something is the way it is, they’re focused on the interface and not on the content or the experience differences can draw attention, but they can also cause distractionjoe natoli | givegoodux.com
  • IxD is consistent 7 don’t be different just to be different – be different when it’s better. when visitors start asking why something is the way it is, they’re focused on the interface and not on the content or the experience differences can draw attention, but they can also cause distractionjoe natoli | givegoodux.com
  • IxD is consistent 8joe natoli | givegoodux.com
  • IxD is consistent 8joe natoli | givegoodux.com
  • IxD is consistent 8 components with similar behavior should have a similar appearancejoe natoli | givegoodux.com
  • IxD is consistent 8 components with similar behavior should have a similar appearance components with different behavior should have a different appearancejoe natoli | givegoodux.com
  • IxD is consistent 9joe natoli | givegoodux.com
  • IxD is consistent 9joe natoli | givegoodux.com
  • IxD is consistent 9 sloppy design is distracting – and inattention to detail reduces credibility and trustjoe natoli | givegoodux.com
  • IxD is consistent 9 sloppy design is distracting – and inattention to detail reduces credibility and trust ➡ color and pattern file optimization and color shiftsjoe natoli | givegoodux.com
  • IxD is consistent 9 sloppy design is distracting – and inattention to detail reduces credibility and trust ➡ color and pattern file optimization and color shifts ➡ size, proportion, rotation scaling and skewingjoe natoli | givegoodux.com
  • IxD is consistent 9 sloppy design is distracting – and inattention to detail reduces credibility and trust ➡ color and pattern file optimization and color shifts ➡ size, proportion, rotation scaling and skewing ➡ shape rounded corners, glows, and shadowsjoe natoli | givegoodux.com
  • IxD is consistent 10joe natoli | givegoodux.com
  • IxD is consistent 10behaviorjoe natoli | givegoodux.com
  • IxD is consistent 10behavior ➡ transitions, rollovers, tooltips, etc. should behave consistentlyjoe natoli | givegoodux.com
  • IxD is consistent 10behavior ➡ transitions, rollovers, tooltips, etc. should behave consistently ➡ leverage the visitor’s prior experience to make the site easier to usejoe natoli | givegoodux.com
  • IxD is consistent 10behavior voice ➡ transitions, rollovers, tooltips, etc. should behave consistently ➡ leverage the visitor’s prior experience to make the site easier to usejoe natoli | givegoodux.com
  • IxD is consistent 10behavior voice ➡ transitions, rollovers, tooltips, ➡ labels and terms should be the etc. should behave consistently same throughout – different labels mean different information ➡ leverage the visitor’s prior or outcomes experience to make the site easier to usejoe natoli | givegoodux.com
  • IxD is consistent 10behavior voice ➡ transitions, rollovers, tooltips, ➡ labels and terms should be the etc. should behave consistently same throughout – different labels mean different information ➡ leverage the visitor’s prior or outcomes experience to make the site easier to use ➡ content and imagery – photos, illustrations, and iconography – should have a stable and consistent style.joe natoli | givegoodux.com
  • IxD is consistent 11joe natoli | givegoodux.com
  • IxD is consistent 11joe natoli | givegoodux.com
  • IxD is consistent 11 design patterns patterntap.comjoe natoli | givegoodux.com
  • IxD is consistent 11 design patterns patterntap.com ➡ a reusable solution to a recurring problemjoe natoli | givegoodux.com
  • IxD is consistent 11 design patterns patterntap.com ➡ a reusable solution to a recurring problem ➡ content may change, but interaction and process remains the samejoe natoli | givegoodux.com
  • IxD is consistent 11 design patterns patterntap.com ➡ a reusable solution to a recurring problem ➡ content may change, but interaction and process remains the same ➡ interactions and outcomes become consistent (and predictable)joe natoli | givegoodux.com
  • IxD is visiblejoe natoli | givegoodux.com
  • IxD is visible 13joe natoli | givegoodux.com
  • IxD is visible 13 you can’t invite interaction and engage visitors if they’re aware that the opportunity to interact exists!joe natoli | givegoodux.com
  • IxD is visible 13 you can’t invite interaction and engage visitors if they’re aware that the opportunity to interact exists!joe natoli | givegoodux.com
  • IxD is visible 14joe natoli | givegoodux.com
  • IxD is visible 14 discoverability shouldn’t involve luck or chance – people should be able to presume, deduce, or infer that an opportunity to interact is availablejoe natoli | givegoodux.com
  • IxD is visible 14 discoverability shouldn’t involve luck or chance – people should be able to presume, deduce, or infer that an opportunity to interact is available use content hinting – avoid “false bottoms” when more content and interactivity exists below the fold or beyond the visible spacejoe natoli | givegoodux.com
  • IxD is visible 14 discoverability shouldn’t involve luck or chance – people should be able to presume, deduce, or infer that an opportunity to interact is available use content hinting – avoid “false bottoms” when more content and interactivity exists below the fold or beyond the visible spacejoe natoli | givegoodux.com
  • IxD is visible 14 discoverability shouldn’t involve luck or chance – people should be able to presume, deduce, or infer that an opportunity to interact is available use content hinting – avoid “false bottoms” when more content and interactivity exists below the fold or beyond the visible spacejoe natoli | givegoodux.com
  • IxD is visible 14 discoverability shouldn’t involve luck or chance – people should be able to presume, deduce, or infer that an opportunity to interact is available use content hinting – avoid “false bottoms” when more content and interactivity exists below the fold or beyond the visible spacejoe natoli | givegoodux.com
  • IxD is visible 14 discoverability shouldn’t involve luck or chance – people should be able to presume, deduce, or infer that an opportunity to interact is available use content hinting – avoid “false bottoms” when more content and interactivity exists below the fold or beyond the visible spacejoe natoli | givegoodux.com
  • IxD is visible 15joe natoli | givegoodux.com
  • IxD is visible 15 click and tapjoe natoli | givegoodux.com
  • IxD is visible 15 click and tap ➡ people attempt interaction with anything that could possibly be clickable or touchablejoe natoli | givegoodux.com
  • IxD is visible 15 click and tap ➡ people attempt interaction with anything that could possibly be clickable or touchable ➡ standard UI components are understood to be interactivejoe natoli | givegoodux.com
  • IxD is visible 15 click and tap ➡ people attempt interaction with anything that could possibly be clickable or touchable ➡ standard UI components are understood to be interactive ➡ different text color, 3D, icons invite interactionjoe natoli | givegoodux.com
  • IxD is visible 15 click and tap ➡ people attempt interaction with anything that could possibly be clickable or touchable ➡ standard UI components are understood to be interactive ➡ different text color, 3D, icons invite interactionjoe natoli | givegoodux.com
  • IxD is visible 16joe natoli | givegoodux.com
  • IxD is visible 16 touch and gesturesjoe natoli | givegoodux.com
  • IxD is visible 16 touch and gestures ➡ there is no hover for touch screens.joe natoli | givegoodux.com
  • IxD is visible 16 touch and gestures ➡ there is no hover for touch screens. ➡ consider the lefties of the world by making interfaces “reversible”joe natoli | givegoodux.com
  • IxD is visible 16 touch and gestures ➡ there is no hover for touch screens. ➡ consider the lefties of the world by making interfaces “reversible” ➡ don’t make people reach over the interface and obstruct their viewjoe natoli | givegoodux.com
  • IxD is visible 16 touch and gestures ➡ there is no hover for touch screens. ➡ consider the lefties of the world by making interfaces “reversible” ➡ don’t make people reach over the interface and obstruct their viewjoe natoli | givegoodux.com
  • IxD is visible 17joe natoli | givegoodux.com
  • IxD is visible 17 drag and dropjoe natoli | givegoodux.com
  • IxD is visible 17 drag and drop ➡ indicate what can be draggedjoe natoli | givegoodux.com
  • IxD is visible 17 drag and drop ➡ indicate what can be dragged ➡ use ghosting during movementjoe natoli | givegoodux.com
  • IxD is visible 17 drag and drop ➡ indicate what can be dragged ➡ use ghosting during movement ➡ indicate where objects can and cannot be droppedjoe natoli | givegoodux.com
  • IxD is visible 17 drag and drop ➡ indicate what can be dragged ➡ use ghosting during movement ➡ indicate where objects can and cannot be droppedjoe natoli | givegoodux.com
  • IxD is visible 18joe natoli | givegoodux.com
  • IxD is visible 18 open/close (hide/show)joe natoli | givegoodux.com
  • IxD is visible 18 open/close (hide/show) ➡ indicate when more content is available.joe natoli | givegoodux.com
  • IxD is visible 18 open/close (hide/show) ➡ indicate when more content is available.joe natoli | givegoodux.com
  • IxD is visible 18 open/close (hide/show) ➡ indicate when more content is available.joe natoli | givegoodux.com
  • IxD is visible 18 open/close (hide/show) ➡ indicate when more content is available. ➡ use adaptive or responsive layouts: pages and columns change height (or width) in a liquid wayjoe natoli | givegoodux.com
  • IxD is visible 18 open/close (hide/show) ➡ indicate when more content is available. ➡ use adaptive or responsive layouts: pages and columns change height (or width) in a liquid wayjoe natoli | givegoodux.com
  • IxD is visible 18 open/close (hide/show) ➡ indicate when more content is available. ➡ use adaptive or responsive layouts: pages and columns change height (or width) in a liquid wayjoe natoli | givegoodux.com
  • IxD is learnablejoe natoli | givegoodux.com
  • IxD is learnable 20joe natoli | givegoodux.com
  • IxD is learnable 20joe natoli | givegoodux.com
  • IxD is learnable 20 interactions should be easy to learn and easy to rememberjoe natoli | givegoodux.com
  • IxD is learnable 20 interactions should be easy to learn and easy to remember ➡ ideally use it once, learn it rapidly, remember it foreverjoe natoli | givegoodux.com
  • IxD is learnable 20 interactions should be easy to learn and easy to remember ➡ ideally use it once, learn it rapidly, remember it forever ➡ practically use it a few times, learn it, and hope they remember it for next timejoe natoli | givegoodux.com
  • IxD is learnable 21joe natoli | givegoodux.com
  • IxD is learnable 21 intuitive really means “single trial learning”joe natoli | givegoodux.com
  • IxD is learnable 21 intuitive really means “single trial learning” even interfaces that are easy to use may require learning, and the more we use it, the easier it seemsjoe natoli | givegoodux.com
  • IxD is learnable 21 intuitive really means “single trial learning” even interfaces that are easy to use may require learning, and the more we use it, the easier it seems we learn behaviors from experiences across the web, devices, and real-world places and objectsjoe natoli | givegoodux.com
  • IxD is learnable 21 intuitive really means “single trial learning” even interfaces that are easy to use may require learning, and the more we use it, the easier it seems we learn behaviors from experiences across the web, devices, and real-world places and objects (learning transfer/affordances)joe natoli | givegoodux.com
  • IxD is learnable 21 intuitive really means “single trial learning” even interfaces that are easy to use may require learning, and the more we use it, the easier it seems we learn behaviors from experiences across the web, devices, and real-world places and objects (learning transfer/affordances)joe natoli | givegoodux.com
  • IxD is learnable 22joe natoli | givegoodux.com
  • IxD is learnable 22 gestures for touch interfaces pose new (old?) challengesjoe natoli | givegoodux.com
  • IxD is learnable 22 gestures for touch interfaces pose new (old?) challenges gestures are “invisible” and leave no trace —it’s possible to do something and get a desired result, yet not be able to understand or remember what you didjoe natoli | givegoodux.com
  • IxD is learnable 22 gestures for touch interfaces pose new (old?) challenges gestures are “invisible” and leave no trace —it’s possible to do something and get a desired result, yet not be able to understand or remember what you did (or accidentally interact with unintended touches)joe natoli | givegoodux.com
  • IxD is learnable 22 gestures for touch interfaces pose new (old?) challenges gestures are “invisible” and leave no trace —it’s possible to do something and get a desired result, yet not be able to understand or remember what you did (or accidentally interact with unintended touches)joe natoli | givegoodux.com
  • IxD is learnable 23joe natoli | givegoodux.com
  • IxD is learnable 23joe natoli | givegoodux.com
  • IxD is learnable 23 gestures can be arbitraryjoe natoli | givegoodux.com
  • IxD is learnable 23 gestures can be arbitrary ➡ tap and release, tap and hold, tap and hold long, double-tap, multi-finger tap, tap/hold and drag, single finger drag, multi- finger drag, pinch, stretch, etc....!joe natoli | givegoodux.com
  • IxD is learnable 23 gestures can be arbitrary ➡ tap and release, tap and hold, tap and hold long, double-tap, multi-finger tap, tap/hold and drag, single finger drag, multi- finger drag, pinch, stretch, etc....! ➡ swipe moving an image in a window but not moving the page containing the windowjoe natoli | givegoodux.com
  • IxD is learnable 24 “When you do things right, people wont be sure youve done anything at all.” - God, Futurama episodejoe natoli | givegoodux.com
  • IxD is predictablejoe natoli | givegoodux.com
  • IxD is predictable 26joe natoli | givegoodux.com
  • IxD is predictable 26“If you can accurately predict whats going to happen nextin an interaction, its because the action youre taking isunderstandable, clear, logical, and makes you feel confident.”joe natoli | givegoodux.com
  • IxD is predictable 26“If you can accurately predict whats going to happen nextin an interaction, its because the action youre taking isunderstandable, clear, logical, and makes you feel confident.”-Robert Hoekman, Jr.joe natoli | givegoodux.com
  • IxD is predictable 26“If you can accurately predict whats going to happen nextin an interaction, its because the action youre taking isunderstandable, clear, logical, and makes you feel confident.”-Robert Hoekman, Jr.design should set accurate expectations about what willhappen before the interaction has occurredjoe natoli | givegoodux.com
  • IxD is predictable 27joe natoli | givegoodux.com
  • IxD is predictable 27can users answer: joe natoli | givegoodux.com
  • IxD is predictable 27can users answer: ➡ where are you? joe natoli | givegoodux.com
  • IxD is predictable 27can users answer: ➡ where are you? ➡ how did you arrive here? joe natoli | givegoodux.com
  • IxD is predictable 27can users answer: ➡ where are you? ➡ how did you arrive here? ➡ what can you do here? joe natoli | givegoodux.com
  • IxD is predictable 27can users answer: ➡ where are you? ➡ how did you arrive here? ➡ what can you do here? ➡ where can you go from here? joe natoli | givegoodux.com
  • IxD is predictable 27can users answer: if you can drop a person into the depths of a site or application, ask ➡ where are you? these four questions, and get correct answers to all four, then you have: ➡ how did you arrive here? ➡ what can you do here? ➡ where can you go from here? joe natoli | givegoodux.com
  • IxD is predictable 27can users answer: if you can drop a person into the depths of a site or application, ask ➡ where are you? these four questions, and get correct answers to all four, then you have: ➡ how did you arrive here? 1. provided a strong sense of place ➡ what can you do here? ➡ where can you go from here? joe natoli | givegoodux.com
  • IxD is predictable 27can users answer: if you can drop a person into the depths of a site or application, ask ➡ where are you? these four questions, and get correct answers to all four, then you have: ➡ how did you arrive here? 1. provided a strong sense of place ➡ what can you do here? 2. set the correct expectations ➡ where can you go from here? joe natoli | givegoodux.com
  • IxD is predictable 27can users answer: if you can drop a person into the depths of a site or application, ask ➡ where are you? these four questions, and get correct answers to all four, then you have: ➡ how did you arrive here? 1. provided a strong sense of place ➡ what can you do here? 2. set the correct expectations ➡ where can you go from here? 3. made it possible for people to accurately predict outcomes of interactions joe natoli | givegoodux.com
  • IxD is predictable 28joe natoli | givegoodux.com
  • IxD is predictable 28joe natoli | givegoodux.com
  • IxD is predictable 28 people are click-happyjoe natoli | givegoodux.com
  • IxD is predictable 28 people are click-happy ➡ when they don’t know what to do or what they can do, they’ll attempt interaction with anythingjoe natoli | givegoodux.com
  • IxD is predictable 28 people are click-happy ➡ when they don’t know what to do or what they can do, they’ll attempt interaction with anything ➡ when they know what they can do and what will happen, they interact with only what’s necessary to complete their task and accomplish their goalsjoe natoli | givegoodux.com
  • IxD is predictable 29joe natoli | givegoodux.com
  • IxD is predictable 29joe natoli | givegoodux.com
  • IxD is predictable 29 use previews to set user expectations for new or complex interactionsjoe natoli | givegoodux.com
  • IxD is predictable 29 use previews to set user expectations for new or complex interactions ➡ show what can be done while the interface loadsjoe natoli | givegoodux.com
  • IxD is predictable 29 use previews to set user expectations for new or complex interactions ➡ show what can be done while the interface loads ➡ show a high-level view of the structure to provide context (a “map”)joe natoli | givegoodux.com
  • IxD is predictable 30joe natoli | givegoodux.com
  • IxD is predictable 30joe natoli | givegoodux.com
  • IxD is predictable 30 labels, instructions, icons, and images can all be used to set expectations about:joe natoli | givegoodux.com
  • IxD is predictable 30 labels, instructions, icons, and images can all be used to set expectations about: ➡ what to do (touch here!)joe natoli | givegoodux.com
  • IxD is predictable 30 labels, instructions, icons, and images can all be used to set expectations about: ➡ what to do (touch here!) ➡ what will happen (open this, drag this over there)joe natoli | givegoodux.com
  • IxD is predictable 30 labels, instructions, icons, and images can all be used to set expectations about: ➡ what to do (touch here!) ➡ what will happen (open this, drag this over there) ➡ where the visitor will go (foster a sense of place)joe natoli | givegoodux.com
  • IxD is predictable 30 labels, instructions, icons, and images can all be used to set expectations about: ➡ what to do (touch here!) ➡ what will happen (open this, drag this over there) ➡ where the visitor will go (foster a sense of place) ➡ how the screen will respond (do X and Y will happen)joe natoli | givegoodux.com
  • IxD provides feedbackjoe natoli | givegoodux.com
  • IxD provides feedback 32joe natoli | givegoodux.com
  • IxD provides feedback 32joe natoli | givegoodux.com
  • IxD provides feedback 32 feedback provides:joe natoli | givegoodux.com
  • IxD provides feedback 32 feedback provides: ➡ location where am I?joe natoli | givegoodux.com
  • IxD provides feedback 32 feedback provides: ➡ location where am I? ➡ status what’s happening? is it still happening?joe natoli | givegoodux.com
  • IxD provides feedback 32 feedback provides: ➡ location where am I? ➡ status what’s happening? is it still happening? ➡ future (via previews) what will happen?joe natoli | givegoodux.com
  • IxD provides feedback 32 feedback provides: ➡ location where am I? ➡ status what’s happening? is it still happening? ➡ future (via previews) what will happen? ➡ outcomes/results it has happenedjoe natoli | givegoodux.com
  • IxD provides feedback 33joe natoli | givegoodux.com
  • IxD provides feedback 33 every action should produce a visible, understandable and immediate reactionjoe natoli | givegoodux.com
  • IxD provides feedback 33 every action should produce a visible, understandable and immediate reaction ➡ acknowledge interactions let people know they have been heard (or felt or seen)joe natoli | givegoodux.com
  • IxD provides feedback 33 every action should produce a visible, understandable and immediate reaction ➡ acknowledge interactions let people know they have been heard (or felt or seen) ➡ failing to acknowledge an interaction can lead to unnecessary repetition of actions and errors or mistakesjoe natoli | givegoodux.com
  • IxD provides feedback 33 every action should produce a visible, understandable and immediate reaction ➡ acknowledge interactions let people know they have been heard (or felt or seen) ➡ failing to acknowledge an interaction can lead to unnecessary repetition of actions and errors or mistakesjoe natoli | givegoodux.com
  • IxD provides feedback 34joe natoli | givegoodux.com
  • IxD provides feedback 34joe natoli | givegoodux.com
  • IxD provides feedback 34 ➡ don’t interrupt the experience complement, not complicatejoe natoli | givegoodux.com
  • IxD provides feedback 34 ➡ don’t interrupt the experience complement, not complicate ➡ allow undo to reverse choices (and correct mistakes)joe natoli | givegoodux.com
  • IxD provides feedback 34 ➡ don’t interrupt the experience complement, not complicate ➡ allow undo to reverse choices (and correct mistakes) ➡ mistakes are incorrect choices, but don’t always result in errors I can accidentally transfer $1000 instead of $100, but it’s not an error unless I don’t have $1000 to transferjoe natoli | givegoodux.com
  • IxD provides feedback 35joe natoli | givegoodux.com
  • IxD provides feedback 35 error prevention is the best error handling complement, not complicatejoe natoli | givegoodux.com
  • IxD provides feedback 35 error prevention is the best error handling complement, not complicate error messages should:joe natoli | givegoodux.com
  • IxD provides feedback 35 error prevention is the best error handling complement, not complicate error messages should: ➡ describe what happened,joe natoli | givegoodux.com
  • IxD provides feedback 35 error prevention is the best error handling complement, not complicate error messages should: ➡ describe what happened, ➡ explain why it happened,joe natoli | givegoodux.com
  • IxD provides feedback 35 error prevention is the best error handling complement, not complicate error messages should: ➡ describe what happened, ➡ explain why it happened, ➡ suggest a fixjoe natoli | givegoodux.com
  • IxD provides feedback 35 error prevention is the best error handling complement, not complicate error messages should: ➡ describe what happened, ➡ explain why it happened, ➡ suggest a fix ➡ never blame the personjoe natoli | givegoodux.com
  • IxD provides feedback 35 error prevention is the best error handling complement, not complicate error messages should: ➡ describe what happened, ➡ explain why it happened, ➡ suggest a fix ➡ never blame the personjoe natoli | givegoodux.com
  • IxD provides feedback 35 error prevention is the best error handling complement, not complicate error messages should: ➡ describe what happened, ➡ explain why it happened, ➡ suggest a fix ➡ never blame the personjoe natoli | givegoodux.com
  • IxD provides feedback 35 error prevention is the best error handling complement, not complicate error messages should: ➡ describe what happened, ➡ explain why it happened, ➡ suggest a fix ➡ never blame the personjoe natoli | givegoodux.com
  • these 5 factors are interrelated.joe natoli | givegoodux.com
  • these 5 factors are interrelated 37joe natoli | givegoodux.com
  • these 5 factors are interrelated 37 consistency helps us use learned behaviors in similar situationsjoe natoli | givegoodux.com
  • these 5 factors are interrelated 37 consistency helps us use learned behaviors in similar situations visibility of opportunity can invite interactionjoe natoli | givegoodux.com
  • these 5 factors are interrelated 37 consistency helps us use learned behaviors in similar situations visibility of opportunity can invite interaction learning is easier when predictions (or expectations) are accuratejoe natoli | givegoodux.com
  • these 5 factors are interrelated 37 consistency helps us use learned behaviors in similar situations visibility of opportunity can invite interaction learning is easier when predictions (or expectations) are accurate feedback facilitates learning.joe natoli | givegoodux.com
  • these 5 factors are interrelated 38joe natoli | givegoodux.com
  • these 5 factors are interrelated 38joe natoli | givegoodux.com
  • 39joe natoli | givegoodux.com
  • your responsibilities 39joe natoli | givegoodux.com
  • your responsibilities 39you are not designing for yourself.joe natoli | givegoodux.com
  • your responsibilities 39you are not designing for yourself.understand the goals and needs for which you are designing.joe natoli | givegoodux.com
  • your responsibilities 39you are not designing for yourself.understand the goals and needs for which you are designing.think analytically and critically about the design and the experience.joe natoli | givegoodux.com
  • your responsibilities 39you are not designing for yourself.understand the goals and needs for which you are designing.think analytically and critically about the design and the experience.never hinder, obstruct, or interfere with the experience.joe natoli | givegoodux.com
  • your responsibilities 39you are not designing for yourself.understand the goals and needs for which you are designing.think analytically and critically about the design and the experience.never hinder, obstruct, or interfere with the experience.advocate for the visitor yet strive to achieve to the business goals.joe natoli | givegoodux.com
  • your responsibilities 39you are not designing for yourself.understand the goals and needs for which you are designing.think analytically and critically about the design and the experience.never hinder, obstruct, or interfere with the experience.advocate for the visitor yet strive to achieve to the business goals.break everything you design by being your own worst visitor.joe natoli | givegoodux.com
  • your responsibilities 39you are not designing for yourself.understand the goals and needs for which you are designing.think analytically and critically about the design and the experience.never hinder, obstruct, or interfere with the experience.advocate for the visitor yet strive to achieve to the business goals.break everything you design by being your own worst visitor.you are not designing for yourself.joe natoli | givegoodux.com
  • joe natoli | givegoodux.com
  • assignmentjoe natoli | givegoodux.com
  • assignment Interaction Design Generation Challengejoe natoli | givegoodux.com
  • joe natoli | givegoodux.com
  • Microsoft Word has a feature that allows you to create tables.joe natoli | givegoodux.com
  • Microsoft Word has a feature that allows you to create tables. When you click on the Insert tab in the ribbon, and select the Table option, you get this:joe natoli | givegoodux.com
  • Microsoft Word has a feature that allows you to create tables. When you click on the Insert tab in the ribbon, and select the Table option, you get this:joe natoli | givegoodux.com
  • joe natoli | givegoodux.com
  • You can then use the Design and Layout tabs in the “ribbon” to format and adjust the table.joe natoli | givegoodux.com
  • You can then use the Design and Layout tabs in the “ribbon” to format and adjust the table.joe natoli | givegoodux.com
  • joe natoli | givegoodux.com
  • your mission:joe natoli | givegoodux.com
  • your mission:improve the user experience of thisfeature by redesigning the interactionand interface for creating andformatting tables.joe natoli | givegoodux.com
  • your mission:improve the user experience of thisfeature by redesigning the interactionand interface for creating andformatting tables.think big, but make things easy andstraightforward, and please don’t feelconstrained to stay within the ribbonparadigm.joe natoli | givegoodux.com
  • your mission:improve the user experience of thisfeature by redesigning the interactionand interface for creating andformatting tables.think big, but make things easy andstraightforward, and please don’t feelconstrained to stay within the ribbonparadigm.sketches only - no computer.joe natoli | givegoodux.com
  • your mission:improve the user experience of thisfeature by redesigning the interactionand interface for creating andformatting tables.think big, but make things easy andstraightforward, and please don’t feelconstrained to stay within the ribbonparadigm.sketches only - no computer.joe natoli | givegoodux.com