Interaction Design Concepts

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A very quick presentation I put together awhile ago to school my colleagues in the concept of Interaction Design. Yep, it's very basic, not super 'I'm using other people's Flickr photos of flowers' flashy.

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  • -not limited to the tech sphere
    -any place where people interact with systems or artifacts
    -very deep, deep discipline
    -under the wholistic discipline of user experience design
    -Communicates a system’s interactivity and functionality
    -Reveals workflows
    -Informs users about system state changes and prevents user error
    -Interaction design is grounded in an understanding of real users (goals, tasks, experiences, needs, and wants) and balances these needs with business goals and technological capabilities.
    -contest form
    -form design
  • Design model is what we want to create.
    System Image represents our Design Model.
    User Model is another term for User Mode another term for Mental Model ~ how users expect to interact.
  • Design model is what we want to create.
    System Image represents our Design Model.
    User Model is another term for User Mode another term for Mental Model ~ how users expect to interact.
    Designers and users take part in a time-shifted conversation.
  • Online, visual recognition is not as important as remembering how a site works, where content is, how to easily find it, is it relevant. User experience is the brand.
  • Make sure you track the user mode.
  • Paper prototypes:
  • Interaction Design Concepts

    1. 1. What is Interaction Design? • Defines structure and behaviour of interactive products and services and user interactions with those products and services. ~Interaction Design Association
    2. 2. TD Green Machine Machine lets you control when you put cash/cheque into slot.
    3. 3. Forms
    4. 4. webpages
    5. 5. Conceptual Model Design Model System Image User Model
    6. 6. Conceptual Model Design Model System Image User Model Human to Human Communication is heart of all Interaction Design.
    7. 7. Information Theory • • • • Based on 2nd law of thermodynamics Energy tends toward entropy Info degrades over time Signal to Noise ratio
    8. 8. Signal vs. Noise Decrease Noise -ambiguous graphics or wording -Chaotic layout -excessive ads, promotions, branding -gratuitous graphics scientific literacy page
    9. 9. Signal vs. Noise Avoid obfuscation, over-branding.
    10. 10. Signal to Noise • When System Image is not communicating your side of conversation clearly & unambiguously – Increase the signal – Or – Reduce the noise
    11. 11. Metaphors • Allows users to instantly grasp concept – Evokes the familiar – Convey a story – Create a visual picture in the mind – Empowering & demystifying to beginners – Increases productivity for experts
    12. 12. Metaphors Case Study • 16.8 million colours • Whoa! • Too much?
    13. 13. Metaphors Case Study • • • • • Apple Colour Picker Familiar metaphor 48 Colours Labelled Advanced mode available • Everyone loves crayons
    14. 14. Principles for Effective Design • • • • • • • • • • • • • • Aesthetics Animation Anticipation Autonomy Consistency Customization Defaults Efficiency of the User Envision Information Explorable Interfaces Flow Freedom Human-Interface Objects Illusions Good & Bad • • • • • • • • • • • • • • Kinesthesia Latency Reduction Learnability Leverage Memorability Metaphors Modes Protect Users’ Work Readability Simplicity Stability State Undo Visible Interfaces
    15. 15. Creating Articles is an Illegal Act Principle Efficiency of the User Does this error message allow me to be more efficient?
    16. 16. Data Viz Voter Turnout Graph
    17. 17. Fitts Law Time to acquire a target is a function of the distance to and size of the target. -directly under cursor -four sides of the screen -corners of the screen Voter Turnout Graph
    18. 18. Continuous Improvement
    19. 19. Continuous Improvement -W. Edwards Deming -responsible for quality of Japanese products -ISO 9000 standards Results in
    20. 20. DESIGN MODEL ≠ USER MODEL
    21. 21. User Testing
    22. 22. Iterative Cycle Design + Prototype User Test No Perfect? Yes! Fin.

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