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UX Intensive Copenhagen | Day 4 | Interaction Design

  1. Day 4 MAY 8, 2015 Interaction Design
  2. ADAPTIVE PATH | UXI Social Media → Twitter • @uxintensive • #UXICopenhagen • @traceyvarnell → Email • apevents@adaptivepath.com 2 UX INTENSIVE
  3. Check out the UXI Alumni LinkedIn Group Check your email for an invite to join the group
  4. ADAPTIVE PATH | UXI 4 DAY 1 DESIGN STRATEGY DS DAY 2 USER RESEARCH DR DAY 3 SERVICE DESIGN SD IxD DAY 4 INTERACTION
 DESIGN The tools you need to put your designs into business — and vice versa How to unearth deep, practical insights about the people you want to reach most Tools of modeling and analysis that shape smart and systemic solutions How to design for better interactions and become a better interaction designer
  5. ADAPTIVE PATH | UXI 5 DAY 1 DESIGN STRATEGY DS DAY 2 USER RESEARCH DR DAY 3 SERVICE DESIGN SD DAY 4 INTERACTION DESIGN IxD Abstract Real Think Make
  6. 6ADAPTIVE PATH | UXI INTERACTION DESIGN DISCOVER DEFINE DESIGN DELIVER
  7. 7ADAPTIVE PATH | UXI Service Design INTERACTION DESIGN Interaction Design Experience between person and single touchpoint, usually a digital product Orchestrated experience among all parts of the service, from people to objects to places to interfaces
  8. 8ADAPTIVE PATH | UXI Designing the Moments INTERACTION DESIGN PATIENT ACTIVITIES INFORMATION NEEDS Critical Moment Patient sees Care Provider activities i think i need helpstages discover what is wrong with me make me better maintain my new normal 1 2 3 4 5 7 8 9 10 11 12 13 14 Critical Moment Patient needs JMH Critical Moment Severity of condition can determine the tone of the journey Redirect Get patient on correct path: ER/UC/PCP May have been directed from routine PCP visit Critical Moment Patient gets diagnosis Critical Moment Patient gets or starts treatment Critical Moment Get patient on the road to normal Critical Moment Patient sees Care Provider Redirect Referred to Specialist, patient is looking to connect with right Care Provider for them 6 + ANXIETY + RELIEF STORY ARC The relative change in anxiety and relief and the range in patient stories key moment something feels wrong Unsure what is wrong. Scare of the unknown. my needs Validate that I need help key moment decide to get help Confident I will get help and hopeful that I can get answers. my needs Be ready for me key moment monitor treatment Confident in my care. Clear expectations of what is progress. Access to my Doctor just in case. my needs Access to help when needed. Reassurance that there is progress. key moment check-ups Consistent access to my Doctor. Confident in my care and prepared if anything comes up. my needs Show me progress key moment see a specialist Confident in my care and trust in Doctor. Empathy for my situation. my needs Be my rock and hub of information key moment choose treatment option Clear expectations of how my life will change with helpful resources. Empathy for my situation. my needs Understand how this will impact me long-term key moment talk to doctors to see what is going on No empathy or comfort. Feel rushed and unimportant to my Doctor. my needs Listen to me so I can trust you key moment change treatment No set expectations of progress. No confi- dence in my care or doctor. my needs Provide me options key moment get tests and review results No clear answer, so no confidence in my care. No expectations of when we’ll know. my needs Need expert of my disease to help me check-ups • Continue routine checks up and tests • Repeat new treatments/monitoring if needed something feels wrong • Having pain or onset of symptoms • Notice a sudden change in at-home monitoring i think i need help • Call Primary Doctor or a General Line • Ask family/friends with similar symptoms • Self diagnose • Google triage 1 2 1 2 3 4 3 4 5 7 7 10 11 12 11 12 1413 1413 8 8 9 10 9 6 5 6 decide to get help • Go to the ER or Urgent Care Center • Schedule a visit with Primary Doctor talk to doctors to see what is going on • Explain my symptoms • Answer questions • Visit PCP or Specialist get tests and review results • Nurse or techs administers tests • Wait • Get referral for Specialists see specialists • Doctor may give initial diagnosis • Get more referrals • Get additional tests • See multiple Specialists get diagnosis • Ask additional questions • Hear results of the tests and what they mean • Learn about diagnosis and what that means • Do my own research to validate diagnosis or learn more choose treatment option • Hear treatment option(s) • Do my own research to validate treatment decision get treatment • Get initial treatment administered by Doctor or Nurse • Receive follow-up instructions to monitor get prescriptions • Start an ongoing treatment, like medication or at home care • Receive instructions on how to continue ongoing treatment at home maintain overall health • Fix other things that are impacted by my chronic treatment • Exercise and diet • Get emotional and social support monitor treatment • Monitor and log progress at home or through visits • Monitor side effects and effectiveness change treatment • By phone or doctor's visits • Change or add doctors if needed • Repeat something feels wrong • Symptom checker • Google triage • Primary care phone number for triage i think i need help • Where do I go for what • Triage Phone Number • Insurance benefits - cost/benefit of where to go decide to get help • Facility address • Time of appointment • Phone numbers talk to doctors to see what is going on • Prepared questions • What I should tell my doctor get tests and review results • Tests and what they are for • Results • Referral for Specialist see specialists • Coordinated appointment with Specialist • Managed list of who I've seen for what get diagnosis • Why this is happening to me • What the diagnosis is • Expectations of how things will change choose treatment option • Why this treatment • Side effects • What treatment will entail get treatment • Who to call for what • Discharge papers and after-care instructions • Prescription • Doctor's note get prescriptions • Side effects • Prescription information • After-care information maintain overall health • Other ways my life will be impacted • Resources to manage social and emotional changes check-ups • Update on my progress • Lab work monitor treatment • What to look out for • Instructions • Doctor’s phone number for emergency change treatment • Doctor’s phone number for emergency • When to call GET TREATMENT "I appreciated that he didn’t sugar coat it, but was still hopeful." GET DIAGNOSIS "You never forget this moment, no matter how gently your Doctor breaks the news." MONITOR TREATMENT "Things seem to return to normal and then there is this curve ball." CHECK-UPS "I still don’t feel like I’ve got the answers I need to deal with this."
  9. 9ADAPTIVE PATH | UXI Designing the Moments INTERACTION DESIGN JOURNEY TOUCHPOINT (macro interaction) INTERACTIONS (aka features/capabilities) MICRO INTERACTIONS
  10. ADAPTIVE PATH | UXI 10 DESIGNING FOR INTERACTION SKETCHING INTERACTIONS IDEATION
 DEFINING INTERACTIONS PROTOTYPING AND TESTING EXERCISE 1 Interacting with Paper EXERCISE 2 Sketching Scenarios EXERCISE 3 Relabeling EXERCISE 4 Structured Ideation EXERCISE 5 Stories, Flows, and Annotations EXERCISE 6 Build, Test, Demo
  11. Warm Up http://timothytrespas.files.wordpress.com/2013/03/mind-controlled-weapon.jpg
  12. ADAPTIVE PATH | UXI Designing for Interaction → Fundamentals → Good Interactions → Trends → Exercise 1: Interaction with Post-its 12 INTERACTION DESIGN
  13. ADAPTIVE PATH | UXI DESIGNING FOR INTERACTION What is interaction design?
  14. 14ADAPTIVE PATH | UXI Interaction Design Interaction Design defines the structure and behavior of interactive systems. Interaction Designers strive to create meaningful relationships between people and the products and services that they use, from computers to mobile devices to appliances and beyond. DESIGNING FOR INTERACTION — Interaction Design Association
  15. 15ADAPTIVE PATH | UXI DESIGNING FOR INTERACTION — http://www.kickerstudio.com/blog/2008/12/the-disciplines-of-user-experience/
  16. BEFORE AN INTERACTION 16ADAPTIVE PATH | UXI Our Take Interaction design focuses on what people think before engaging, what they do or should do while engaging, and how they feel about it after. DESIGNING FOR INTERACTION Do FeelThink DURING AN INTERACTION AFTER AN INTERACTION
  17. ADAPTIVE PATH | UXI 17 Types of Interactions Person to Person Person to Product Product to Product DESIGNING FOR INTERACTION
  18. 18ADAPTIVE PATH | UXI Fundamentals DESIGNING FOR INTERACTION WHAT SHOULD I DO Feedback FeedforwardAffordance WHAT HAPPENED WHAT WILL HAPPEN
  19. 19ADAPTIVE PATH | UXI Affordance Affordances indicate how to interact with a feature or function. If the affordance does not match the mental model of the person, the experience goes down. Good affordances help people do the right thing. DESIGNING FOR INTERACTION
  20. 21ADAPTIVE PATH | UXI Feedback Feedback is some indication that something has happened. Every action by a person who engages with the product or service, no matter how slightly, should be accompanied by some acknowledgement of the action. Designing the appropriate feedback is the designer’s task. The designer has to determine how quickly the product or service will respond and in what manner. DESIGNING FOR INTERACTION
  21. 22ADAPTIVE PATH | UXI Feedback CONCEPT REFINEMENT
  22. 23ADAPTIVE PATH | UXI Feedback DESIGNING FOR INTERACTION
  23. 24ADAPTIVE PATH | UXI Feedforward Feedforward is knowing what will happen before you perform an action. Feedforward can be a straightforward message (“pushing this button will submit your order”), or simple cues such as a hypertext links with descriptive names instead of “here”. Feedforward allows users to perform an action with confidence because it gives them an idea of what will happen next. DESIGNING FOR INTERACTION
  24. 25ADAPTIVE PATH | UXI Feedforward DESIGNING FOR INTERACTION 600 cal turkey bakedwater 1400 cal salamisoda cookies
  25. 26ADAPTIVE PATH | UXI Feedforward DESIGNING FOR INTERACTION
  26. ADAPTIVE PATH | UXI Ten Things to Think About While there’s no absolute right way of doing things and there are no rules in design, there are things you should always try to keep in mind. 27 DESIGNING FOR INTERACTION
  27. 28ADAPTIVE PATH | UXI Match Their Expectations When using anything for the first time, there is a level of situating and learning that must take place. This transition is easier when a product uses familiar UI conventions to perform common functions. DESIGNING FOR INTERACTION 1 EXPECTATION, CONVENTIONS
  28. 29ADAPTIVE PATH | UXI Match Their Expectations DESIGNING FOR INTERACTION 1 EXPECTATION, CONVENTIONS
  29. 30ADAPTIVE PATH | UXI Maintain Consistency Consistency is one of the strongest methods of helping users understand your product, as they develop a mental model and establish expectations of where things are and how things work. DESIGNING FOR INTERACTION 2 CONSISTENCY
  30. 31ADAPTIVE PATH | UXI Maintain Consistency DESIGNING FOR INTERACTION 2 CONSISTENCY (OR LACK THEREOF) Duplicate Save As…
  31. 32ADAPTIVE PATH | UXI Reduce (Perceived) Complexity Complexity is inherent in many things, but we should also ways aim to reduce the cognitive load that we place on people as they use our products. Let the system do the math, compare data, and remember things for the user. Hide irrelevant features and functions, and progressively disclose them as needed. DESIGNING FOR INTERACTION 3 COMPLEXITY & SIMPLICITY
  32. 33ADAPTIVE PATH | UXI Reduce (Perceived) Complexity DESIGNING FOR INTERACTION 3
  33. 34ADAPTIVE PATH | UXI Consider the Context Context of use plays an extremely important role in the experience of interacting with products and services. Think about who is using it, when and where, how are they interacting, what they are doing and how all of this might change over time. DESIGNING FOR INTERACTION 4 CONTEXT
  34. 35ADAPTIVE PATH | UXI Consider the Context DESIGNING FOR INTERACTION 4 CONTEXT
  35. 36ADAPTIVE PATH | UXI Consider the Context DESIGNING FOR INTERACTION 4 CONTEXT
  36. 37ADAPTIVE PATH | UXI Anticipate User Needs Understanding exactly what people need in order to complete a task allows you to begin to anticipate their needs before they need them. Make smart assumptions and help people even before they need assistance. DEFINING INTERACTION DESIGN 5 ANTICIPATION, PREDICTIVE RESOLUTION
  37. 38ADAPTIVE PATH | UXI Anticipate User Needs DESIGNING FOR INTERACTION 5 ANTICIPATION, PREDICTIVE RESOLUTION
  38. 39ADAPTIVE PATH | UXI Help Them Make the Right Choice Helping people feel confident about their experience (and exploration) of your product rests heavily on affordance to communicate how to interact with something, feedforward to communicate what will happen if they do and feedback to let them know that something has happened. DEFINING INTERACTION DESIGN 6 AFFORDANCE, FEEDFORWARD & FEEDBACK
  39. 40ADAPTIVE PATH | UXI Help Them Make the Right Choice DESIGNING FOR INTERACTION 6 AFFORDANCE, FEEDFORWARD & FEEDBACK
  40. 41ADAPTIVE PATH | UXI Proactively Prevent Problems Products should always make every attempt to help users avoid making mistakes, but when they do happen the system should make it as easy as possible to fix the error and in as graceful a manner possible. DESIGNING FOR INTERACTION 7 ERROR AVOIDANCE, DETECTION, & RECOVERY
  41. 42ADAPTIVE PATH | UXI Proactively Prevent Problems The Poka-Yoke principle of mistake-proofing DESIGNING FOR INTERACTION 7 ERROR AVOIDANCE, DETECTION, & RECOVERY
  42. 43ADAPTIVE PATH | UXI Proactively Prevent Problems Some designs help you back out of errors with grace. DESIGNING FOR INTERACTION 7 ERROR AVOIDANCE, DETECTION, & RECOVERY
  43. 44ADAPTIVE PATH | UXI Appearance Matters Psychology has proven that things that look better actually work better for people. Some of this is a result of human perception, but it is also a question of what makes one thing look better than another. DESIGNING FOR INTERACTION 8 AESTHETICS
  44. 45ADAPTIVE PATH | UXI Appearance Matters DESIGNING FOR INTERACTION 8 AESTHETICS
  45. 46ADAPTIVE PATH | UXI Appearance Matters DESIGNING FOR INTERACTION 8 AESTHETICS
  46. 47ADAPTIVE PATH | UXI Appearance Matters DESIGNING FOR INTERACTION 8 AESTHETICS Google Material Design “A visual language that synthesizes classic principles of good design with the innovation and possibility of technology and science.”
  47. 48ADAPTIVE PATH | UXI Appearance Matters Information design...pertains to the task of making complex and abstract content accessible in a simpler way. Through logical composition, visual hierarchy and the use of visual metaphors. Viewers are supported in their absorption and comprehension of information. DESIGNING FOR INTERACTION 8 AESTHETICS —Jakob Schneider This is Service Design Thinking
  48. 49ADAPTIVE PATH | UXI Constraints are Good Constraints are often positioned as negatives, where we lack the necessary time, money, technology or staff, when they should be seen as a benefit. More often than not, complete freedom has the power paralyze, forcing the designer to develop and construct their own set of constraints. DESIGNING FOR INTERACTION 9 CONSTRAINTS
  49. 50ADAPTIVE PATH | UXI Constraints are Good Q. Does the creation of design admit constraints? A. Design depends largely on constraints.
 Q. What constraints? A. The sum of all constraints. Here is one of the few effective keys to the design problem — the ability of the designer to recognize as many of the constraints as possible — his (or her) willingness and enthusiasm for working within these constraints —the constraints of price, of size, of balance, of surface, of time, etc.; each problem has its own particular list. —Charles Eames DESIGNING FOR INTERACTION 9 CONSTRAINTS
  50. 51ADAPTIVE PATH | UXI Constraits are Good DESIGNING FOR INTERACTION 9 CONSTRAINTS
  51. 52ADAPTIVE PATH | UXI Do the Right Thing Treat people with the respect they deserve. No matter what you’re making, remember that you’re not just building a product or a service — you’re building a relationship. DESIGNING FOR INTERACTION 10 TRUST
  52. 53ADAPTIVE PATH | UXI Do the Right Thing DESIGNING FOR INTERACTION 10 TRUST
  53. ADAPTIVE PATH | UXI The 10 Things → Match expectations → Maintain consistency → Reduce perceived complexity → Consider context → Anticipate needs → Guide to the right choice → Proactively prevent problems → Appearance matters → Boundaries are good → Do the right thing 54 DESIGNING FOR INTERACTION
  54. 55ADAPTIVE PATH | UXI The State of IxD: Convergence 2.0 DESIGNING FOR INTERACTION — Based on Hugh Dubberly’s Convergence 2.0 http://www.dubberly.com/articles/convergence-2-0.html PHYSICAL SOCIALNETWORK Convergence 1.0 — publishing, broadcasting, computing. “once media are digital, boundaries between media types will blur and opportunities for interaction will grow” —Nicholas Negroponte, 1980
  55. 56ADAPTIVE PATH | UXI Physical THE DIGITAL/ANALOG RELATIONSHIP IS CHANGING DESIGNING FOR INTERACTION → Location [GPS] → Sensors → Internet of Things → Multi-Channel → Global After Hugh Dubberly’s Convergence 2.0
  56. 57ADAPTIVE PATH | UXI Social EVERYTHING IS SOCIAL DESIGNING FOR INTERACTION → Identity & Authentication → Contacts → Social Graph → Conversation → Schedules → Consumption → Activity Streams → Data After Hugh Dubberly’s Convergence 2.0
  57. 58ADAPTIVE PATH | UXI Network THE SYSTEM IS ENABLING EVERYTHING DESIGNING FOR INTERACTION → Communication → Maps → Media Access → Payment & Advertising → Speech & Image Recognition → Automated Translation After Hugh Dubberly’s Convergence 2.0
  58. ADAPTIVE PATH | UXI EXERCISE #1 Interaction with Post-its → Fold a post-it note in half → How can you indicate to someone that it can be opened? → How do you let them know what to expect once opened? → How do you provide appropriate feedback once it’s opened? → Share with your neighbor DESIGNING FOR INTERACTION 59
  59. ADAPTIVE PATH | UXI Project A nightclub wants to differentiate through emerging technology. 
 They want you to explore new ways to interact 
 using wearables and 
 built-in screens. They are open to any 
 form factor for the wearable and different types of built- in screens. CASE
  60. ADAPTIVE PATH | UXI 61 Design Principles →What happens in the club, stays in the club →Promotes serendipity →Drunk proof DESIGN CHALLENGE
  61. ADAPTIVE PATH | UXI 62 Needs →Order drinks →Meet new people →Play social games DESIGN CHALLENGE
  62. ADAPTIVE PATH | UXI Sketching Interactions → Sketching Fundamentals → Exercise 3: Sketching Scenarios 63 SKETCHING INTERACTIONS
  63. 64ADAPTIVE PATH | UXI Sketching Fundamentals SKETCHING INTERACTIONS
  64. 65ADAPTIVE PATH | UXI Sketching Tools → Use markers and pens, not pencils → If you mess up, keep going → If you really mess up, grab a new page SKETCHING INTERACTIONS YELLOW MARKER GRAY MARKER SHARPIE MARKER
  65. 66ADAPTIVE PATH | UXI Sketching Tools SKETCHING INTERACTIONS ATTENTION DEPTH BOLDNESS & DETAILS
  66. 67ADAPTIVE PATH | UXI Hierarchy and Emphasis → Fill the page with overlapping rectangles → Pass it to your neighbor, then choose one rectangle and color it yellow → Pass it to your neighbor, then outline 3-4 rectangles with the fat sharpie → One more pass! Shade in 3-4 rectangles with the gray marker ... or add some shadows SKETCHING INTERACTIONS
  67. 68ADAPTIVE PATH | UXI Emotions SKETCHING INTERACTIONS
  68. 69ADAPTIVE PATH | UXI People SKETCHING INTERACTIONS
  69. 70ADAPTIVE PATH | UXI Tools & Devices SKETCHING INTERACTIONS
  70. 71ADAPTIVE PATH | UXI Objects SKETCHING INTERACTIONS
  71. 73ADAPTIVE PATH | UXI Sketching Library Practice common forms; have a ready set of design patterns to use SKETCHING INTERACTIONS
  72. 74ADAPTIVE PATH | UXI User Flows Combine patterns and ideas into sets that illustrate user steps SKETCHING INTERACTIONS
  73. 75ADAPTIVE PATH | UXI Design Sketching An approach that… SKETCHING INTERACTIONS
  74. 76ADAPTIVE PATH | UXI What to Sketch and When SKETCHING INTERACTIONS
  75. ADAPTIVE PATH | UXI EXERCISE #2 Sketching Scenarios → Draw three panels on a half sheet → Show a person using a wearable device interacting with (1) another person, (2) interacting with the wearable, (3) interacting with another object, all in a nightclub → Vary emotion SKETCHING INTERACTIONS 78
  76. 79ADAPTIVE PATH | UXI Lessons →Sketching is power →Copy →Practice with Sketchnotes →Don’t worry about quality →Have fun! SKETCHING INTERACTIONS
  77. ADAPTIVE PATH | UXI Ideation → Ideation Methods → Brainstorming Basics → Exercise: Relabeling → Exercise: Structured Ideation 80 IDEATION
  78. Where do ideas come from?
  79. ADAPTIVE PATH | UXI 82 Ideation Fuel →Needs →Opportunities →Principles →Pain points →Personas →Moments →Journeys →Principles →Technology →Interaction Types IDEATION
  80. How might we…?
  81. 84ADAPTIVE PATH | UXI Brainstorming Brainstorming is a method for quickly developing many possible solutions to a specific challenge. Effective brainstorming follows a few key steps: IDEATION → Time Boxed → Visual → Focused → Organized
  82. 85ADAPTIVE PATH | UXI Brainstorming Ideals Things to aim for: INSIGHT TO CONCEPT → Fluency — ability to rapidly generate many ideas → Flexibility — discover new connections between ideas → Originality — seek unexpected ideas → Awareness — see beyond the obvious → Courage — willingness to explore without fear After J.P. Guilford’s five key traits in creative behavior.
  83. http://www.robcottingham.ca/cartoon/archive/2007-07-13-brainstorming/
  84. 87ADAPTIVE PATH | UXI Brainstorming Roadblocks Things to avoid: INSIGHT TO CONCEPT → Over thinking → Talking instead of drawing → Passing judgment → Perfection → Fear (Fear is the mind-killer*) * Borrowed from Frank Herbert’s Dune and the Bene Gesserit Litany Against Fear
  85. Practice makes you better, faster, and more flexible.
  86. Sketching
  87. Relabeling
  88. 91ADAPTIVE PATH | UXI Acting IDEATION TROUBLE SPOT LOW POINT HIGH POINT ADAPTIVE PATH'S GUIDE TO EXPERIENCE MAPPING Twitter Teaser Email Website Guide
  89. USER TWITTER TEASER EMAIL WEBSITE GUIDE
  90. Imitation
  91. I D E A T I O N M A T E R I A L S Playing
  92. ADAPTIVE PATH | UXI EXERCISE #3 Interaction Relabeling → Take an object (scissors, markers, post-its) and reinterpret its functions and affordances to create new functions appropriate for a night club 95
  93. How do you structure an ideation session?
  94. 97ADAPTIVE PATH | UXI Ideation Sessions INSIGHT TO CONCEPT → Fixed time limit → Quantity, quantity, quantity → No bad ideas: make a “parking lot” → Focus on pain points and opportunities → Find a structure to brainstorm around
  95. 99ADAPTIVE PATH | UXI Organize your Concepts INSIGHT TO CONCEPT → Cluster and collapse similar concepts → Name the clusters → Consider collapsing or stringing together concepts → Do an initial sorting of concepts
  96. 101ADAPTIVE PATH | UXI Frameworks Focus Ideation IDEATION — The Xbox 360 “Mild to Wild” matrix. See http://www.core77.com/reactor/04.06_xbox.asp
  97. 102ADAPTIVE PATH | UXI There’s no one way. → Need + Moment + Creativity = New Concept → Stage in the Journey + Opportunity + Creativity = New Concept → Pain Point + Interaction Type + Principle + Creativity = New Concept → Technology + Persona + Creativity = New Concept IDEATION
  98. 103ADAPTIVE PATH | UXI Ideation Framework IDEATION 1 2 3 A B C OPPORTUNITIES INTERACTION
 TYPES
  99. 104ADAPTIVE PATH | UXI Ideation Framework IDEATION 1 2 3 A B C STAGES PAIN POINTS
  100. 105ADAPTIVE PATH | UXI Journey Framework IDEATION Beginning Middle End NEED 1 NEED 2 NEED 3
  101. 106ADAPTIVE PATH | UXI Concept Cards IDEATION
  102. 107ADAPTIVE PATH | UXI Validate with Principles IDEATION CONCEPTS PRINCIPLES VALIDATED CONCEPTS
  103. 108ADAPTIVE PATH | UXI Put It to a Vote IDEATION CONCEPTS 1 1 3 1 3 2
  104. Dot Vote
  105. ADAPTIVE PATH | UXI EXERCISE #4 Structured Ideation → Generate concepts for each of the needs for different interaction types. Keep the design principles in mind as you ideate. → Organize and label your concepts. → Dot vote to identify the top concepts. IDEATION 110
  106. 111ADAPTIVE PATH | UXI 1 2 3 A B C ORDERING MEETING PLAYING What happens in the club, stays in the club Promotes serendipity Drunk proof
  107. 112ADAPTIVE PATH | UXI Voting →Looking for the best ideas for each need. →Look at Ordering first. Lay them out. Organize the concepts. →Vote. 2 dots per person per need. →Keep the top concepts. Put the others aside. →Repeat. IDEATION
  108. 113ADAPTIVE PATH | UXI Lessons →No right time to ideate →Go for quantity →Mix different techniques →Involve others to improve buy in IDEATION
  109. ADAPTIVE PATH | UXI Defining Interactions → Where to Start → Design Patterns → Concept Validation → Exercise: Defining the Details 114 INTERACTION DESIGN
  110. You’ve got some good ideas, now what?
  111. 116ADAPTIVE PATH | UXI Good Places to Start DEFINING INTERACTIONS EFFORT Working Prototype Sketches Wireframes Storyboards Lo-fi Prototype Flows FIDELITY
  112. 117ADAPTIVE PATH | UXI Why? →Fast →Low investment →Easy to change →Gets you thinking outside of the computer →Good enough to validate DEFINING INTERACTIONS
  113. 118ADAPTIVE PATH | UXI Sketches DEFINING INTERACTIONS
  114. 119ADAPTIVE PATH | UXI Boxes and Arrows DEFINING INTERACTIONS Name Description
  115. 120ADAPTIVE PATH | UXI Wireframes DEFINING INTERACTIONS
  116. Scenarios and Storyboards DEFINING INTERACTIONS
  117. Don’t reinvent the wheel.
  118. 123ADAPTIVE PATH | UXI Screen Patterns DEFINING INTERACTIONS Theresa Neil
  119. 124ADAPTIVE PATH | UXI Mobile Patterns DEFINING INTERACTIONS NAVIGATION → Springboard → List Menu → Tab Menu → Gallery → Dashboard → Metaphor → Mega Menu → Page Carousel → Image Carousel → Expanding List Springboard List Menu Tabs Mega Menu Theresa Neil
  120. 125ADAPTIVE PATH | UXI Mobile Patterns DEFINING INTERACTIONS SEARCH, SORT, & FILTER → Explicit Search → Scoped Search → Saved & Recent → Search Form → Search Results → Onscreen Sort → Sort Order Selector → Sort Form → Onscreen Filter → Filter Drawer → Filter Dialog Explicit Search Scoped Search Search Results Search Results Sort Form Search Form Theresa Neil
  121. Touch Gesture Cards (PDF): Luke Wroblewski
  122. Source: http://www.mmk.ei.tum.de/demo/gesture/gesture.html
  123. Validate early and often.
  124. Concept Validation Guidelines DEFINING INTERACTIONS → Does the concept make sense to users? → Do the features work well together? → Is it a common pattern? → Is the content logically organized? → Is it the content what people need it to be? 130ADAPTIVE PATH | UXI WHAT TO UNCOVER, EVALUATE, AND ANSWER
  125. Concept Validation Guidelines DEFINING INTERACTIONS → Test against design principles → Develop multiple ideas → Use extremes for contrast and comparison → Use real content 131ADAPTIVE PATH | UXI
  126. 132ADAPTIVE PATH | UXI Critique →A critique isn’t about gaining approval for the work →Ask people open questions, not closed ones →Capture all of the feedback DEFINING INTERACTIONS
  127. ADAPTIVE PATH | UXI EXERCISE #5 Flows and Annotations → Draw a template of 3 rectangles → Draw flows for your top concepts, showing how do you get from one interaction to the next → Add labels, descriptions, highlights, color, and shading → Validate with your team DEFINING INTERACTIONS 133
  128. 134ADAPTIVE PATH | UXI
  129. ADAPTIVE PATH | UXI Prototyping and Testing → Interactive Prototypes → Exercise: Prototype and Test 135 INTERACTION DESIGN
  130. 136ADAPTIVE PATH | UXI Refinement PROTOTYPING AND TESTING EFFORT Working Prototype Sketches Wireframes Storyboards Lo-fi Prototype Flows FIDELITY
  131. 137ADAPTIVE PATH | UXI Paper Prototypes Paper prototypes are a quick and easy way to detail and test specific moments within an overall product or service experience. PROTOTYPING AND TESTING
  132. ADAPTIVE PATH | UXI Physical Prototypes Physical Prototypes allow us to experiment with the ways that people interact with our products in the physical world. PROTOTYPING AND TESTING ADAPTIVE PATH | UXI
  133. Screen Prototypes PROTOTYPING AND TESTING Screen Prototypes will focus on further detail than paper prototypes, and are great for testing overall frameworks, or linking those specific moments together into a more complete experience. 142
  134. 143ADAPTIVE PATH | UXI Goals → Think: How does the user know to interact (and what to interact with)? → Do: How does the user get feedback when interacting with the product/ service? → Feel: How does the user feel during/ after the interaction? PROTOTYPING AND TESTING Principles →What happens in the club, stays in the club →Promotes serendipity →Drunk proof
  135. ADAPTIVE PATH | UXI EXERCISE #6 Build, Test, Demo → Prototype a wearable device and built-in screen → Demonstrate a key interaction for each need → Test with other teams or team members, iterate, and differentiate → Consider affordances, feedforward, and feedback → Ensure solutions meet design principles PROTOTYPING AND TESTING 144
  136. Guidance PROTOTYPING AND TESTING → Ask participants to complete specific tasks. → Have the participant talk aloud about what they are thinking and why they are making specific choices. → Be prepared to edit the prototype on the fly. 145ADAPTIVE PATH | UXI
  137. 146ADAPTIVE PATH | UXI Tools PROTOTYPING AND TESTING Simple Linking Clickable pages or screens Doesn't provide transitions and typically just supports tap/click interaction Detailed Interactions Manipulation of individual elements Multi-touch gestures Cond. logic a bonus Sophisticated Linking Provides animation/ transitions between screens May include some 
 gestures beyond 
 tap/click
  138. ADAPTIVE PATH | UXI Wrap Up 147 INTERACTION DESIGN
  139. ADAPTIVE PATH | UXI Select References 148 101 Things I Learned in Architecture School Matthew Frederick About Face 4 Alan Cooper et al The Design of Everyday Things Donald Norman Designing for Interaction, 2nd Edition Dan Saffer Designing Interactions Bill Moggridge Inventing the Medium Janet Murray The Laws of Simplicity: Design, Technology, Business, Life John Maeda Storytelling for User Experience Whitney Quesenbery and Kevin Brooks  The Sketchnote Handbook Mike Rohde The following are a few (of many) great books that may support you in your work.
  140. You are awesome.
  141. TRACEY@ADAPTIVEPATH.COM Thank You. San Francisco Pier One San Francisco CA 94107-110 415-495-8270
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