3. Today We’ll Be
Covering
• The Basic Concepts of Human Centered Design
• Human Centered Design Practices & Exercises
• How Microinteractions fit in Human Centered Design?
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4. Ground Rules of Human Centered
Brainstorming
• Stay focused
• Suspend judgment
• Embrace ambiguity
• Be visual (write it down)
• One idea per post-it
• Be ready to share ideas
• Don’t hoard post-its (if you write it, place it)
• Encourage “wild” ideas
• Less talking, more listening
• Be Active, Be Present
• Build on ideas | “yes and”
Key to Remember: Everything is a Prototype
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7. Difference between Human & User Centered
Design
Users:
• Are perfect for us & need us
• Exist in one condition
• Are often made up
• Usually vast generalizations
Humans:
• Are imperfect, and don’t care about us
• Conditions and circumstances vary
• Are real, and can be validated
• Has needs outside of us
User Krista
Loves us, cuz they love
buying nuts & bolts
Wants more nuts & bolts
for the nuts & bolts party
From Hogwarts
Mechanical School
Mechanic: probably likes
dirt & working w/tools
Bike lost a wheel bearing, needs new
oneMeetings all day, not sure when she’ll
have time to make it to the store
Lives in Seattle, talk to her recently, never
knew you could order nuts & bolts online
Needs to: Make a dish for office pot luck
& coordinate, with husband, who takes
kids to soccer
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9. Who is Chris J?
• Age: 38
• College: University of Maryland, College Park
• Career: Director of Marketing (Technology Firm)
• Professional Experience: 16 years
• Hobbies & Interests: Activities with family, Maryland football
and basketball games
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10. Chris J’s Conference Interests
• Keep up with latest technology trends
• Network with peers
• New ideas for 2018
• Holiday Season Timing
• No website/app location to document ideas for later
• Connections from conference lost
after long Holiday break
Chris J’s Conference Pain Points
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11. Finalizing Your User Journey
How they got there?
What were some pain points?
How could their experience have been improved along the way?
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13. What Are Microinteractions?
• All the little bits of functionality that make
up the entirety of an user experience.
• Individual interactions or cells that make up
a user interface.
• Make up the “feel” part of look and feel.
“Microinteractions are
contained product moments
that revolve around a single
use case—they have one
main task.”
Dan Saffer, Author of Microinteractions:
Designing with Details
14. What Do Microinteractions Do?
• Communicate feedback
• Accomplish or Isolate an individual task
• Manipulate a setting
• Prevent user error
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15. Why Do Microinteractions Work?
• Provides the sense of more control with immediate feedback
• Instructions - microinteractions guide the user through a system
• Visual rewards from microinteractions can facilitate a habit loop
• A site or application can be bland or appear broken without these
subtle animations and elements
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17. Trigger
• Physical or digital control/condition that begins a
microinteraction
• Manual and System Triggers
• NYC Metro Card Example
• Creating metro card touchscreen design
• One screen per action (each screen a microinteraction)
• Make the trigger something the user will recognize as the trigger
(start button)
• Principles of Triggers
• Have the trigger be positioned where the user will need it
• Have the trigger perform a consistent task/action
• Understand the microinteraction in detail – What will prompt the user to
trigger it? How often is the microinteraction used?
Pandora Music Controls
NYC Metro Card Machine Default State
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18. Rules
• At the heart of every microinteraction, there are a set of
rules
• Important to understand the goal (end state)
• Determine the following:
• How the microinteraction responds to the trigger
• What control the user has
• The sequence of events
• What data is being used? Weather? Time of day? Location?
• Feedback delivered
• Does it repeat? And how often? Does it completely end?
• Removal of choice limits edge cases
• Rules prevent errors
Diagram for Add to Cart button rules
19. Feedback
• Verification for the user about the result of the
microinteraction
• Illuminates the rules – brief look at how it all works
• Provides Human Feel, Personality or Character
• We respond better to human response – not machine
• Serves to relieve tension
• Slot Machine Case Study
• The amount of feedback is disproportionate to the amount
of winning (flashing lights and sounds)
Examples of submit and download button
feedback from “
Micro Interaction; great experience for user e
by Sneha Munot
20. Loops & Modes
• A mode is a special part of an application that
operates differently then usual.
• A loop is a series of commands that is
repeated for a set duration.
• Modes should rarely be used and should have
their own screen (to reduce clutter)
• Loops can be used to recognize behavior and
offer help during a microinteraction
21. Revisiting Chris J.
A closer look into technology and user preferences
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22. Experience with Technology
• Advanced with computers and devices (daily)
• Navigates the web daily
• Applications: Google Chrome, Microsoft Suite, Web Applications (HubSpot, Google
Analytics, etc.)
Website & Application Expectations
• Responsive design (on all devices)
• Site Speed (quick load times – busy schedule)
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23. Microinteractions Made by Chris
• Woke up for the conference – turned off his iPhone alarm
• Used his toaster to make breakfast toast. Hit the “A little bit more button”
because the toast popped up too early and wasn’t quite ready
• Used Waze to navigate to the conference
• Found his desired sessions on the conference mobile site
• Tweeted the photo of this session
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26. Bring It All Together
• What were the outcomes of our exercises?
• Can the other group’s users validate the findings?
• How did we use Human Centered Design to get to this point?
• Priority Microinteractions: Are there common ones among the groups?
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27. Microinteractions: The Value of Simplicity
• Small components – opportunities for them are endless
• Users can become overwhelmed
• Be mindful of repetition – will this annoy the user over time?
• Use what is there – don’t add too much
• Unified Theme – must work together within the interface
• Cognitive Load – total amount of mental effort being used in the working memory
• Don’t overload the user with tasks
• Consistency with interface
• What microinteractions can be used to make the interface more predictable and easier on the
memory?
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28. Rules of Animation
• Follow the rules – 12 principles of animation
• Introduced by Disney in a 1981 book
• Defines rules for realistic and humorous effects
• Movement can make or break interface
• Provides sense of weight or importance
• Use common sense
• Does this slow down the process too much?
• Interfere with the general usability or experience?
• Do more harm than good?
• Animation should be: Fast, Smooth, Natural, Simple &
Purposeful
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29. Functional Animation
Used to simplify the interaction with gesture-driven animation
iPhone X Prototype Examples by Jae-seong, Jeong
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31. Google App Voice Activation
• Saying “Ok Google” when the app is open is an
example of an invisible trigger (always listening)
• The trigger begins the microinteraction that also
involves a voice, noise and microphone
animation within most Google applications
• The app user can begin making any request
• Similar Examples: Xbox One/Kinect Voice
Activation, Comcast X1 Remote
32. Harvest Application: Personal Messaging
• The web application triggers a microinteraction when a timer is started
(either left running or started on a previous/future day)
• The alert messaging serves a
valuable purpose and the message
has a human feel.
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33. Gmail Attachment Alert
• If an attachment is mentioned
in an email without anything
actually attached. Gmail will
ask you if you still want to send
the email.
• Great example of a rule
preventing a mistake.
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34. Waze Navigation App
• Based on the time of day and
location, the app asks if you
are driving to work of home
• Provides quick trip details and
alternate routes
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35. Getting Started with Microinteractions
• Many online resources and tutorials (links on next slides)
• CSS3 transitions & JavaScript (React, Angular)
• Prototyping Tools (InVision, Atomic, Framer, Figma)
• Begin the process with messaging & planning
• How can your existing site leverage microinteractions?
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36. Learn More About Microinteractions
• Read: Microinteractions: Designing with Details
by Dan Saffer (Forword by Don Norman)
• Podcasts
• Dan Saffer – Big Considerations from Microinteractions
• Microinteractions: Design with Details
• Microinteractions: An interview with Dan Saffer
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37. Free HCD Book
• The Field Guide to Human-Centered Design by
IDEO.org
• A step-by-step guide that will get you solving
problems like a designer.
• Download the PDF here
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38. Additional Resources & Links
• IBM Design Thinking
• IDEO Design Thinking
• Design Thinking with SAP
• DesignKit.org
• 15 deeply pleasing examples of mobile micro
UX
• UX Design Best Practices: Refined
Microinteractions
• 12 Basic Principles of Animation in Motion
Design
• Best Practices for Microinteractions
• Micro Interaction; great experience for user
engagement
• Microinteractions: The Secret of Great App
Design
• The State of UX for 2018
• AWWWARDS UI Animation and
Microinteractions
• How to build animated microinteractions in
React
• UXinMotion Microinteraction Tutorials
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Manual triggers are user initiated and can be controlled. System triggers occur automatically when a set of parameters are met.
Make the trigger easily recognizable for the user.
If it looks like a button – it should act like a button.
The more used the microinteraction, the more visible it should be in the interface.
Use labels when the trigger alone cannot convey the information needed.
The most elegant microinteractions are ones that allow users many verbs with fewer nouns.
Better to display/change rules through states rather than steps (disruptive to the user).
For most microinteractions, you will want to remove control and simplify things. Let the microinteraction handle the decision making. (Computers are better at handling complex decisions)
When Chris snoozes his alarm before the conference, he can’t control the fact that his alarm will go off again in nine minutes.
Don’t start from zero – use what you know from the user.
Use smart defaults – make the interface simpler.
All feedback relies on understanding. What does the user need to know and when?
Feedback is for understanding the rules of the microinteraction.
What is the message you want to convey and what is the best channel or delivery method for that feedback message?
Be human with your messaging.
Use UI elements to convey feedback – add to what is already there.