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Microinteractions

Spreker: Gaitri Biharie
“

Het ontwerpen van interactieve producten die de manier van dagelijkse
communicatie en interactie van de
gebruiker ondersteunt.
..behalen van bepaalde doelen of
taken van de gebruiker.
navigatie interface, verschillende
functionaliteiten, widgets of bedieningen
“

Kleine functionaliteit die
alleen één ding doet en om
één gebruikersmoment draait.
Details aren’t just details;
they are the design
- Charles Eames
Welke design principes bieden een ondersteuning
voor de interaction designer om microinteractions
in een ontwerp te implementeren?
Design principles

Don Norman
The design of everyday things
Affordance
Signifier
Mapping
Feedback
Contrains
Mental models
Welke design principes bieden een ondersteuning
voor de interaction designer om microinteractions
in een ontwerp te implementeren?
STRUCTURE OF M.I.

A way to design and dissect
microinteractions:
TRIGGER
TRIGGER

“

the physical / digital control
or condition(s)
that begins a microinteraction
Make the trigger something the target
users will recognize as a trigger in context
TRIGGER
TRIGGER
TRIGGER

Have the trigger initiate
the same action very time
TRIGGER
TRIGGER

Bring the data forward
TRIGGER
TRIGGER

if it looks like a button..

SIGN IN
TRIGGER

it should act like a button.

SIGN IN
TRIGGER

Don’t break the visual affordance
and don’t make a false affordance

SIGN IN
TRIGGER
TRIGGER

“

Golden rules by Scott Berkun

Mircrointeractions that most people do, most often,
should be highly discouverable.
Mircrointeractions that some people do, somewhat
often, should be easily discouverable.
Mircrointeractions that few people do, infrequently,
should take some searching to find.
TRIGGER
TRIGGER
TRIGGER

Add a label only if it provides information
that the trigger itself cannot
RULES

“

The more the microinteraction is
focused on the goal rather than
the steps, the more succesful the
microinteraction is liked to be.
RULES
RULES

Don’t start from zero
RULES

“

Tesler’s law:
There is a point beyond which
you cannot simplify a process
any further.
RULES
RULES
RULES

Remove complexity,
reduce options
and make smart defaults
RULES

A B
RULES
RULES

“

Poka-yoke:
Products and processes
should be designed so that it’s
impossible for users to commit
an error
RULES
RULES

Prevent errors,
make human errors impossible
RULES

Tap next to continue
RULES

Continue
Next
RULES
RULES

Keep it short
FEEDBACK

You have no mail.
Please enjoy your day!
FEEDBACK

Never overburden users with feedback
FEEDBACK

“

Feedback provides character,
personality of the microinteraction
FEEDBACK
FEEDBACK

Use the overlooked as a means
of message delivery
LOOPS & MODES

Settings mode
LOOPS & MODES
LOOPS & MODES

Avoid modes;
The fewer modes,
the less chance of confusion
LOOPS & MODES
LOOPS & MODES

“

A cycle that repeats,
usually for a set of duration
LOOPS & MODES
LOOPS & MODES

Carefully consider the parameters of
loops to ensure the best user experience
Wat heb jij eraan?
Why make good design,
if you can make great design?

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Seminar slides