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Interaction Design

Chris Lee
March 28, 2013

Interaction Design

Chris Lee

March 28, 2013
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  1. Providing Affordance 1. Skeuomorphism: Take advantage of people's experience with

    real objects; consider modeling visuals after them 2. Platform consistency: Take advantage of people's experience with other apps; use appropriate standard UI elements (buttons, sliders, etc.) 3. Internal consistency: Take advantage of people's experience with your app Don't tell. Show. Good affordance allows users to know what to do without an explicit explanation.
  2. Providing Feedback 1. Use animations Ex: Page navigation in iOS

    2. Change colors, icons, etc. Ex: buttons 3. Play sounds Good feedback ensures that users know the status of the application at all times.
  3. Design Patterns you don't have to reinvent the wheel all

    the time; use established solutions pttrns.com
  4. Shortcuts Consider providing shortcuts for power users. Gestures are often

    a good way to do this in mobile apps. Ex: iOS swipe to delete
  5. But how should we actually do interaction design? (or: what

    can we do for next week's deadline?) User-Centered Design is a mindset towards design to address the needs of users
  6. Research Methods Competitive Analysis find similar existing applications and analyze

    their feature sets Contextual Inquiry a combination of an interview and an observation of users in the context of them doing their usual tasks Persona based on research, create a bio for an imaginary target user
  7. Design Methods Navigation Map a flow chart of the screens

    in the application and how the user could navigate between them Storyboard a comic about your persona using the application Wireframe a rough sketch of an interface focusing on key elements Prototype an incomplete, usually limited scope version of the application
  8. Evaluation Methods Think-Aloud Interviews give someone a task to complete

    with a prototype and ask them to voice their thoughts as they go Heuristic Evaluation basically, review our interaction design principles against the prototype see Jakob Neilsen's heuristics