Interaction Design 101

158df2ad2d800432b505bb1b0e6308c8?s=47 Ghis
April 01, 2018

Interaction Design 101

One of the few training series I prepared for new designers who join Titansoft. In the slides, I touch down on the fundamentals of interaction design. In addition, I explain the 5 dimensions that shape HCI.

158df2ad2d800432b505bb1b0e6308c8?s=128

Ghis

April 01, 2018
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Transcript

  1. 4.

     Understanding how users and technology communicate with each other

    is fundamental  You can anticipate how someone might interact with the system, fix problems early, as well as invent new ways of doing things PREPARED BY // GHIS
  2. 5.

     The five dimensions  Usability  Affordances  Goal

    driven interactions  Interaction strategy PREPARED BY // GHIS
  3. 7.

    1D: Words  Words - especially those used in interactions,

    like button labels - should be meaningful and simple to understand  They should communicate information to users, but not too much information to overwhelm the user PREPARED BY // GHIS
  4. 8.

    2D: Visual  This concerns graphical elements like images, icons

    and typography that users interact with  These usually supplement the words used to communicate information to users PREPARED BY // GHIS
  5. 9.

    3D: Physical objects or space  Through what physical objects

    do users interact with the product?  What are some of external effects on user interactions with the product? PREPARED BY // GHIS
  6. 10.

    4D: Time  This dimension refers to media that changes

    with time (animation, videos, sounds)  Motion and sounds play a crucial role in giving visual and audio feedback to users’ interactions PREPARED BY // GHIS
  7. 11.

    5D: Behaviour  This includes the mechanism of a product:

    how do users perform actions on the website? How do users operate the product?  It’s how the previous dimensions define the interactions of a product PREPARED BY // GHIS
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    Nielsen and Schneiderman explain usability as being made up of

    five principles:  Learnability  Efficiency  Memorability  Errors  Satisfaction PREPARED BY // GHIS
  10. 14.

     How easily can a new user learn to navigate

    the interface?  How quickly can users perform tasks?  If a user hasn’t visited the system in a while, how well will they remember the interface?  How many errors do users make, and how quickly can they recover from errors?  Do users enjoy using the interface, and are they pleased with the results? PREPARED BY // GHIS
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     Things that are not only designed to do something,

    but that are designed to look like they are designed to do something.  A button that looks like a physical object you can push, for example, is an affordance designed so that someone unfamiliar with the button will still understand how to interact with it. PREPARED BY // GHIS
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    The focus of G.D.D is first satisfying specific needs and

    desires of the end-user, as it opposed to older methods of design, which focused on what capabilities were available on the technology side of things PREPARED BY // GHIS
  17. 21.

    I. Design first, develop later II. Separate design and programming

    responsibilities III. Hold designers accountable for product quality and user satisfaction IV. Define personas V. Work in teams of two: Design communicator PREPARED BY // GHIS
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     An interaction designer assess the target user’s goals provided

    by user researcher and develop an interaction strategy  A well crafted design strategy helps team members have a common understanding of what interactions need to take place to facilitate user goals PREPARED BY // GHIS
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     Define how users can interact with the interface 

    Give users clues of behaviour before actions are taken  Consider system feedback, response time and anticipate errors  Think about each element strategically  Simplify for learnability PREPARED BY // GHIS
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     The interaction cost is the sum of efforts -

    mental and physical to the end user  Design interactions with care so user interacting with the product reach their goals at ease PREPARED BY // GHIS
  23. 27.

     Designing for Interaction: Creating Innovative Applications and Devices 

    Interaction Design: Beyond Human - Computer Interaction
  24. 28.

     Interaction Design Foundation  “Interaction Design: Beyond Human-Computer Interaction”

     Interaction Design Association  Interaction Design Checklist for designers
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