principles of interaction design

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An Introduction to the Key Principles of Interaction Design

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{ PRINCIPLES OF INTERACTION DESIGN }

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An Introduction to the Key Principles of Interaction Design

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How do you begin to create visual solutions to solve complex user interaction problems?

Discusssmart devices computers information portal phones controls

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How do interaction designers succeed at creating design solutions that are powerful, effective, func-tional and aesthetically appealing?

Discuss

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Why should an MA student consider and apply the Principles of Interaction Design to their work pattern within the design process?

Discuss

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WHY USE PRINCIPLES OF INTERACTION DESIGN?

Design Principles can help guide a designer though the design pro-cess. CHANNELLING creative thinking, and can be used to self eval-uate and critique design concepts.

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Channel

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WHY USE PRINCIPLES OF INTERACTION DESIGN?

Facilitating YOU (the student) to become a more productive and ef-fective designer and helping you focus on the key features of an effective design.

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Productivity

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WHY USE PRINCIPLES OF INTERACTION DESIGN?

All the Design principles interact in complex ways, often effecting and conflicting with each other, but helping focus the designer to features of effective design.

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Interact

note:

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Before considering which principles of Interaction Design to apply. You should first consider three

main influences

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CONSIDERATIONS OF INTERACTIVE DESIGN

TASK(S) AND CONTExT

What TASK do you require your target demographic to preform, and in what environment ?

Scenario“ “

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CONSIDERATIONS OF INTERACTIVE DESIGN

TARGET MARKET

Who is your target demographic ?

Personia“ “

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CONSIDERATIONS OF INTERACTIVE DESIGN

TECHNOLOGIES

What technology do you have at your disposal ?

Construct application

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There are two over arching principles:

ComprehensibilityLearnability“ “

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COMPREHENSIBILITY

An interface design that is easy to COMPREHEND will be efficient and effective.

core

effective“ “

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COMPREHENSIBILITY

A design’s comprehensibility is highly dependent on the way in which the interface COMMUNICATES ITS FUNCTIONALITY

core

communicate“ “

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LEARNABILITY

The learnability of a design is based on it’s compre-hensibility, IF THE USER CAN’T UNDERSTAND IT, THEY CAN’T LEARN IT.

core

understand“ “

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ease of access

Most people are interested in completing their tasks and do not enjoy struggling with the tools they need to use.

6 rules

ease of access sense of control securily&safely user centered

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VISIBILITY

Ensure functions are visible to the user, so they can see what is available and what the system is doing.

ease of access

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VISIBILITY

DESIGNERS DILEMA: Show everything at once, and the result is chaos. Don’t show everything, and then information gets lost.

ease of access

Android Interface

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CONSISTENCY

Be consistent in the use of design features and be consistent with similar systems.

ease of access

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20consistent features

symbols typography layout colour interactions instruction

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FUNCTIONAL LAYERINGease of use

80/20 RULE - 20% of the functionality is used 80% of the time.

Make the most common or important functions easiest to find. Hide or reducing the prominence of infrequently used functions.

hierarchy of controls

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22hierarchy of controls

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SIMPLICITY

SHOW THE USER ONLY WHAT IS NECESSARY This Involves limiting the actions that can be per-formed at any one time.

ease of use

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By matching the sequence of steps, layout of information and termi-nology used to the prior experiences of the user, you will reduce the discomfort of learning a new system.

FAMILIARITYease of access

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ease of access

Where this is not possible because the concept is distinctly different from what has gone before, try using suitable metaphors to help the user relate.

FAMILIARITY

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AFFORDANCE

Design your assets so that they are clear what they are for.

Affordance refers to the proper-ties assets have or are preceived to have.

ease of access

buttons are for pressing“ “

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sense of control3 rules

ease of access sense of control securily&safely user centered

Provide the user with a sense of been in control.

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NAVIGATION

Provide support to enable the user to move around the parts of the system.

sense of control

Make the steps of navigation obvious and lodgical.

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CONTROLsense of control

A sense of CONTROL is enhanced if there is a clear, logical map-ping between the controls and the effect they have.

Make it clear who or what is in control“ “

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FEEDBACK

Feedback from the system to the users, so they know what effect their action have had.

CONSTANT AND CONSISTENT FEEDBACK WILL ENHANCE THE FEELING OF USER CONTROL

sense of control

Rapidly feedback information

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31App Builder

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securely & safely2 rules

ease of access sense of control securily&safely user centered

How safely and securly the users experience is.

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RECOVERY

Particularly from mistakes and errors. Enable this quickly and effectively.

SECURELY & SafELY

Enable recovery from actions

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CONSTRAINTSSECURELY & SafELY

physical“ “Restrict the possible actions that can be performed thus Helping pre-vent users from selecting incorrect options.

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Restrict the possible actions that can be performed thus Helping prevent users from selecting incorrect options.

cultural“ “

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CONSTRAINTSSECURELY & SafELY

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User Centered5 rules

ease of access sense of control securily&safely user centered

Identifing different peoples experiences and reacting to those differences.

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FLExIBILITYuser centered

Accommodating people with different levels of experience.

Provide people with the opportunity to change the way things look and behave so that they can personalise the system.

Allow users multiple ways of doing things

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38Photoshop interface

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COGNITIVE LOAD

COGNITIVE LOAD THEORY suggests that user can absorb and re-tain information effectively only if it is provided in such a way that it does not OVERLOAD their mental capacity.

Reduce the amount of load that is being placed upon the users working memory

user centered

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VISUAL DESIGN

visual design principles: white space, contrast, similarity, emphasis,

proximity, repetition, unity.

user centered

alignment“ “

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CONVIVIALITYuser centered

Interactive systems should be polite, friendly and pleasent. DESIGN FOR POLITENESS

[ instant gratification ] - [ responsive ] [ trustworthy ] [ well informed ] - [ forthcoming ] - [ clarity ] - [ quality ]

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ENGAGEMENT

The product your designing must engage with the target demographic.

user centered

demographic

Measures the extent to which a user has a meaningful experience.

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ENGAGEMENT

The user should feel like they are in control of the experience at all times, they must constantly feel like they’re achieving something.

user centered

25 seconds“ “

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1. IDENTIFY the individual prin-ciples of interaction design that where applied, analysis and evaluate the benefits brought to the final product.

2. DISCUSS how the different principles complemented and contradicted each. Identify why certain principles were given prominence, while others were omitted.

ExERCISE

In Groups of three, select an artefact of applied interaction design:

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