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Interaction Design Basics
Interaction Design Basics
Hanli Wang (�¢m)
Email: [email protected]
Department of Computer Science and Technology,Tongji University
Interaction Design Basics
Table of Contents
Chapter overview
What is design
Design process
User focus
Navigation designLocal structureGlobal structure
User action and control
Prototyping
Summary
Interaction Design Basics
Chapter overview
Chapter overviewInteraction design is about creating interventions in often complexsituations using technology of many kinds including PC software,the web and physical devices.
I Design involvesI achieving goals within constraints and trade-offI understanding the raw materials: computer and humanI accepting limitations of humans and of design
I Design process has several stages and is iterativeI Interaction starts with getting to know the users and their
contextI finding out who they are and what they are likeI talking to them, watching them
I Navigation: finding a way around a systemI helping users know where they are, where they have been and
what they can do next
I Complexity of design means we don’t get it right first timeI applying iteration and prototypes to try out and evaluate
Interaction Design Basics
Chapter overview
Chapter overviewInteraction design is about creating interventions in often complexsituations using technology of many kinds including PC software,the web and physical devices.
I Design involves
I achieving goals within constraints and trade-offI understanding the raw materials: computer and humanI accepting limitations of humans and of design
I Design process has several stages and is iterativeI Interaction starts with getting to know the users and their
contextI finding out who they are and what they are likeI talking to them, watching them
I Navigation: finding a way around a systemI helping users know where they are, where they have been and
what they can do next
I Complexity of design means we don’t get it right first timeI applying iteration and prototypes to try out and evaluate
Interaction Design Basics
Chapter overview
Chapter overviewInteraction design is about creating interventions in often complexsituations using technology of many kinds including PC software,the web and physical devices.
I Design involvesI achieving goals within constraints and trade-off
I understanding the raw materials: computer and humanI accepting limitations of humans and of design
I Design process has several stages and is iterativeI Interaction starts with getting to know the users and their
contextI finding out who they are and what they are likeI talking to them, watching them
I Navigation: finding a way around a systemI helping users know where they are, where they have been and
what they can do next
I Complexity of design means we don’t get it right first timeI applying iteration and prototypes to try out and evaluate
Interaction Design Basics
Chapter overview
Chapter overviewInteraction design is about creating interventions in often complexsituations using technology of many kinds including PC software,the web and physical devices.
I Design involvesI achieving goals within constraints and trade-offI understanding the raw materials: computer and human
I accepting limitations of humans and of design
I Design process has several stages and is iterativeI Interaction starts with getting to know the users and their
contextI finding out who they are and what they are likeI talking to them, watching them
I Navigation: finding a way around a systemI helping users know where they are, where they have been and
what they can do next
I Complexity of design means we don’t get it right first timeI applying iteration and prototypes to try out and evaluate
Interaction Design Basics
Chapter overview
Chapter overviewInteraction design is about creating interventions in often complexsituations using technology of many kinds including PC software,the web and physical devices.
I Design involvesI achieving goals within constraints and trade-offI understanding the raw materials: computer and humanI accepting limitations of humans and of design
I Design process has several stages and is iterativeI Interaction starts with getting to know the users and their
contextI finding out who they are and what they are likeI talking to them, watching them
I Navigation: finding a way around a systemI helping users know where they are, where they have been and
what they can do next
I Complexity of design means we don’t get it right first timeI applying iteration and prototypes to try out and evaluate
Interaction Design Basics
Chapter overview
Chapter overviewInteraction design is about creating interventions in often complexsituations using technology of many kinds including PC software,the web and physical devices.
I Design involvesI achieving goals within constraints and trade-offI understanding the raw materials: computer and humanI accepting limitations of humans and of design
I Design process has several stages and is iterative
I Interaction starts with getting to know the users and theircontext
I finding out who they are and what they are likeI talking to them, watching them
I Navigation: finding a way around a systemI helping users know where they are, where they have been and
what they can do next
I Complexity of design means we don’t get it right first timeI applying iteration and prototypes to try out and evaluate
Interaction Design Basics
Chapter overview
Chapter overviewInteraction design is about creating interventions in often complexsituations using technology of many kinds including PC software,the web and physical devices.
I Design involvesI achieving goals within constraints and trade-offI understanding the raw materials: computer and humanI accepting limitations of humans and of design
I Design process has several stages and is iterativeI Interaction starts with getting to know the users and their
context
I finding out who they are and what they are likeI talking to them, watching them
I Navigation: finding a way around a systemI helping users know where they are, where they have been and
what they can do next
I Complexity of design means we don’t get it right first timeI applying iteration and prototypes to try out and evaluate
Interaction Design Basics
Chapter overview
Chapter overviewInteraction design is about creating interventions in often complexsituations using technology of many kinds including PC software,the web and physical devices.
I Design involvesI achieving goals within constraints and trade-offI understanding the raw materials: computer and humanI accepting limitations of humans and of design
I Design process has several stages and is iterativeI Interaction starts with getting to know the users and their
contextI finding out who they are and what they are like
I talking to them, watching them
I Navigation: finding a way around a systemI helping users know where they are, where they have been and
what they can do next
I Complexity of design means we don’t get it right first timeI applying iteration and prototypes to try out and evaluate
Interaction Design Basics
Chapter overview
Chapter overviewInteraction design is about creating interventions in often complexsituations using technology of many kinds including PC software,the web and physical devices.
I Design involvesI achieving goals within constraints and trade-offI understanding the raw materials: computer and humanI accepting limitations of humans and of design
I Design process has several stages and is iterativeI Interaction starts with getting to know the users and their
contextI finding out who they are and what they are likeI talking to them, watching them
I Navigation: finding a way around a systemI helping users know where they are, where they have been and
what they can do next
I Complexity of design means we don’t get it right first timeI applying iteration and prototypes to try out and evaluate
Interaction Design Basics
Chapter overview
Chapter overviewInteraction design is about creating interventions in often complexsituations using technology of many kinds including PC software,the web and physical devices.
I Design involvesI achieving goals within constraints and trade-offI understanding the raw materials: computer and humanI accepting limitations of humans and of design
I Design process has several stages and is iterativeI Interaction starts with getting to know the users and their
contextI finding out who they are and what they are likeI talking to them, watching them
I Navigation: finding a way around a system
I helping users know where they are, where they have been andwhat they can do next
I Complexity of design means we don’t get it right first timeI applying iteration and prototypes to try out and evaluate
Interaction Design Basics
Chapter overview
Chapter overviewInteraction design is about creating interventions in often complexsituations using technology of many kinds including PC software,the web and physical devices.
I Design involvesI achieving goals within constraints and trade-offI understanding the raw materials: computer and humanI accepting limitations of humans and of design
I Design process has several stages and is iterativeI Interaction starts with getting to know the users and their
contextI finding out who they are and what they are likeI talking to them, watching them
I Navigation: finding a way around a systemI helping users know where they are, where they have been and
what they can do next
I Complexity of design means we don’t get it right first timeI applying iteration and prototypes to try out and evaluate
Interaction Design Basics
Chapter overview
Chapter overviewInteraction design is about creating interventions in often complexsituations using technology of many kinds including PC software,the web and physical devices.
I Design involvesI achieving goals within constraints and trade-offI understanding the raw materials: computer and humanI accepting limitations of humans and of design
I Design process has several stages and is iterativeI Interaction starts with getting to know the users and their
contextI finding out who they are and what they are likeI talking to them, watching them
I Navigation: finding a way around a systemI helping users know where they are, where they have been and
what they can do next
I Complexity of design means we don’t get it right first time
I applying iteration and prototypes to try out and evaluate
Interaction Design Basics
Chapter overview
Chapter overviewInteraction design is about creating interventions in often complexsituations using technology of many kinds including PC software,the web and physical devices.
I Design involvesI achieving goals within constraints and trade-offI understanding the raw materials: computer and humanI accepting limitations of humans and of design
I Design process has several stages and is iterativeI Interaction starts with getting to know the users and their
contextI finding out who they are and what they are likeI talking to them, watching them
I Navigation: finding a way around a systemI helping users know where they are, where they have been and
what they can do next
I Complexity of design means we don’t get it right first timeI applying iteration and prototypes to try out and evaluate
Interaction Design Basics
Chapter overview
Chapter overviewInteraction design is about creating interventions in often complexsituations using technology of many kinds including PC software,the web and physical devices.
I Design involvesI achieving goals within constraints and trade-offI understanding the raw materials: computer and humanI accepting limitations of humans and of design
I Design process has several stages and is iterativeI Interaction starts with getting to know the users and their
contextI finding out who they are and what they are likeI talking to them, watching them
I Navigation: finding a way around a systemI helping users know where they are, where they have been and
what they can do next
I Complexity of design means we don’t get it right first timeI applying iteration and prototypes to try out and evaluate
Interaction Design Basics
What is design
What is design
I Achieving goals within constraints
I GoalsI What is the purpose of the design intending to produceI Who is it forI Why do they want itI · · · · · ·
I ConstraintsI What materials must we useI What standards must we adoptI How much can it costI How much time do we have to develop itI Are there health and safety issuesI · · · · · ·
I Trade-off: we cannot always achieve all our goals within theconstraints
I Choosing which goals or constraints can be relaxed so thatothers can be met
Interaction Design Basics
What is design
What is design
I Achieving goals within constraintsI Goals
I What is the purpose of the design intending to produceI Who is it forI Why do they want itI · · · · · ·
I ConstraintsI What materials must we useI What standards must we adoptI How much can it costI How much time do we have to develop itI Are there health and safety issuesI · · · · · ·
I Trade-off: we cannot always achieve all our goals within theconstraints
I Choosing which goals or constraints can be relaxed so thatothers can be met
Interaction Design Basics
What is design
What is design
I Achieving goals within constraintsI Goals
I What is the purpose of the design intending to produce
I Who is it forI Why do they want itI · · · · · ·
I ConstraintsI What materials must we useI What standards must we adoptI How much can it costI How much time do we have to develop itI Are there health and safety issuesI · · · · · ·
I Trade-off: we cannot always achieve all our goals within theconstraints
I Choosing which goals or constraints can be relaxed so thatothers can be met
Interaction Design Basics
What is design
What is design
I Achieving goals within constraintsI Goals
I What is the purpose of the design intending to produceI Who is it for
I Why do they want itI · · · · · ·
I ConstraintsI What materials must we useI What standards must we adoptI How much can it costI How much time do we have to develop itI Are there health and safety issuesI · · · · · ·
I Trade-off: we cannot always achieve all our goals within theconstraints
I Choosing which goals or constraints can be relaxed so thatothers can be met
Interaction Design Basics
What is design
What is design
I Achieving goals within constraintsI Goals
I What is the purpose of the design intending to produceI Who is it forI Why do they want it
I · · · · · ·I Constraints
I What materials must we useI What standards must we adoptI How much can it costI How much time do we have to develop itI Are there health and safety issuesI · · · · · ·
I Trade-off: we cannot always achieve all our goals within theconstraints
I Choosing which goals or constraints can be relaxed so thatothers can be met
Interaction Design Basics
What is design
What is design
I Achieving goals within constraintsI Goals
I What is the purpose of the design intending to produceI Who is it forI Why do they want itI · · · · · ·
I ConstraintsI What materials must we useI What standards must we adoptI How much can it costI How much time do we have to develop itI Are there health and safety issuesI · · · · · ·
I Trade-off: we cannot always achieve all our goals within theconstraints
I Choosing which goals or constraints can be relaxed so thatothers can be met
Interaction Design Basics
What is design
What is design
I Achieving goals within constraintsI Goals
I What is the purpose of the design intending to produceI Who is it forI Why do they want itI · · · · · ·
I Constraints
I What materials must we useI What standards must we adoptI How much can it costI How much time do we have to develop itI Are there health and safety issuesI · · · · · ·
I Trade-off: we cannot always achieve all our goals within theconstraints
I Choosing which goals or constraints can be relaxed so thatothers can be met
Interaction Design Basics
What is design
What is design
I Achieving goals within constraintsI Goals
I What is the purpose of the design intending to produceI Who is it forI Why do they want itI · · · · · ·
I ConstraintsI What materials must we use
I What standards must we adoptI How much can it costI How much time do we have to develop itI Are there health and safety issuesI · · · · · ·
I Trade-off: we cannot always achieve all our goals within theconstraints
I Choosing which goals or constraints can be relaxed so thatothers can be met
Interaction Design Basics
What is design
What is design
I Achieving goals within constraintsI Goals
I What is the purpose of the design intending to produceI Who is it forI Why do they want itI · · · · · ·
I ConstraintsI What materials must we useI What standards must we adopt
I How much can it costI How much time do we have to develop itI Are there health and safety issuesI · · · · · ·
I Trade-off: we cannot always achieve all our goals within theconstraints
I Choosing which goals or constraints can be relaxed so thatothers can be met
Interaction Design Basics
What is design
What is design
I Achieving goals within constraintsI Goals
I What is the purpose of the design intending to produceI Who is it forI Why do they want itI · · · · · ·
I ConstraintsI What materials must we useI What standards must we adoptI How much can it cost
I How much time do we have to develop itI Are there health and safety issuesI · · · · · ·
I Trade-off: we cannot always achieve all our goals within theconstraints
I Choosing which goals or constraints can be relaxed so thatothers can be met
Interaction Design Basics
What is design
What is design
I Achieving goals within constraintsI Goals
I What is the purpose of the design intending to produceI Who is it forI Why do they want itI · · · · · ·
I ConstraintsI What materials must we useI What standards must we adoptI How much can it costI How much time do we have to develop it
I Are there health and safety issuesI · · · · · ·
I Trade-off: we cannot always achieve all our goals within theconstraints
I Choosing which goals or constraints can be relaxed so thatothers can be met
Interaction Design Basics
What is design
What is design
I Achieving goals within constraintsI Goals
I What is the purpose of the design intending to produceI Who is it forI Why do they want itI · · · · · ·
I ConstraintsI What materials must we useI What standards must we adoptI How much can it costI How much time do we have to develop itI Are there health and safety issues
I · · · · · ·I Trade-off: we cannot always achieve all our goals within the
constraintsI Choosing which goals or constraints can be relaxed so that
others can be met
Interaction Design Basics
What is design
What is design
I Achieving goals within constraintsI Goals
I What is the purpose of the design intending to produceI Who is it forI Why do they want itI · · · · · ·
I ConstraintsI What materials must we useI What standards must we adoptI How much can it costI How much time do we have to develop itI Are there health and safety issuesI · · · · · ·
I Trade-off: we cannot always achieve all our goals within theconstraints
I Choosing which goals or constraints can be relaxed so thatothers can be met
Interaction Design Basics
What is design
What is design
I Achieving goals within constraintsI Goals
I What is the purpose of the design intending to produceI Who is it forI Why do they want itI · · · · · ·
I ConstraintsI What materials must we useI What standards must we adoptI How much can it costI How much time do we have to develop itI Are there health and safety issuesI · · · · · ·
I Trade-off: we cannot always achieve all our goals within theconstraints
I Choosing which goals or constraints can be relaxed so thatothers can be met
Interaction Design Basics
What is design
What is design
I Achieving goals within constraintsI Goals
I What is the purpose of the design intending to produceI Who is it forI Why do they want itI · · · · · ·
I ConstraintsI What materials must we useI What standards must we adoptI How much can it costI How much time do we have to develop itI Are there health and safety issuesI · · · · · ·
I Trade-off: we cannot always achieve all our goals within theconstraints
I Choosing which goals or constraints can be relaxed so thatothers can be met
Interaction Design Basics
What is design
What is design
I Achieving goals within constraintsI Goals
I What is the purpose of the design intending to produceI Who is it forI Why do they want itI · · · · · ·
I ConstraintsI What materials must we useI What standards must we adoptI How much can it costI How much time do we have to develop itI Are there health and safety issuesI · · · · · ·
I Trade-off: we cannot always achieve all our goals within theconstraints
I Choosing which goals or constraints can be relaxed so thatothers can be met
Interaction Design Basics
What is design
The golden rule of design
I The golden rule of design:
understand your materialsI For HCI, the obvious materials are human and computer
I understand computers: limitations, capacities, tools, platformsI understand people: psychological, social aspects, human errorI understand interaction
Interaction Design Basics
What is design
The golden rule of design
I The golden rule of design: understand your materials
I For HCI, the obvious materials are human and computerI understand computers: limitations, capacities, tools, platformsI understand people: psychological, social aspects, human errorI understand interaction
Interaction Design Basics
What is design
The golden rule of design
I The golden rule of design: understand your materialsI For HCI, the obvious materials are human and computer
I understand computers: limitations, capacities, tools, platformsI understand people: psychological, social aspects, human errorI understand interaction
Interaction Design Basics
What is design
The golden rule of design
I The golden rule of design: understand your materialsI For HCI, the obvious materials are human and computer
I understand computers:
limitations, capacities, tools, platformsI understand people: psychological, social aspects, human errorI understand interaction
Interaction Design Basics
What is design
The golden rule of design
I The golden rule of design: understand your materialsI For HCI, the obvious materials are human and computer
I understand computers: limitations, capacities, tools, platforms
I understand people: psychological, social aspects, human errorI understand interaction
Interaction Design Basics
What is design
The golden rule of design
I The golden rule of design: understand your materialsI For HCI, the obvious materials are human and computer
I understand computers: limitations, capacities, tools, platformsI understand people:
psychological, social aspects, human errorI understand interaction
Interaction Design Basics
What is design
The golden rule of design
I The golden rule of design: understand your materialsI For HCI, the obvious materials are human and computer
I understand computers: limitations, capacities, tools, platformsI understand people: psychological, social aspects, human error
I understand interaction
Interaction Design Basics
What is design
The golden rule of design
I The golden rule of design: understand your materialsI For HCI, the obvious materials are human and computer
I understand computers: limitations, capacities, tools, platformsI understand people: psychological, social aspects, human errorI understand interaction
Interaction Design Basics
What is design
The golden rule of design
I The golden rule of design: understand your materialsI For HCI, the obvious materials are human and computer
I understand computers: limitations, capacities, tools, platformsI understand people: psychological, social aspects, human errorI understand interaction
Interaction Design Basics
What is design
Human error and central message
I It is the nature of humans to make errors
I Systems should be designed to reduce the likelihood of errorsand to minimize the consequences when errors happen
I Under stress, arcane or inconsistent interfaces will lead toerrors
I Treat humans as ‘physical materials’, and understand the wayhuman failures occur and build the rest of the interfaceaccordingly
I The core of interaction design: userI put the user first, keep the user in the center, and remember
the user at the end
Interaction Design Basics
What is design
Human error and central message
I It is the nature of humans to make errorsI Systems should be designed to reduce the likelihood of errors
and to minimize the consequences when errors happen
I Under stress, arcane or inconsistent interfaces will lead toerrors
I Treat humans as ‘physical materials’, and understand the wayhuman failures occur and build the rest of the interfaceaccordingly
I The core of interaction design: userI put the user first, keep the user in the center, and remember
the user at the end
Interaction Design Basics
What is design
Human error and central message
I It is the nature of humans to make errorsI Systems should be designed to reduce the likelihood of errors
and to minimize the consequences when errors happenI Under stress, arcane or inconsistent interfaces will lead to
errors
I Treat humans as ‘physical materials’, and understand the wayhuman failures occur and build the rest of the interfaceaccordingly
I The core of interaction design: userI put the user first, keep the user in the center, and remember
the user at the end
Interaction Design Basics
What is design
Human error and central message
I It is the nature of humans to make errorsI Systems should be designed to reduce the likelihood of errors
and to minimize the consequences when errors happenI Under stress, arcane or inconsistent interfaces will lead to
errorsI Treat humans as ‘physical materials’, and understand the way
human failures occur and build the rest of the interfaceaccordingly
I The core of interaction design: userI put the user first, keep the user in the center, and remember
the user at the end
Interaction Design Basics
What is design
Human error and central message
I It is the nature of humans to make errorsI Systems should be designed to reduce the likelihood of errors
and to minimize the consequences when errors happenI Under stress, arcane or inconsistent interfaces will lead to
errorsI Treat humans as ‘physical materials’, and understand the way
human failures occur and build the rest of the interfaceaccordingly
I The core of interaction design: user
I put the user first, keep the user in the center, and rememberthe user at the end
Interaction Design Basics
What is design
Human error and central message
I It is the nature of humans to make errorsI Systems should be designed to reduce the likelihood of errors
and to minimize the consequences when errors happenI Under stress, arcane or inconsistent interfaces will lead to
errorsI Treat humans as ‘physical materials’, and understand the way
human failures occur and build the rest of the interfaceaccordingly
I The core of interaction design: userI put the user first, keep the user in the center, and remember
the user at the end
Interaction Design Basics
What is design
Human error and central message
I It is the nature of humans to make errorsI Systems should be designed to reduce the likelihood of errors
and to minimize the consequences when errors happenI Under stress, arcane or inconsistent interfaces will lead to
errorsI Treat humans as ‘physical materials’, and understand the way
human failures occur and build the rest of the interfaceaccordingly
I The core of interaction design: userI put the user first, keep the user in the center, and remember
the user at the end
Interaction Design Basics
Design process
The process of design
I Requirements - what is wantedI interviewing people, videotaping them, looking at the
documents and objects that they work with, observing themdirectly
Interaction Design Basics
Design process
The process of design
I Requirements
- what is wantedI interviewing people, videotaping them, looking at the
documents and objects that they work with, observing themdirectly
Interaction Design Basics
Design process
The process of design
I Requirements - what is wanted
I interviewing people, videotaping them, looking at thedocuments and objects that they work with, observing themdirectly
Interaction Design Basics
Design process
The process of design
I Requirements - what is wantedI interviewing people, videotaping them, looking at the
documents and objects that they work with, observing themdirectly
Interaction Design Basics
Design process
The process of design
I Requirements - what is wantedI interviewing people, videotaping them, looking at the
documents and objects that they work with, observing themdirectly
Interaction Design Basics
Design process
The process of design
I Analysis - the results of observation and interview need to beordered to bring out key issues and communicate with laterstages of design
I Applying task models to capture how people carry out varioustasks
I Scenarios, rich stories of interaction, used in conjunction withtask analysis or on their own to record and make interaction
Interaction Design Basics
Design process
The process of design
I Analysis
- the results of observation and interview need to beordered to bring out key issues and communicate with laterstages of design
I Applying task models to capture how people carry out varioustasks
I Scenarios, rich stories of interaction, used in conjunction withtask analysis or on their own to record and make interaction
Interaction Design Basics
Design process
The process of design
I Analysis - the results of observation and interview need to beordered to bring out key issues and communicate with laterstages of design
I Applying task models to capture how people carry out varioustasks
I Scenarios, rich stories of interaction, used in conjunction withtask analysis or on their own to record and make interaction
Interaction Design Basics
Design process
The process of design
I Analysis - the results of observation and interview need to beordered to bring out key issues and communicate with laterstages of design
I Applying task models to capture how people carry out varioustasks
I Scenarios, rich stories of interaction, used in conjunction withtask analysis or on their own to record and make interaction
Interaction Design Basics
Design process
The process of design
I Analysis - the results of observation and interview need to beordered to bring out key issues and communicate with laterstages of design
I Applying task models to capture how people carry out varioustasks
I Scenarios, rich stories of interaction, used in conjunction withtask analysis or on their own to record and make interaction
Interaction Design Basics
Design process
The process of design
I Analysis - the results of observation and interview need to beordered to bring out key issues and communicate with laterstages of design
I Applying task models to capture how people carry out varioustasks
I Scenarios, rich stories of interaction, used in conjunction withtask analysis or on their own to record and make interaction
Interaction Design Basics
Design process
The process of design
I Design - the central stage when you move from what youwant, to how to do it
I numerous rules, guidelines and design principles for designI taking into account different kinds of userI cognitive models, organizational issues and understanding
communication for design
Interaction Design Basics
Design process
The process of design
I Design
- the central stage when you move from what youwant, to how to do it
I numerous rules, guidelines and design principles for designI taking into account different kinds of userI cognitive models, organizational issues and understanding
communication for design
Interaction Design Basics
Design process
The process of design
I Design - the central stage when you move from what youwant, to how to do it
I numerous rules, guidelines and design principles for designI taking into account different kinds of userI cognitive models, organizational issues and understanding
communication for design
Interaction Design Basics
Design process
The process of design
I Design - the central stage when you move from what youwant, to how to do it
I numerous rules, guidelines and design principles for design
I taking into account different kinds of userI cognitive models, organizational issues and understanding
communication for design
Interaction Design Basics
Design process
The process of design
I Design - the central stage when you move from what youwant, to how to do it
I numerous rules, guidelines and design principles for designI taking into account different kinds of user
I cognitive models, organizational issues and understandingcommunication for design
Interaction Design Basics
Design process
The process of design
I Design - the central stage when you move from what youwant, to how to do it
I numerous rules, guidelines and design principles for designI taking into account different kinds of userI cognitive models, organizational issues and understanding
communication for design
Interaction Design Basics
Design process
The process of design
I Design - the central stage when you move from what youwant, to how to do it
I numerous rules, guidelines and design principles for designI taking into account different kinds of userI cognitive models, organizational issues and understanding
communication for design
Interaction Design Basics
Design process
The process of design
I Iteration and prototypingI humans are complex and we cannot expect to get designs right
first timeI need to evaluate a design to see how well it is and where
improvements requiredI prototyping provides early versions of systems to try out with
real users
Interaction Design Basics
Design process
The process of design
I Iteration and prototyping
I humans are complex and we cannot expect to get designs rightfirst time
I need to evaluate a design to see how well it is and whereimprovements required
I prototyping provides early versions of systems to try out withreal users
Interaction Design Basics
Design process
The process of design
I Iteration and prototypingI humans are complex and we cannot expect to get designs right
first time
I need to evaluate a design to see how well it is and whereimprovements required
I prototyping provides early versions of systems to try out withreal users
Interaction Design Basics
Design process
The process of design
I Iteration and prototypingI humans are complex and we cannot expect to get designs right
first timeI need to evaluate a design to see how well it is and where
improvements required
I prototyping provides early versions of systems to try out withreal users
Interaction Design Basics
Design process
The process of design
I Iteration and prototypingI humans are complex and we cannot expect to get designs right
first timeI need to evaluate a design to see how well it is and where
improvements requiredI prototyping provides early versions of systems to try out with
real users
Interaction Design Basics
Design process
The process of design
I Iteration and prototypingI humans are complex and we cannot expect to get designs right
first timeI need to evaluate a design to see how well it is and where
improvements requiredI prototyping provides early versions of systems to try out with
real users
Interaction Design Basics
Design process
The process of design
I Implementation and deploymentI when happy with design, we need to create it and deploy itI writing code, perhaps making hardware, writing documentation
and manuals - everything that goes into a real system
Interaction Design Basics
Design process
The process of design
I Implementation and deployment
I when happy with design, we need to create it and deploy itI writing code, perhaps making hardware, writing documentation
and manuals - everything that goes into a real system
Interaction Design Basics
Design process
The process of design
I Implementation and deploymentI when happy with design, we need to create it and deploy it
I writing code, perhaps making hardware, writing documentationand manuals - everything that goes into a real system
Interaction Design Basics
Design process
The process of design
I Implementation and deploymentI when happy with design, we need to create it and deploy itI writing code, perhaps making hardware, writing documentation
and manuals - everything that goes into a real system
Interaction Design Basics
Design process
The process of design
I Implementation and deploymentI when happy with design, we need to create it and deploy itI writing code, perhaps making hardware, writing documentation
and manuals - everything that goes into a real system
Interaction Design Basics
Design process
The process of design
I ‘help! how can I ever do all this?’I your time is limited - there is a trade-off between the length of
the design period and the quality of the final designI sometimes has to accept a design as final even if not perfectI often better to have a product acceptable but on time and to
cost than to have perfect one but is late and over budgetI the real problem is not to find faults nor to work out how to fix
them; instead the issue is: which usability problems worthfixing
Interaction Design Basics
Design process
The process of design
I ‘help! how can I ever do all this?’
I your time is limited - there is a trade-off between the length ofthe design period and the quality of the final design
I sometimes has to accept a design as final even if not perfectI often better to have a product acceptable but on time and to
cost than to have perfect one but is late and over budgetI the real problem is not to find faults nor to work out how to fix
them; instead the issue is: which usability problems worthfixing
Interaction Design Basics
Design process
The process of design
I ‘help! how can I ever do all this?’I your time is limited
- there is a trade-off between the length ofthe design period and the quality of the final design
I sometimes has to accept a design as final even if not perfectI often better to have a product acceptable but on time and to
cost than to have perfect one but is late and over budgetI the real problem is not to find faults nor to work out how to fix
them; instead the issue is: which usability problems worthfixing
Interaction Design Basics
Design process
The process of design
I ‘help! how can I ever do all this?’I your time is limited - there is a trade-off between the length of
the design period and the quality of the final design
I sometimes has to accept a design as final even if not perfectI often better to have a product acceptable but on time and to
cost than to have perfect one but is late and over budgetI the real problem is not to find faults nor to work out how to fix
them; instead the issue is: which usability problems worthfixing
Interaction Design Basics
Design process
The process of design
I ‘help! how can I ever do all this?’I your time is limited - there is a trade-off between the length of
the design period and the quality of the final designI sometimes has to accept a design as final even if not perfect
I often better to have a product acceptable but on time and tocost than to have perfect one but is late and over budget
I the real problem is not to find faults nor to work out how to fixthem; instead the issue is: which usability problems worthfixing
Interaction Design Basics
Design process
The process of design
I ‘help! how can I ever do all this?’I your time is limited - there is a trade-off between the length of
the design period and the quality of the final designI sometimes has to accept a design as final even if not perfectI often better to have a product acceptable but on time and to
cost than to have perfect one but is late and over budget
I the real problem is not to find faults nor to work out how to fixthem; instead the issue is: which usability problems worthfixing
Interaction Design Basics
Design process
The process of design
I ‘help! how can I ever do all this?’I your time is limited - there is a trade-off between the length of
the design period and the quality of the final designI sometimes has to accept a design as final even if not perfectI often better to have a product acceptable but on time and to
cost than to have perfect one but is late and over budgetI the real problem is not to find faults nor to work out how to fix
them;
instead the issue is: which usability problems worthfixing
Interaction Design Basics
Design process
The process of design
I ‘help! how can I ever do all this?’I your time is limited - there is a trade-off between the length of
the design period and the quality of the final designI sometimes has to accept a design as final even if not perfectI often better to have a product acceptable but on time and to
cost than to have perfect one but is late and over budgetI the real problem is not to find faults nor to work out how to fix
them; instead the issue is: which usability problems worthfixing
Interaction Design Basics
Design process
The process of design
I ‘help! how can I ever do all this?’I your time is limited - there is a trade-off between the length of
the design period and the quality of the final designI sometimes has to accept a design as final even if not perfectI often better to have a product acceptable but on time and to
cost than to have perfect one but is late and over budgetI the real problem is not to find faults nor to work out how to fix
them; instead the issue is: which usability problems worthfixing
Interaction Design Basics
User focus
User focus
I The start of any interaction design must be the intended useror users
I Know your usersI Who are they
I young or old, experienced computer users or novicesI tempting to think of a generic user with generic skills and
generic goals; however, it is probably better, either instead orin addition, to think of several specific users
I Probably not like youI when designing a system you assume your own interests and
abilitiesI individuals differ a lot
I Talk to themI interviews, open-ended discussions, or bringing the potential
users fully into the design process
I Watch themI sitting and taking notes of how they spend a day, watching
particular activities, using a video camera or tape recorder
Interaction Design Basics
User focus
User focus
I The start of any interaction design must be the intended useror users
I Know your usersI Who are they
I young or old, experienced computer users or novicesI tempting to think of a generic user with generic skills and
generic goals; however, it is probably better, either instead orin addition, to think of several specific users
I Probably not like youI when designing a system you assume your own interests and
abilitiesI individuals differ a lot
I Talk to themI interviews, open-ended discussions, or bringing the potential
users fully into the design process
I Watch themI sitting and taking notes of how they spend a day, watching
particular activities, using a video camera or tape recorder
Interaction Design Basics
User focus
User focus
I The start of any interaction design must be the intended useror users
I Know your usersI Who are they
I young or old, experienced computer users or novices
I tempting to think of a generic user with generic skills andgeneric goals; however, it is probably better, either instead orin addition, to think of several specific users
I Probably not like youI when designing a system you assume your own interests and
abilitiesI individuals differ a lot
I Talk to themI interviews, open-ended discussions, or bringing the potential
users fully into the design process
I Watch themI sitting and taking notes of how they spend a day, watching
particular activities, using a video camera or tape recorder
Interaction Design Basics
User focus
User focus
I The start of any interaction design must be the intended useror users
I Know your usersI Who are they
I young or old, experienced computer users or novicesI tempting to think of a generic user with generic skills and
generic goals;
however, it is probably better, either instead orin addition, to think of several specific users
I Probably not like youI when designing a system you assume your own interests and
abilitiesI individuals differ a lot
I Talk to themI interviews, open-ended discussions, or bringing the potential
users fully into the design process
I Watch themI sitting and taking notes of how they spend a day, watching
particular activities, using a video camera or tape recorder
Interaction Design Basics
User focus
User focus
I The start of any interaction design must be the intended useror users
I Know your usersI Who are they
I young or old, experienced computer users or novicesI tempting to think of a generic user with generic skills and
generic goals; however, it is probably better, either instead orin addition, to think of several specific users
I Probably not like youI when designing a system you assume your own interests and
abilitiesI individuals differ a lot
I Talk to themI interviews, open-ended discussions, or bringing the potential
users fully into the design process
I Watch themI sitting and taking notes of how they spend a day, watching
particular activities, using a video camera or tape recorder
Interaction Design Basics
User focus
User focus
I The start of any interaction design must be the intended useror users
I Know your usersI Who are they
I young or old, experienced computer users or novicesI tempting to think of a generic user with generic skills and
generic goals; however, it is probably better, either instead orin addition, to think of several specific users
I Probably not like you
I when designing a system you assume your own interests andabilities
I individuals differ a lot
I Talk to themI interviews, open-ended discussions, or bringing the potential
users fully into the design process
I Watch themI sitting and taking notes of how they spend a day, watching
particular activities, using a video camera or tape recorder
Interaction Design Basics
User focus
User focus
I The start of any interaction design must be the intended useror users
I Know your usersI Who are they
I young or old, experienced computer users or novicesI tempting to think of a generic user with generic skills and
generic goals; however, it is probably better, either instead orin addition, to think of several specific users
I Probably not like youI when designing a system you assume your own interests and
abilities
I individuals differ a lot
I Talk to themI interviews, open-ended discussions, or bringing the potential
users fully into the design process
I Watch themI sitting and taking notes of how they spend a day, watching
particular activities, using a video camera or tape recorder
Interaction Design Basics
User focus
User focus
I The start of any interaction design must be the intended useror users
I Know your usersI Who are they
I young or old, experienced computer users or novicesI tempting to think of a generic user with generic skills and
generic goals; however, it is probably better, either instead orin addition, to think of several specific users
I Probably not like youI when designing a system you assume your own interests and
abilitiesI individuals differ a lot
I Talk to themI interviews, open-ended discussions, or bringing the potential
users fully into the design process
I Watch themI sitting and taking notes of how they spend a day, watching
particular activities, using a video camera or tape recorder
Interaction Design Basics
User focus
User focus
I The start of any interaction design must be the intended useror users
I Know your usersI Who are they
I young or old, experienced computer users or novicesI tempting to think of a generic user with generic skills and
generic goals; however, it is probably better, either instead orin addition, to think of several specific users
I Probably not like youI when designing a system you assume your own interests and
abilitiesI individuals differ a lot
I Talk to them
I interviews, open-ended discussions, or bringing the potentialusers fully into the design process
I Watch themI sitting and taking notes of how they spend a day, watching
particular activities, using a video camera or tape recorder
Interaction Design Basics
User focus
User focus
I The start of any interaction design must be the intended useror users
I Know your usersI Who are they
I young or old, experienced computer users or novicesI tempting to think of a generic user with generic skills and
generic goals; however, it is probably better, either instead orin addition, to think of several specific users
I Probably not like youI when designing a system you assume your own interests and
abilitiesI individuals differ a lot
I Talk to themI interviews, open-ended discussions, or bringing the potential
users fully into the design process
I Watch themI sitting and taking notes of how they spend a day, watching
particular activities, using a video camera or tape recorder
Interaction Design Basics
User focus
User focus
I The start of any interaction design must be the intended useror users
I Know your usersI Who are they
I young or old, experienced computer users or novicesI tempting to think of a generic user with generic skills and
generic goals; however, it is probably better, either instead orin addition, to think of several specific users
I Probably not like youI when designing a system you assume your own interests and
abilitiesI individuals differ a lot
I Talk to themI interviews, open-ended discussions, or bringing the potential
users fully into the design process
I Watch them
I sitting and taking notes of how they spend a day, watchingparticular activities, using a video camera or tape recorder
Interaction Design Basics
User focus
User focus
I The start of any interaction design must be the intended useror users
I Know your usersI Who are they
I young or old, experienced computer users or novicesI tempting to think of a generic user with generic skills and
generic goals; however, it is probably better, either instead orin addition, to think of several specific users
I Probably not like youI when designing a system you assume your own interests and
abilitiesI individuals differ a lot
I Talk to themI interviews, open-ended discussions, or bringing the potential
users fully into the design process
I Watch themI sitting and taking notes of how they spend a day, watching
particular activities, using a video camera or tape recorder
Interaction Design Basics
User focus
User focus
I The start of any interaction design must be the intended useror users
I Know your usersI Who are they
I young or old, experienced computer users or novicesI tempting to think of a generic user with generic skills and
generic goals; however, it is probably better, either instead orin addition, to think of several specific users
I Probably not like youI when designing a system you assume your own interests and
abilitiesI individuals differ a lot
I Talk to themI interviews, open-ended discussions, or bringing the potential
users fully into the design process
I Watch themI sitting and taking notes of how they spend a day, watching
particular activities, using a video camera or tape recorder
Interaction Design Basics
User focus
User focus (Cont’d)
I Stanford online course videos by Prof. Scott Klemmer aboutusers and goal:
I Interviewing
I Participant observation
I Additional needfinding
I Creating design goals
Interaction Design Basics
User focus
User focus (Cont’d)
I Stanford online course videos by Prof. Scott Klemmer aboutusers and goal:
I Interviewing
I Participant observation
I Additional needfinding
I Creating design goals
Interaction Design Basics
User focus
User focus (Cont’d)
I Stanford online course videos by Prof. Scott Klemmer aboutusers and goal:
I Interviewing
I Participant observation
I Additional needfinding
I Creating design goals
Interaction Design Basics
User focus
User focus (Cont’d)
I Stanford online course videos by Prof. Scott Klemmer aboutusers and goal:
I Interviewing
I Participant observation
I Additional needfinding
I Creating design goals
Interaction Design Basics
User focus
User focus (Cont’d)
I Stanford online course videos by Prof. Scott Klemmer aboutusers and goal:
I Interviewing
I Participant observation
I Additional needfinding
I Creating design goals
Interaction Design Basics
User focus
User focus (Cont’d)
I Stanford online course videos by Prof. Scott Klemmer aboutusers and goal:
I Interviewing
I Participant observation
I Additional needfinding
I Creating design goals
Interaction Design Basics
Navigation design
Navigation design
I During interaction, we need to be able to understand whatwill happen after performing an action (e.g., a button ispressed), to understand where we are in the interaction.
I Thinking about structure:I local structure - looking from one screen or page outI global structure - structure of site, movement between screens
Interaction Design Basics
Navigation design
Navigation design
I During interaction, we need to be able to understand whatwill happen after performing an action (e.g., a button ispressed), to understand where we are in the interaction.
I Thinking about structure:I local structure
- looking from one screen or page outI global structure - structure of site, movement between screens
Interaction Design Basics
Navigation design
Navigation design
I During interaction, we need to be able to understand whatwill happen after performing an action (e.g., a button ispressed), to understand where we are in the interaction.
I Thinking about structure:I local structure - looking from one screen or page out
I global structure - structure of site, movement between screens
Interaction Design Basics
Navigation design
Navigation design
I During interaction, we need to be able to understand whatwill happen after performing an action (e.g., a button ispressed), to understand where we are in the interaction.
I Thinking about structure:I local structure - looking from one screen or page outI global structure
- structure of site, movement between screens
Interaction Design Basics
Navigation design
Navigation design
I During interaction, we need to be able to understand whatwill happen after performing an action (e.g., a button ispressed), to understand where we are in the interaction.
I Thinking about structure:I local structure - looking from one screen or page outI global structure - structure of site, movement between screens
Interaction Design Basics
Navigation design
Navigation design
I During interaction, we need to be able to understand whatwill happen after performing an action (e.g., a button ispressed), to understand where we are in the interaction.
I Thinking about structure:I local structure - looking from one screen or page outI global structure - structure of site, movement between screens
Interaction Design Basics
Navigation design
Local structure
Local structure
I Much of interaction involves goal-seeking behavior
I Users have some idea of what they are after and a partialmodel of the system.
I If users had perfect knowledge of what they wanted and howthe system worked they could simply take the shortest path towhat they want, pressing all the right buttons and links.
I However, in a world of partial knowledge users meanderthrough the system.
I At each point in the interaction users can make someassessment of whether they are getting closer to their goal
I To do goal seeking, each state of the system or eachscreen needs to give users enough knowledge of what todo to get closer to the goal.
Interaction Design Basics
Navigation design
Local structure
Local structure
I Much of interaction involves goal-seeking behaviorI Users have some idea of what they are after and a partial
model of the system.
I If users had perfect knowledge of what they wanted and howthe system worked they could simply take the shortest path towhat they want, pressing all the right buttons and links.
I However, in a world of partial knowledge users meanderthrough the system.
I At each point in the interaction users can make someassessment of whether they are getting closer to their goal
I To do goal seeking, each state of the system or eachscreen needs to give users enough knowledge of what todo to get closer to the goal.
Interaction Design Basics
Navigation design
Local structure
Local structure
I Much of interaction involves goal-seeking behaviorI Users have some idea of what they are after and a partial
model of the system.I If users had perfect knowledge of what they wanted and how
the system worked they could simply take the shortest path towhat they want, pressing all the right buttons and links.
I However, in a world of partial knowledge users meanderthrough the system.
I At each point in the interaction users can make someassessment of whether they are getting closer to their goal
I To do goal seeking, each state of the system or eachscreen needs to give users enough knowledge of what todo to get closer to the goal.
Interaction Design Basics
Navigation design
Local structure
Local structure
I Much of interaction involves goal-seeking behaviorI Users have some idea of what they are after and a partial
model of the system.I If users had perfect knowledge of what they wanted and how
the system worked they could simply take the shortest path towhat they want, pressing all the right buttons and links.
I However, in a world of partial knowledge users meanderthrough the system.
I At each point in the interaction users can make someassessment of whether they are getting closer to their goal
I To do goal seeking, each state of the system or eachscreen needs to give users enough knowledge of what todo to get closer to the goal.
Interaction Design Basics
Navigation design
Local structure
Local structure
I Much of interaction involves goal-seeking behaviorI Users have some idea of what they are after and a partial
model of the system.I If users had perfect knowledge of what they wanted and how
the system worked they could simply take the shortest path towhat they want, pressing all the right buttons and links.
I However, in a world of partial knowledge users meanderthrough the system.
I At each point in the interaction users can make someassessment of whether they are getting closer to their goal
I To do goal seeking, each state of the system or eachscreen needs to give users enough knowledge of what todo to get closer to the goal.
Interaction Design Basics
Navigation design
Local structure
Local structure
I Much of interaction involves goal-seeking behaviorI Users have some idea of what they are after and a partial
model of the system.I If users had perfect knowledge of what they wanted and how
the system worked they could simply take the shortest path towhat they want, pressing all the right buttons and links.
I However, in a world of partial knowledge users meanderthrough the system.
I At each point in the interaction users can make someassessment of whether they are getting closer to their goal
I To do goal seeking, each state of the system or eachscreen needs to give users enough knowledge of what todo to get closer to the goal.
Interaction Design Basics
Navigation design
Local structure
Local structure
I Much of interaction involves goal-seeking behaviorI Users have some idea of what they are after and a partial
model of the system.I If users had perfect knowledge of what they wanted and how
the system worked they could simply take the shortest path towhat they want, pressing all the right buttons and links.
I However, in a world of partial knowledge users meanderthrough the system.
I At each point in the interaction users can make someassessment of whether they are getting closer to their goal
I To do goal seeking, each state of the system or eachscreen needs to give users enough knowledge of what todo to get closer to the goal.
Interaction Design Basics
Navigation design
Local structure
Local structure (Cont’d)
I When looking at a single web page, screen or state of adevice, consider
I knowing where you areI knowing what you can doI knowing where you are going - or what will happenI knowing where you’ve been - or what you’ve done
Interaction Design Basics
Navigation design
Local structure
Local structure (Cont’d)
I When looking at a single web page, screen or state of adevice, consider
I knowing where you are
I knowing what you can doI knowing where you are going - or what will happenI knowing where you’ve been - or what you’ve done
Interaction Design Basics
Navigation design
Local structure
Local structure (Cont’d)
I When looking at a single web page, screen or state of adevice, consider
I knowing where you areI knowing what you can do
I knowing where you are going - or what will happenI knowing where you’ve been - or what you’ve done
Interaction Design Basics
Navigation design
Local structure
Local structure (Cont’d)
I When looking at a single web page, screen or state of adevice, consider
I knowing where you areI knowing what you can doI knowing where you are going - or what will happen
I knowing where you’ve been - or what you’ve done
Interaction Design Basics
Navigation design
Local structure
Local structure (Cont’d)
I When looking at a single web page, screen or state of adevice, consider
I knowing where you areI knowing what you can doI knowing where you are going - or what will happenI knowing where you’ve been - or what you’ve done
Interaction Design Basics
Navigation design
Local structure
Local structure (Cont’d)
I When looking at a single web page, screen or state of adevice, consider
I knowing where you areI knowing what you can doI knowing where you are going - or what will happenI knowing where you’ve been - or what you’ve done
Interaction Design Basics
Navigation design
Local structure
where you are
I The screen, web page or device displays should make clearwhere you are in terms of the interaction or state of thesystem.
Interaction Design Basics
Navigation design
Local structure
where you are
I The screen, web page or device displays should make clearwhere you are in terms of the interaction or state of thesystem.
Interaction Design Basics
Navigation design
Local structure
where you are
I The screen, web page or device displays should make clearwhere you are in terms of the interaction or state of thesystem.
Interaction Design Basics
Navigation design
Local structure
what you can do
I What can be pressed or clicked to go somewhere or dosomething
I Some web pages are particularly badI unclear which images are pure decoration and which are links
to take you somewhere
I On web the standard underlined links make it clear which textis clickable and which is not
Interaction Design Basics
Navigation design
Local structure
what you can do
I What can be pressed or clicked to go somewhere or dosomething
I Some web pages are particularly bad
I unclear which images are pure decoration and which are linksto take you somewhere
I On web the standard underlined links make it clear which textis clickable and which is not
Interaction Design Basics
Navigation design
Local structure
what you can do
I What can be pressed or clicked to go somewhere or dosomething
I Some web pages are particularly badI unclear which images are pure decoration and which are links
to take you somewhere
I On web the standard underlined links make it clear which textis clickable and which is not
Interaction Design Basics
Navigation design
Local structure
what you can do
I What can be pressed or clicked to go somewhere or dosomething
I Some web pages are particularly badI unclear which images are pure decoration and which are links
to take you somewhere
I On web the standard underlined links make it clear which textis clickable and which is not
Interaction Design Basics
Navigation design
Local structure
what you can do
I What can be pressed or clicked to go somewhere or dosomething
I Some web pages are particularly badI unclear which images are pure decoration and which are links
to take you somewhere
I On web the standard underlined links make it clear which textis clickable and which is not
Interaction Design Basics
Navigation design
Local structure
where you are going
I Where you are going or what will happen
I You can try clicking the button to see - not recommendedI you then have to use some sort of ‘back’ mechanism to returnI clicking button may already have caused some bad effectI particularly annoying where response times are slow
Interaction Design Basics
Navigation design
Local structure
where you are going
I Where you are going or what will happenI You can try clicking the button to see
- not recommendedI you then have to use some sort of ‘back’ mechanism to returnI clicking button may already have caused some bad effectI particularly annoying where response times are slow
Interaction Design Basics
Navigation design
Local structure
where you are going
I Where you are going or what will happenI You can try clicking the button to see - not recommended
I you then have to use some sort of ‘back’ mechanism to returnI clicking button may already have caused some bad effectI particularly annoying where response times are slow
Interaction Design Basics
Navigation design
Local structure
where you are going
I Where you are going or what will happenI You can try clicking the button to see - not recommended
I you then have to use some sort of ‘back’ mechanism to return
I clicking button may already have caused some bad effectI particularly annoying where response times are slow
Interaction Design Basics
Navigation design
Local structure
where you are going
I Where you are going or what will happenI You can try clicking the button to see - not recommended
I you then have to use some sort of ‘back’ mechanism to returnI clicking button may already have caused some bad effect
I particularly annoying where response times are slow
Interaction Design Basics
Navigation design
Local structure
where you are going
I Where you are going or what will happenI You can try clicking the button to see - not recommended
I you then have to use some sort of ‘back’ mechanism to returnI clicking button may already have caused some bad effectI particularly annoying where response times are slow
Interaction Design Basics
Navigation design
Local structure
where you are going
I Where you are going or what will happenI You can try clicking the button to see - not recommended
I you then have to use some sort of ‘back’ mechanism to returnI clicking button may already have caused some bad effectI particularly annoying where response times are slow
Interaction Design Basics
Navigation design
Local structure
where you have been
I help feel in control and understand navigation of theinformation space
I Most web browsers offer a history system and also a ‘back’button to keep a list of recently visited pages
Interaction Design Basics
Navigation design
Local structure
where you have been
I help feel in control and understand navigation of theinformation space
I Most web browsers offer a history system and also a ‘back’button to keep a list of recently visited pages
Interaction Design Basics
Navigation design
Local structure
where you have been
I help feel in control and understand navigation of theinformation space
I Most web browsers offer a history system and also a ‘back’button to keep a list of recently visited pages
Interaction Design Basics
Navigation design
Global structure
Global structure
I The overall structure of an application
I various screens, pages or device states link to one another
I One way to organize a system is in some form of hierarchyI organized along functional boundaries (or different kinds of things), or by
roles, user type, etc
I The hierarchy links screens, pages or states in logical groupings
I a high-level breakdown of amessaging system
I hierarchy helps during design,
also be used to structure the
actual systemI E.g., this may reflect the
menu structure of anapplication or a web site
Interaction Design Basics
Navigation design
Global structure
Global structure
I The overall structure of an applicationI various screens, pages or device states link to one another
I One way to organize a system is in some form of hierarchyI organized along functional boundaries (or different kinds of things), or by
roles, user type, etc
I The hierarchy links screens, pages or states in logical groupings
I a high-level breakdown of amessaging system
I hierarchy helps during design,
also be used to structure the
actual systemI E.g., this may reflect the
menu structure of anapplication or a web site
Interaction Design Basics
Navigation design
Global structure
Global structure
I The overall structure of an applicationI various screens, pages or device states link to one another
I One way to organize a system is in some form of hierarchy
I organized along functional boundaries (or different kinds of things), or byroles, user type, etc
I The hierarchy links screens, pages or states in logical groupings
I a high-level breakdown of amessaging system
I hierarchy helps during design,
also be used to structure the
actual systemI E.g., this may reflect the
menu structure of anapplication or a web site
Interaction Design Basics
Navigation design
Global structure
Global structure
I The overall structure of an applicationI various screens, pages or device states link to one another
I One way to organize a system is in some form of hierarchyI organized along functional boundaries (or different kinds of things), or by
roles, user type, etc
I The hierarchy links screens, pages or states in logical groupings
I a high-level breakdown of amessaging system
I hierarchy helps during design,
also be used to structure the
actual systemI E.g., this may reflect the
menu structure of anapplication or a web site
Interaction Design Basics
Navigation design
Global structure
Global structure
I The overall structure of an applicationI various screens, pages or device states link to one another
I One way to organize a system is in some form of hierarchyI organized along functional boundaries (or different kinds of things), or by
roles, user type, etc
I The hierarchy links screens, pages or states in logical groupings
I a high-level breakdown of amessaging system
I hierarchy helps during design,
also be used to structure the
actual systemI E.g., this may reflect the
menu structure of anapplication or a web site
Interaction Design Basics
Navigation design
Global structure
Global structure
I The overall structure of an applicationI various screens, pages or device states link to one another
I One way to organize a system is in some form of hierarchyI organized along functional boundaries (or different kinds of things), or by
roles, user type, etc
I The hierarchy links screens, pages or states in logical groupings
I a high-level breakdown of amessaging system
I hierarchy helps during design,
also be used to structure the
actual systemI E.g., this may reflect the
menu structure of anapplication or a web site
Interaction Design Basics
Navigation design
Global structure
Global structure
I The overall structure of an applicationI various screens, pages or device states link to one another
I One way to organize a system is in some form of hierarchyI organized along functional boundaries (or different kinds of things), or by
roles, user type, etc
I The hierarchy links screens, pages or states in logical groupings
I a high-level breakdown of amessaging system
I hierarchy helps during design,
also be used to structure the
actual system
I E.g., this may reflect themenu structure of anapplication or a web site
Interaction Design Basics
Navigation design
Global structure
Global structure
I The overall structure of an applicationI various screens, pages or device states link to one another
I One way to organize a system is in some form of hierarchyI organized along functional boundaries (or different kinds of things), or by
roles, user type, etc
I The hierarchy links screens, pages or states in logical groupings
I a high-level breakdown of amessaging system
I hierarchy helps during design,
also be used to structure the
actual systemI E.g., this may reflect the
menu structure of anapplication or a web site
Interaction Design Basics
Navigation design
Global structure
Global structure
I The overall structure of an applicationI various screens, pages or device states link to one another
I One way to organize a system is in some form of hierarchyI organized along functional boundaries (or different kinds of things), or by
roles, user type, etc
I The hierarchy links screens, pages or states in logical groupings
I a high-level breakdown of amessaging system
I hierarchy helps during design,
also be used to structure the
actual systemI E.g., this may reflect the
menu structure of anapplication or a web site
Interaction Design Basics
Navigation design
Global structure
Hierarchical and navigation
I Form parts of application
I screens or groups of screens
I Typically functional separationI Deep hierarchies are difficult to navigate
I use broad top-level categories, or to present several levels ofmenu on one screen or web page
I optimal breadth can be quite large (perhaps 60 or more itemsfor a web index page if the items are organized in such a waythat the eye can easily find the right one)
Interaction Design Basics
Navigation design
Global structure
Hierarchical and navigation
I Form parts of applicationI screens or groups of screens
I Typically functional separationI Deep hierarchies are difficult to navigate
I use broad top-level categories, or to present several levels ofmenu on one screen or web page
I optimal breadth can be quite large (perhaps 60 or more itemsfor a web index page if the items are organized in such a waythat the eye can easily find the right one)
Interaction Design Basics
Navigation design
Global structure
Hierarchical and navigation
I Form parts of applicationI screens or groups of screens
I Typically functional separation
I Deep hierarchies are difficult to navigateI use broad top-level categories, or to present several levels of
menu on one screen or web pageI optimal breadth can be quite large (perhaps 60 or more items
for a web index page if the items are organized in such a waythat the eye can easily find the right one)
Interaction Design Basics
Navigation design
Global structure
Hierarchical and navigation
I Form parts of applicationI screens or groups of screens
I Typically functional separationI Deep hierarchies are difficult to navigate
I use broad top-level categories, or to present several levels ofmenu on one screen or web page
I optimal breadth can be quite large (perhaps 60 or more itemsfor a web index page if the items are organized in such a waythat the eye can easily find the right one)
Interaction Design Basics
Navigation design
Global structure
Hierarchical and navigation
I Form parts of applicationI screens or groups of screens
I Typically functional separationI Deep hierarchies are difficult to navigate
I use broad top-level categories, or to present several levels ofmenu on one screen or web page
I optimal breadth can be quite large (perhaps 60 or more itemsfor a web index page if the items are organized in such a waythat the eye can easily find the right one)
Interaction Design Basics
Navigation design
Global structure
Hierarchical and navigation
I Form parts of applicationI screens or groups of screens
I Typically functional separationI Deep hierarchies are difficult to navigate
I use broad top-level categories, or to present several levels ofmenu on one screen or web page
I optimal breadth can be quite large (perhaps 60 or more itemsfor a web index page if the items are organized in such a waythat the eye can easily find the right one)
Interaction Design Basics
User action and control
Entering information
I Some of the mostcomplicated and difficultscreen layouts are foundin forms-based interfacesand dialog boxes
I informationpresentation + placesto enter information orselect options
I Alignment is important
I A clear logical layout is important for presenting and enteringinformation
I read from left to right and top to bottom ⇒ a screen can bedesigned so that users encounter items in an appropriate orderfor the task (natural order for entering information)
Interaction Design Basics
User action and control
Entering information
I Some of the mostcomplicated and difficultscreen layouts are foundin forms-based interfacesand dialog boxes
I informationpresentation + placesto enter information orselect options
I Alignment is important
I A clear logical layout is important for presenting and enteringinformation
I read from left to right and top to bottom ⇒ a screen can bedesigned so that users encounter items in an appropriate orderfor the task (natural order for entering information)
Interaction Design Basics
User action and control
Entering information
I Some of the mostcomplicated and difficultscreen layouts are foundin forms-based interfacesand dialog boxes
I informationpresentation + placesto enter information orselect options
I Alignment is important
I A clear logical layout is important for presenting and enteringinformation
I read from left to right and top to bottom ⇒ a screen can bedesigned so that users encounter items in an appropriate orderfor the task (natural order for entering information)
Interaction Design Basics
User action and control
Entering information
I Some of the mostcomplicated and difficultscreen layouts are foundin forms-based interfacesand dialog boxes
I informationpresentation + placesto enter information orselect options
I Alignment is important
I A clear logical layout is important for presenting and enteringinformation
I read from left to right and top to bottom ⇒ a screen can bedesigned so that users encounter items in an appropriate orderfor the task (natural order for entering information)
Interaction Design Basics
User action and control
Entering information
I Some of the mostcomplicated and difficultscreen layouts are foundin forms-based interfacesand dialog boxes
I informationpresentation + placesto enter information orselect options
I Alignment is important
I A clear logical layout is important for presenting and enteringinformation
I read from left to right and top to bottom
⇒ a screen can bedesigned so that users encounter items in an appropriate orderfor the task (natural order for entering information)
Interaction Design Basics
User action and control
Entering information
I Some of the mostcomplicated and difficultscreen layouts are foundin forms-based interfacesand dialog boxes
I informationpresentation + placesto enter information orselect options
I Alignment is important
I A clear logical layout is important for presenting and enteringinformation
I read from left to right and top to bottom ⇒ a screen can bedesigned so that users encounter items in an appropriate orderfor the task (natural order for entering information)
Interaction Design Basics
User action and control
Entering information
I Some of the mostcomplicated and difficultscreen layouts are foundin forms-based interfacesand dialog boxes
I informationpresentation + placesto enter information orselect options
I Alignment is important
I A clear logical layout is important for presenting and enteringinformation
I read from left to right and top to bottom ⇒ a screen can bedesigned so that users encounter items in an appropriate orderfor the task (natural order for entering information)
Interaction Design Basics
User action and control
Knowing what to do
I Some elements of a screen are passive (only showinginformation); others are active (expecting to fill them in ordoing something)
I where do you clickI where do you type
I Consistent style helpsI e.g., web underlined links
I Labels and icons on menus are clearI Standards can help for common actions such as save, delete or
Interaction Design Basics
User action and control
Knowing what to do
I Some elements of a screen are passive (only showinginformation); others are active (expecting to fill them in ordoing something)
I where do you click
I where do you type
I Consistent style helpsI e.g., web underlined links
I Labels and icons on menus are clearI Standards can help for common actions such as save, delete or
Interaction Design Basics
User action and control
Knowing what to do
I Some elements of a screen are passive (only showinginformation); others are active (expecting to fill them in ordoing something)
I where do you clickI where do you type
I Consistent style helpsI e.g., web underlined links
I Labels and icons on menus are clearI Standards can help for common actions such as save, delete or
Interaction Design Basics
User action and control
Knowing what to do
I Some elements of a screen are passive (only showinginformation); others are active (expecting to fill them in ordoing something)
I where do you clickI where do you type
I Consistent style helps
I e.g., web underlined links
I Labels and icons on menus are clearI Standards can help for common actions such as save, delete or
Interaction Design Basics
User action and control
Knowing what to do
I Some elements of a screen are passive (only showinginformation); others are active (expecting to fill them in ordoing something)
I where do you clickI where do you type
I Consistent style helpsI e.g., web underlined links
I Labels and icons on menus are clearI Standards can help for common actions such as save, delete or
Interaction Design Basics
User action and control
Knowing what to do
I Some elements of a screen are passive (only showinginformation); others are active (expecting to fill them in ordoing something)
I where do you clickI where do you type
I Consistent style helpsI e.g., web underlined links
I Labels and icons on menus are clear
I Standards can help for common actions such as save, delete orprint
Interaction Design Basics
User action and control
Knowing what to do
I Some elements of a screen are passive (only showinginformation); others are active (expecting to fill them in ordoing something)
I where do you clickI where do you type
I Consistent style helpsI e.g., web underlined links
I Labels and icons on menus are clearI Standards can help for common actions such as save, delete or
Interaction Design Basics
User action and control
Knowing what to do
I Some elements of a screen are passive (only showinginformation); others are active (expecting to fill them in ordoing something)
I where do you clickI where do you type
I Consistent style helpsI e.g., web underlined links
I Labels and icons on menus are clearI Standards can help for common actions such as save, delete or
Interaction Design Basics
User action and control
Affordances
I Things may suggest by their shape and other
attributes what you can do to them
I a handle affords pulling or liftingI a button affords pushing
I These affordances can be used when
designing novel interaction elementsI mimic real-world objects directlyI try to emulate the critical aspects of those
objects
I For screen objectsI buttonõlike object ‘affords’ mouse clickI physical-like objects suggest use
I Depend on the background and culture of usersI icons ‘afford’ clickingI or even double clicking
Interaction Design Basics
User action and control
Affordances
I Things may suggest by their shape and other
attributes what you can do to themI a handle affords pulling or lifting
I a button affords pushing
I These affordances can be used when
designing novel interaction elementsI mimic real-world objects directlyI try to emulate the critical aspects of those
objects
I For screen objectsI buttonõlike object ‘affords’ mouse clickI physical-like objects suggest use
I Depend on the background and culture of usersI icons ‘afford’ clickingI or even double clicking
Interaction Design Basics
User action and control
Affordances
I Things may suggest by their shape and other
attributes what you can do to themI a handle affords pulling or liftingI a button affords pushing
I These affordances can be used when
designing novel interaction elementsI mimic real-world objects directlyI try to emulate the critical aspects of those
objects
I For screen objectsI buttonõlike object ‘affords’ mouse clickI physical-like objects suggest use
I Depend on the background and culture of usersI icons ‘afford’ clickingI or even double clicking
Interaction Design Basics
User action and control
Affordances
I Things may suggest by their shape and other
attributes what you can do to themI a handle affords pulling or liftingI a button affords pushing
I These affordances can be used when
designing novel interaction elements
I mimic real-world objects directlyI try to emulate the critical aspects of those
objects
I For screen objectsI buttonõlike object ‘affords’ mouse clickI physical-like objects suggest use
I Depend on the background and culture of usersI icons ‘afford’ clickingI or even double clicking
Interaction Design Basics
User action and control
Affordances
I Things may suggest by their shape and other
attributes what you can do to themI a handle affords pulling or liftingI a button affords pushing
I These affordances can be used when
designing novel interaction elementsI mimic real-world objects directly
I try to emulate the critical aspects of thoseobjects
I For screen objectsI buttonõlike object ‘affords’ mouse clickI physical-like objects suggest use
I Depend on the background and culture of usersI icons ‘afford’ clickingI or even double clicking
Interaction Design Basics
User action and control
Affordances
I Things may suggest by their shape and other
attributes what you can do to themI a handle affords pulling or liftingI a button affords pushing
I These affordances can be used when
designing novel interaction elementsI mimic real-world objects directlyI try to emulate the critical aspects of those
objects
I For screen objectsI buttonõlike object ‘affords’ mouse clickI physical-like objects suggest use
I Depend on the background and culture of usersI icons ‘afford’ clickingI or even double clicking
Interaction Design Basics
User action and control
Affordances
I Things may suggest by their shape and other
attributes what you can do to themI a handle affords pulling or liftingI a button affords pushing
I These affordances can be used when
designing novel interaction elementsI mimic real-world objects directlyI try to emulate the critical aspects of those
objects
I For screen objectsI buttonõlike object ‘affords’ mouse clickI physical-like objects suggest use
I Depend on the background and culture of usersI icons ‘afford’ clickingI or even double clicking
Interaction Design Basics
User action and control
Affordances
I Things may suggest by their shape and other
attributes what you can do to themI a handle affords pulling or liftingI a button affords pushing
I These affordances can be used when
designing novel interaction elementsI mimic real-world objects directlyI try to emulate the critical aspects of those
objects
I For screen objects
I buttonõlike object ‘affords’ mouse clickI physical-like objects suggest use
I Depend on the background and culture of usersI icons ‘afford’ clickingI or even double clicking
Interaction Design Basics
User action and control
Affordances
I Things may suggest by their shape and other
attributes what you can do to themI a handle affords pulling or liftingI a button affords pushing
I These affordances can be used when
designing novel interaction elementsI mimic real-world objects directlyI try to emulate the critical aspects of those
objects
I For screen objectsI buttonõlike object ‘affords’ mouse click
I physical-like objects suggest use
I Depend on the background and culture of usersI icons ‘afford’ clickingI or even double clicking
Interaction Design Basics
User action and control
Affordances
I Things may suggest by their shape and other
attributes what you can do to themI a handle affords pulling or liftingI a button affords pushing
I These affordances can be used when
designing novel interaction elementsI mimic real-world objects directlyI try to emulate the critical aspects of those
objects
I For screen objectsI buttonõlike object ‘affords’ mouse clickI physical-like objects suggest use
I Depend on the background and culture of usersI icons ‘afford’ clickingI or even double clicking
Interaction Design Basics
User action and control
Affordances
I Things may suggest by their shape and other
attributes what you can do to themI a handle affords pulling or liftingI a button affords pushing
I These affordances can be used when
designing novel interaction elementsI mimic real-world objects directlyI try to emulate the critical aspects of those
objects
I For screen objectsI buttonõlike object ‘affords’ mouse clickI physical-like objects suggest use
I Depend on the background and culture of usersI icons ‘afford’ clicking
I or even double clicking
Interaction Design Basics
User action and control
Affordances
I Things may suggest by their shape and other
attributes what you can do to themI a handle affords pulling or liftingI a button affords pushing
I These affordances can be used when
designing novel interaction elementsI mimic real-world objects directlyI try to emulate the critical aspects of those
objects
I For screen objectsI buttonõlike object ‘affords’ mouse clickI physical-like objects suggest use
I Depend on the background and culture of usersI icons ‘afford’ clickingI or even double clicking
Interaction Design Basics
User action and control
Affordances
I Things may suggest by their shape and other
attributes what you can do to themI a handle affords pulling or liftingI a button affords pushing
I These affordances can be used when
designing novel interaction elementsI mimic real-world objects directlyI try to emulate the critical aspects of those
objects
I For screen objectsI buttonõlike object ‘affords’ mouse clickI physical-like objects suggest use
I Depend on the background and culture of usersI icons ‘afford’ clickingI or even double clicking
Interaction Design Basics
Prototyping
PrototypingI A strategy for efficiently dealing with things that are hard to
predict
I A mock-up of designI Hard to get it right first time
I Stanford online course videos by Prof. Scott Klemmer aboutPrototyping:
I Paper prototyping
I Video prototyping
I Wizard of Oz
Interaction Design Basics
Prototyping
PrototypingI A strategy for efficiently dealing with things that are hard to
predictI A mock-up of design
I Hard to get it right first time
I Stanford online course videos by Prof. Scott Klemmer aboutPrototyping:
I Paper prototyping
I Video prototyping
I Wizard of Oz
Interaction Design Basics
Prototyping
PrototypingI A strategy for efficiently dealing with things that are hard to
predictI A mock-up of designI Hard to get it right first time
I Stanford online course videos by Prof. Scott Klemmer aboutPrototyping:
I Paper prototyping
I Video prototyping
I Wizard of Oz
Interaction Design Basics
Prototyping
PrototypingI A strategy for efficiently dealing with things that are hard to
predictI A mock-up of designI Hard to get it right first time
I Stanford online course videos by Prof. Scott Klemmer aboutPrototyping:
I Paper prototyping
I Video prototyping
I Wizard of Oz
Interaction Design Basics
Prototyping
PrototypingI A strategy for efficiently dealing with things that are hard to
predictI A mock-up of designI Hard to get it right first time
I Stanford online course videos by Prof. Scott Klemmer aboutPrototyping:
I Paper prototyping
I Video prototyping
I Wizard of Oz
Interaction Design Basics
Prototyping
PrototypingI A strategy for efficiently dealing with things that are hard to
predictI A mock-up of designI Hard to get it right first time
I Stanford online course videos by Prof. Scott Klemmer aboutPrototyping:
I Paper prototyping
I Video prototyping
I Wizard of Oz
Interaction Design Basics
Prototyping
PrototypingI A strategy for efficiently dealing with things that are hard to
predictI A mock-up of designI Hard to get it right first time
I Stanford online course videos by Prof. Scott Klemmer aboutPrototyping:
I Paper prototyping
I Video prototyping
I Wizard of Oz
Interaction Design Basics
Prototyping
PrototypingI A strategy for efficiently dealing with things that are hard to
predictI A mock-up of designI Hard to get it right first time
I Stanford online course videos by Prof. Scott Klemmer aboutPrototyping:
I Paper prototyping
I Video prototyping
I Wizard of Oz
Interaction Design Basics
Prototyping
PrototypingI A strategy for efficiently dealing with things that are hard to
predictI A mock-up of designI Hard to get it right first time
I Stanford online course videos by Prof. Scott Klemmer aboutPrototyping:
I Paper prototyping
I Video prototyping
I Wizard of Oz
Interaction Design Basics
Summary
SummaryI Design can be defined as ‘achieving goals within constraints’.
I To achieve good design we must understand our materials andin the case of interaction design these materials include notjust the computers and technical devices, but also humans.
I The process starts with understanding the situation as it isand the requirements for change: get to know your users, whothey are, remember that they are different from you.
I We looked at the overall navigation design of the systemI Local structure, the way one screen, page or state of an
application relates to those it immediately links to. The usersneed to know where they are, what they can do, what willhappen when they do things, and what has happened in thepast. This can aid users as they goal seek, or move closertowards their goals without having to necessarily understandcompletely the whole route there.
I Global structure: how hierarchy diagrams can give a logicalview of an application, which can be used to design menu orsite structures.
I Prototyping: paper and video prototyping techniques, wizardof Oz technique to evaluate prototyping
Interaction Design Basics
Summary
SummaryI Design can be defined as ‘achieving goals within constraints’.I To achieve good design we must understand our materials and
in the case of interaction design these materials include notjust the computers and technical devices, but also humans.
I The process starts with understanding the situation as it isand the requirements for change: get to know your users, whothey are, remember that they are different from you.
I We looked at the overall navigation design of the systemI Local structure, the way one screen, page or state of an
application relates to those it immediately links to. The usersneed to know where they are, what they can do, what willhappen when they do things, and what has happened in thepast. This can aid users as they goal seek, or move closertowards their goals without having to necessarily understandcompletely the whole route there.
I Global structure: how hierarchy diagrams can give a logicalview of an application, which can be used to design menu orsite structures.
I Prototyping: paper and video prototyping techniques, wizardof Oz technique to evaluate prototyping
Interaction Design Basics
Summary
SummaryI Design can be defined as ‘achieving goals within constraints’.I To achieve good design we must understand our materials and
in the case of interaction design these materials include notjust the computers and technical devices, but also humans.
I The process starts with understanding the situation as it isand the requirements for change: get to know your users, whothey are, remember that they are different from you.
I We looked at the overall navigation design of the systemI Local structure, the way one screen, page or state of an
application relates to those it immediately links to. The usersneed to know where they are, what they can do, what willhappen when they do things, and what has happened in thepast. This can aid users as they goal seek, or move closertowards their goals without having to necessarily understandcompletely the whole route there.
I Global structure: how hierarchy diagrams can give a logicalview of an application, which can be used to design menu orsite structures.
I Prototyping: paper and video prototyping techniques, wizardof Oz technique to evaluate prototyping
Interaction Design Basics
Summary
SummaryI Design can be defined as ‘achieving goals within constraints’.I To achieve good design we must understand our materials and
in the case of interaction design these materials include notjust the computers and technical devices, but also humans.
I The process starts with understanding the situation as it isand the requirements for change: get to know your users, whothey are, remember that they are different from you.
I We looked at the overall navigation design of the system
I Local structure, the way one screen, page or state of anapplication relates to those it immediately links to. The usersneed to know where they are, what they can do, what willhappen when they do things, and what has happened in thepast. This can aid users as they goal seek, or move closertowards their goals without having to necessarily understandcompletely the whole route there.
I Global structure: how hierarchy diagrams can give a logicalview of an application, which can be used to design menu orsite structures.
I Prototyping: paper and video prototyping techniques, wizardof Oz technique to evaluate prototyping
Interaction Design Basics
Summary
SummaryI Design can be defined as ‘achieving goals within constraints’.I To achieve good design we must understand our materials and
in the case of interaction design these materials include notjust the computers and technical devices, but also humans.
I The process starts with understanding the situation as it isand the requirements for change: get to know your users, whothey are, remember that they are different from you.
I We looked at the overall navigation design of the systemI Local structure, the way one screen, page or state of an
application relates to those it immediately links to. The usersneed to know where they are, what they can do, what willhappen when they do things, and what has happened in thepast. This can aid users as they goal seek, or move closertowards their goals without having to necessarily understandcompletely the whole route there.
I Global structure: how hierarchy diagrams can give a logicalview of an application, which can be used to design menu orsite structures.
I Prototyping: paper and video prototyping techniques, wizardof Oz technique to evaluate prototyping
Interaction Design Basics
Summary
SummaryI Design can be defined as ‘achieving goals within constraints’.I To achieve good design we must understand our materials and
in the case of interaction design these materials include notjust the computers and technical devices, but also humans.
I The process starts with understanding the situation as it isand the requirements for change: get to know your users, whothey are, remember that they are different from you.
I We looked at the overall navigation design of the systemI Local structure, the way one screen, page or state of an
application relates to those it immediately links to. The usersneed to know where they are, what they can do, what willhappen when they do things, and what has happened in thepast. This can aid users as they goal seek, or move closertowards their goals without having to necessarily understandcompletely the whole route there.
I Global structure: how hierarchy diagrams can give a logicalview of an application, which can be used to design menu orsite structures.
I Prototyping: paper and video prototyping techniques, wizardof Oz technique to evaluate prototyping
Interaction Design Basics
Summary
SummaryI Design can be defined as ‘achieving goals within constraints’.I To achieve good design we must understand our materials and
in the case of interaction design these materials include notjust the computers and technical devices, but also humans.
I The process starts with understanding the situation as it isand the requirements for change: get to know your users, whothey are, remember that they are different from you.
I We looked at the overall navigation design of the systemI Local structure, the way one screen, page or state of an
application relates to those it immediately links to. The usersneed to know where they are, what they can do, what willhappen when they do things, and what has happened in thepast. This can aid users as they goal seek, or move closertowards their goals without having to necessarily understandcompletely the whole route there.
I Global structure: how hierarchy diagrams can give a logicalview of an application, which can be used to design menu orsite structures.
I Prototyping: paper and video prototyping techniques, wizardof Oz technique to evaluate prototyping
Interaction Design Basics
Summary
SummaryI Design can be defined as ‘achieving goals within constraints’.I To achieve good design we must understand our materials and
in the case of interaction design these materials include notjust the computers and technical devices, but also humans.
I The process starts with understanding the situation as it isand the requirements for change: get to know your users, whothey are, remember that they are different from you.
I We looked at the overall navigation design of the systemI Local structure, the way one screen, page or state of an
application relates to those it immediately links to. The usersneed to know where they are, what they can do, what willhappen when they do things, and what has happened in thepast. This can aid users as they goal seek, or move closertowards their goals without having to necessarily understandcompletely the whole route there.
I Global structure: how hierarchy diagrams can give a logicalview of an application, which can be used to design menu orsite structures.
I Prototyping: paper and video prototyping techniques, wizardof Oz technique to evaluate prototyping