The design part of interaction design

Post on 27-Jan-2015

103 views 0 download

Tags:

description

From a recent lecture, here are the basics of what design means to the User Experience. This is hardly exhaustive, but a good primer on some of the essential elements. Some buzzwords include: Skeumorphism, Flat, Gestalt, Typography – all the tools an interface designer needs to connect emotionally to an audience.

Transcript of The design part of interaction design

INTERFACE

DESIGN

Interaction Design

Not one way

Art

Copy

ReturnReturn RelyRelyShareShareNoticeNotice

How do they benefit?

Make it worth reading

What does the user want to know?

Focus on introducing your product / company

NoticeNotice

Don’t deny you have competitors

Be honest

Search engine/keywords

Tap into shared emotion

Focus on your audiences mindset

Keep headings catchy

Be timely and regular

Make it dead simple.

ShareShare

5 ways, 10 ways, LOL, OMG

ReturnReturn

Content platform Different experiences for first and later visits

Build incentives for them to return

Help users customize their experience

Introduce and promote a relationship

Recognize and reward loyalty

First-time design choices shouldn’t cripple repeats

Focus on learnability rather than first time obviousness

Own the approach

Don’t hide from your users

Plan for chaos

Product must grow with users experience

Let them know you recognize them

RelyRelyBe mobile

Instagram

Re-Design

Emphasis

ColorScreen

AlignmentFont

Color

Avoid it, or use sparingly.

Make body text off black and page background slightly off white.

Links should be blue only if they are in a paragraph.

Use colors or underlines in hover states, turn off default underlining.

Headers and sidebar navigation, though clickable, need not be blue.

Use gray whenever possible to change emphasis rather than color.

QuickTime™ and aJVT/AVC Coding decompressorare needed to see this picture.

Screen

Screen widths and heights vary from device to device.

Consider modular content for responsive design.

Try to avoid ‘filling the screen’ but put as much value as you can on one screen

Avoid scrolling to different types of content, scroll should be ‘more of the same’

Beware of 'Below the fold'

QuickTime™ and aJVT/AVC Coding decompressorare needed to see this picture.

Fingers Focus

Type

Emphasis doesn’t scale well, white space is better.

Readability is enhanced by narrow columns of text.

Try gray over color

Avoid using more than one font. Use variations instead (size, color).

Avoid bolding text, especially headers at large font sizes.

Give text more space (line-height) and padding.

Warm

Cool

Images

Make them clickable, or make them really big.

If an image is not clickable or big, rethink why it is part of the design taking attention away from something actionable.

Icons should only be used to differentiate one text line from another. Try not to use icons for navigation (mystery meat rule)

Skeumorphic

QuickTime™ and aJVT/AVC Coding decompressorare needed to see this picture.

Grouping

Use alignment to indicate similarity. Avoid lines, bullets, backgrounds or colors to reiterate similarity.

Repetition of elements from one page view to another is vital to reinforcing importance of elements and introducing new ones.

HTML is great at enforcing semantic similarity, as well as visual. Avoid exceptions that break a rule or classes that change visual display on the same tag

Input

Avoid correcting or pointing out error using red or other scolding color.

Use online help or tooltips to check each entry one by one.

Don't assume in a dropdown list that alphabetical is the ideal sort.

Assume that questions that are meaningful to the business problem may require an example.

Indicate what the information will be used for.

Never use a cancel button.

Align right all submit buttons.

QuickTime™ and aJVT/AVC Coding decompressorare needed to see this picture.

Task Analysis

Group 1 observers

Set up prototype, get ready to write notes

Group 2 participants will use prototype

Accomplish task one, take your time

If successful, then task two

Switch afterwards

Participants

Describe aloud what you are doing and why.

Encourage to talk aloud

If you can accomplish the task, good, if not, describe it.

Describe typing, describe what you would do afterwards.

P3 20 POINTS

10 Preparing your prototype for real testing and posting your tasks to the Lore site before class.

5 Testing your prototype in class.

5 Written assessment of your prototype. Include quotes and observations from testing. Assess where did people have difficulty, what is needed to make the interface work better for the intended use. Name a heuristic or two that would help your interface to improve. To be completed by Saturday night.