Designing Interactions Downloadable PDF Doc

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I Interact, Therefore I Am by Connie Malamed Modified presentation given to the Society of News Design, September 2010

description

The power of interactions and how to design positive user experiences.

Transcript of Designing Interactions Downloadable PDF Doc

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I Interact, Therefore I Am by Connie Malamed

Modified presentation given to the Society of News Design, September 2010

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What’s Ahead

The Power of Interaction

Creating Positive Experiences

Thinking About Design

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THE POWER OF INTERACTION

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Interactivity involves a two-way

exchange of engagement and

response. It is immediate and in

real-time.

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When users take action, it helps to make information

meaningful

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Social experiences:

•  Comments

•  Discussion

•  Sharing

Layered content:

•  Nonlinear access to information

•  Access to information at different levels

•  Control of information flow

What does interactivity offer users?

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Learning opportunities to:

•  Build a foundation

•  Construct meaning

•  Restructure knowledge

Ways to explore:

•  Creating new ways of thinking

•  Problem-solving

•  Gaining insights

What does interactivity offer users?

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Advantages To Designers

For designers, interactivity offers ways to:

• Expand a story’s breadth and depth

• Visualize data in unique ways

• Get users involved and engaged

• Add multimedia elements

• Limit design tradeoffs

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Some cognitive scientists say that simple interactions with the world can dramatically improve cognitive performance.

Two examples follow ...

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Speech gestures show the body is intimately tied up with thinking

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We use gestures to conceptually plan and produce speech. Gesturing lightens our cognitive load, showing the deep connection between mind and body.

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Our brain extends to the tools

we use

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When we use an input device, we integrate this sensory information into a representation of the

current state of the body. The sense of our body extends to our tools.

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Embodied cognition

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We are inseparably linked to the

experiences of having a body located in a 3D

world. Interaction is not just for doing things but for

understanding things.

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CREATING POSITIVE

EXPERIENCES

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What complaints do you hear?

People complain when they can’t figure out how to use a website or software products.

What kind of complaints do you hear?

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Here are some common ones …

Understanding mental models can help stop the complaints!

This doesn’t do what it’s

supposed to do.

I’m not sure what to do.

I keep getting errors.

How do I get back to the

first screen?

What does it mean? I don’t understand.

This doesn’t have the

information I want.

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A mental model is a representation

of something in the real world that

we use to predict or explain behavior.

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Mental models are based on:

• Prior experience with something similar

• What you’ve read or heard

• Direct experience

How are mental models built?

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I heard a lecturer say that our mental models are like a subway map, because of their minimal amount of detail.

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User’s Mental Model

Mental models are:

•  Unstable

•  Subject to change

•  Able to get revised

•  Simpler than reality

Mental models define how we approach problems and solve them.

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Conceptual or Design Model

There’s another kind of model that’s important. It’s how the designer represents

the program to the user through the interface. It’s known as the Conceptual or Design Model.

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When the conceptual model of the system is close to matching the user’s mental model, an

interaction is considered easier to use.

Conceptual Model User’s Mental Model

=

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When the conceptual model of the system doesn’t come close to matching the user’s

mental model, users make errors and feel frustrated.

Conceptual Model User’s Mental Model

=

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This doesn’t mean you can’t innovate and try something new!

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If you do innovate:

•  Make sure it’s a good fit for your audience and

content.

•  Provide excellent but simple user

instructions.

Make sure your designs are usable!

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Usability

“The effectiveness, efficiency and

satisfaction with which specified

users achieve specified goals in a

particular environment.” ---ISO, 1998

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Usability

“Usability is composed of the

learnability, retainability, efficiency

of use, and user satisfaction of a

product.” ---Cosantine and Lockwood, 1999

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Usability

“DON’T MAKE ME THINK!” ---Steve Krug, 2005

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This well-received interaction from the Washington Post used the conceptual model of a form. One reason it may have been successful is because most people are familiar with forms.

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THINKING ABOUT DESIGN

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CONCEPTUAL VISUAL

BEHAVIORAL

Think through

these three dimensions of

interactive design.

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The Conceptual Dimension

1.  Define the problem space thoroughly

2.  Consider timing and pacing of information flow

3.  Consider using metaphors from common objects in the environment

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The Behavioral Dimension

1.  Map out actions and reactions (you may want to use mind maps for this)

2.  Provide feedback for every action the user takes, in the form of a change on the screen

3.  Consider whether interactions will allow for discovery or will be locked

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The Visual Dimension

1.  Consider whether the user interface will be visible from the start or whether users will

need to find it (visible is generally best)

2.  Consider where the user interface will be positioned (group elements to show relationships)

3.  Keep the user interface consistent throughout the interaction

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Key Points

•  Interactivity can improve cognitive performance

• Align the conceptual model of your interface with the user’s mental model

• Organize design around conceptual, behavioral and visual considerations