The design part of interaction design

107
INTERFACE DESIGN

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

Page 1: The design part of interaction design

INTERFACE

DESIGN

Page 2: The design part of interaction design
Page 3: The design part of interaction design
Page 4: The design part of interaction design
Page 5: The design part of interaction design
Page 6: The design part of interaction design
Page 7: The design part of interaction design

Interaction Design

Not one way

Page 8: The design part of interaction design

Art

Copy

Page 9: The design part of interaction design
Page 10: The design part of interaction design
Page 11: The design part of interaction design
Page 12: The design part of interaction design
Page 13: The design part of interaction design
Page 14: The design part of interaction design
Page 15: The design part of interaction design
Page 16: The design part of interaction design
Page 17: The design part of interaction design
Page 18: The design part of interaction design
Page 19: The design part of interaction design
Page 20: The design part of interaction design
Page 21: The design part of interaction design

ReturnReturn RelyRelyShareShareNoticeNotice

Page 22: The design part of interaction design

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

Page 23: The design part of interaction design

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

Page 24: The design part of interaction design

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

Page 25: The design part of interaction design

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

Page 26: The design part of interaction design
Page 27: The design part of interaction design

Re-Design

Page 28: The design part of interaction design
Page 29: The design part of interaction design
Page 30: The design part of interaction design
Page 31: The design part of interaction design
Page 32: The design part of interaction design
Page 33: The design part of interaction design
Page 34: The design part of interaction design
Page 35: The design part of interaction design
Page 36: The design part of interaction design
Page 37: The design part of interaction design
Page 38: The design part of interaction design
Page 39: The design part of interaction design
Page 40: The design part of interaction design
Page 41: The design part of interaction design
Page 42: The design part of interaction design
Page 43: The design part of interaction design
Page 44: The design part of interaction design

Emphasis

Page 45: The design part of interaction design
Page 46: The design part of interaction design
Page 47: The design part of interaction design
Page 48: The design part of interaction design
Page 49: The design part of interaction design
Page 50: The design part of interaction design
Page 51: The design part of interaction design
Page 52: The design part of interaction design
Page 53: The design part of interaction design
Page 54: The design part of interaction design
Page 55: The design part of interaction design
Page 56: The design part of interaction design
Page 57: The design part of interaction design
Page 58: The design part of interaction design
Page 59: The design part of interaction design
Page 60: The design part of interaction design
Page 61: The design part of interaction design
Page 62: The design part of interaction design
Page 63: The design part of interaction design
Page 64: The design part of interaction design
Page 65: The design part of interaction design
Page 66: The design part of interaction design
Page 67: The design part of interaction design
Page 68: The design part of interaction design
Page 69: The design part of interaction design
Page 70: The design part of interaction design

ColorScreen

AlignmentFont

Page 71: The design part of interaction design

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.

Page 72: The design part of interaction design
Page 73: The design part of interaction design
Page 74: The design part of interaction design
Page 75: The design part of interaction design
Page 76: The design part of interaction design
Page 77: The design part of interaction design

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

Page 78: The design part of interaction design

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'

Page 79: The design part of interaction design

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

Page 80: The design part of interaction design
Page 81: The design part of interaction design

Fingers Focus

Page 82: The design part of interaction design

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.

Page 83: The design part of interaction design
Page 84: The design part of interaction design

Warm

Cool

Page 85: The design part of interaction design
Page 86: The design part of interaction design
Page 87: The design part of interaction design
Page 88: The design part of interaction design
Page 89: The design part of interaction design
Page 90: The design part of interaction design

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)

Page 91: The design part of interaction design
Page 92: The design part of interaction design

Skeumorphic

Page 93: The design part of interaction design
Page 94: The design part of interaction design
Page 95: The design part of interaction design

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

Page 96: The design part of interaction design
Page 97: The design part of interaction design

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

Page 98: The design part of interaction design
Page 99: The design part of interaction design
Page 100: The design part of interaction design

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.

Page 101: The design part of interaction design
Page 102: The design part of interaction design
Page 103: The design part of interaction design

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

Page 104: The design part of interaction design

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

Page 105: The design part of interaction design

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.

Page 106: The design part of interaction design

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.