Interaction Design


15-237 Cross-Platform Mobile Web Apps

Spring 2013




Interaction Design

is the design of how things are used and how they behave

Affordance


a visual cue for what you can do and how




Providing Affordance


  1. Skeuomorphism: Take advantage of people's experience with real objects; consider modeling visuals after them

  2. Platform consistency: Take advantage of people's experience with other apps; use appropriate standard UI elements (buttons, sliders, etc.)

  3. Internal consistency: Take advantage of people's experience with your app


Don't tell. Show.
Good affordance allows users to know what to do without an explicit explanation.

Feedback


a visual cue for what happened after you did something



Providing Feedback


  1. Use animations
    Ex: Page navigation in iOS

  2. Change colors, icons, etc.
    Ex: buttons

  3. Play sounds


Good feedback ensures that users know the status of the application at all times.





Don't forget about indicating ongoing processes, especially if they're blocking (as in Shazam, on right).

Design Patterns


you don't have to reinvent the wheel all the time;
use established solutions

pttrns.com



Shortcuts


Consider providing shortcuts for power users.

Gestures are often a good way to do this in mobile apps.

Ex: iOS swipe to delete


Errors


Make it difficult to make errors and easy to recover from them



But how should we actually do interaction design?

(or: what can we do for next week's deadline?)


User-Centered Design

is a mindset towards design to address the needs of users





You don't know your user's needs.


In fact, they might not, either.

Iterative Design




  1. Research

  2. Design

  3. Evaluate

Research Methods


Competitive Analysis
find similar existing applications and analyze their feature sets

Contextual Inquiry
a combination of an interview and an observation of users in the context of them doing their usual tasks

Persona
based on research, create a bio for an imaginary target user

Competitive Analysis





Contextual Inquiry



Persona



Design Methods


Navigation Map
a flow chart of the screens in the application and how the user could navigate between them

Storyboard
a comic about your persona using the application

Wireframe
a rough sketch of an interface focusing on key elements

Prototype
an incomplete, usually limited scope version of the application

Navigation Map




Storyboarding



Wireframing



Prototyping (paper)



 

Prototyping (tool)



Prototyping (code)



Prototyping Resources


Placeholder images:
placehold.it

Placeholder text:

lipsum.com

Evaluation Methods


Think-Aloud Interviews
give someone a task to complete with a prototype and ask them to voice their thoughts as they go

Heuristic Evaluation
basically, review our interaction design principles against the prototype

see Jakob Neilsen's heuristics

Think-Aloud Interviews






That's all. Have fun with your term project!


Images from
http://pttrns.com/
http://answers.oreilly.com/
http://hollybrosnahan.com/portfolio/venture/

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