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May, 2009




      Understanding Interaction Design




David Rondeau, Design Chair
InContext Design
david.rondeau@incontextdesign.com   Karen Holtzblatt, CEO
                                    Hugh Beyer, CTO
Twitter: dbrondeau
What is Interaction Design?


  Interaction Design (IxD) is the discipline of defining the
  behavior of products and systems that a user can interact
  with.
  Interaction design defines the behavior (the "interaction")
  of an artifact or system in response to its users.

                                                  -from IxDA.org




Just the basics: designing how people interact with a
screen
The Design Process


1. Identify the goal or problem to be addressed


2. Use available design materials


3. In accordance with the “laws of design”


4. To create potential solutions


5. Then evaluate and iterate
Think of it like Legos

1. Identify the goal or problem

2. Use available design materials

3. According to ―laws of design‖

4. Build

5. Evaluate and iterate
First, understand the problem
      For all stakeholders
                                                                                         System




                                At each level of the design
         Understan                                                                       Screen
            d
          Goals
          Criteria
                                                              Header Title

          Constraints                                         Loremipsumdolore quid
                                                              alora fugit nisi
                                                              veniamverosedsciurusquis
                                                              dolor autemblandit in
                                                                                         Component
                                                              diamveroesseipsumdolore
                                                              quid alora




        Technology                                                                       Control
Using the raw materials




   Line

   Text

   Controls

   Structure




There are more, but this is the foundation
Use existing building blocks and paradigms

Controls
    Allow user to control system                                                Control

    Buttons, checkboxes, and text entry fields
Components                                            Header Title

    Collection of controls and information that      Loremipsumdolore quid


     support an activity
                                                      alora fugit nisi
                                                      veniamverosedsciurusquis
                                                      dolor autemblandit in
                                                                                 Component
                                                      diamveroesseipsumdolore
                                                      quid alora


    News, Alerts, Manage list
System structures
    Collection of screens, sections, and
     components                                                                  Screen

    Search, Dashboard, Navigation
Interaction paradigms
    The input method used to access an interface
                                                                                 System
    Web hyperlinks, drag and drop, ―soft‖ buttons,
     touchscreen
According to principles of design: Structure

 Relationship
     Between controls, components, and
      sections
     Clear hierarchy of elements
 Prominence
     Important elements are obvious and
      easy to find
     Secondary elements are ignorable
      until I need them
     There should be one area of primary
      focus




Structure is CRITICAL
Structure of the whole system
Relationship and Prominence
                     Header Section                   System Nav        Simple Search
                                                 1st Level Nav
                                                 2nd Level Nav
                     Primary Content                   Filter      Related Section
                     Section

                               Featured summary item
                                                                           Ad




                     Call to
                     action
                                   Summary item

                                 Secondary actions and info




                     Call to
                     action
                                   Summary item

                                 Secondary actions and info




                     Call to
                     action
                                  Summary item                        Most Popular
                                                                        Content
                                 Secondary actions and info




                     Call to
                     action
                                   Summary item

                                 Secondary actions and info
                     Call to
                     action        Summary item

                                 Secondary actions and info          Recommended
                                                                        Content
                     Call to
                     action



                                   Summary item

                                 Secondary actions and info
                     Call to
                     action




                                   Summary item                     Featured Content
                                 Secondary actions and info
Relationship and Prominence
Principles of design: Interaction

Usability
    System is easy and efficient to use
Learnability
    Easy to learn—complicated manual should not be required
    Even highly technical users prefer easy to learn
Credibility
    Trust earned through use over time
Navigability
    Always know where you are
    And easily get where you need
Navigability
Navigability
Principles of design: Quality

Simplicity
    All controls and content are necessary
         Based on user, business, or technology
    Always ask yourself, ―Is this content necessary?‖
Consistency
    Structure
    Interaction paradigms and controls
    Style and usage of elements
    Labels and instructions
    Alignment
Simplicity
Simplicity
Simplicity




“A designer knows he has achieved perfection not when there is nothing left to add, but
when there is nothing left to take away.”—Antoine De Saint-Exupery
Consistency
Key principles


      Relationship

      Prominence

      Navigability

      Simplicity

      Consistency




Principles are related and overlap
Create and Evaluate Designs
By making “good” design decisions
What makes a design “good”?

 Satisfies the problem
     Achieves the stated design goals
     Meets given design criteria
     Works within known business and technology constraints
     Addresses key issues from customer data

 According to our key design principles
     Relationship
     Prominence
     Navigability
     Simplicity
     Consistency
 Good design requires good design decisions

How do we make good design decisions?
Start at the top




      Always tackle higher level problems first
Make trade-offs



Some pieces of
the puzzle are
more important
than others
Make trade-offs

                  Sometimes there isn’t a
                  “good” choice—so choose
                  what is least “bad”
Make trade-offs


The problem should
be worth the amount
of time you spend
solving it
Make trade-offs




                  Don’t be
                  consistent when
                  there is a good
                  reason to be
                  inconsistent
Use clear, explicit design reasoning

Always know what you don’t know
    Don’t make design choices and trade-offs when you don’t have all
     the information
    Don’t make design decisions based on guesses
Clearly articulate and explain your reasoning
    If you can’t explain the design clearly, how can you evaluate
     if it’s ―good‖?
Be willing to be wrong
    Validate your ideas and iterate
    Test in paper with stakeholders
When evaluating a design

You are evaluating the design decisions made:
    Look at what the design is actually solving—not just what it was
     supposed to solve
    Assess how well problems are satisfied according to the key
     design principles
    Determine if higher-level problems still need to be addressed
    Examine the trade-offs that were made


Evaluate “goodness” of
    Your company’s designs
    Competitor’s designs
    Building blocks and paradigms you want to ―borrow‖
New Interaction Design Trends
Contextual controls
Everything in one place
Touch and motion




                   By SlipstreamJC
Quick summary

1. Identify the goal or problem to be addressed
    For all stakeholders, at each level of design

2. Use available design materials
    Line, text, controls, structure
    Existing building blocks and paradigms

3. In accordance with the “laws of design”
    Relationship, prominence, navigability, simplicity, consistency

4. Create potential solutions by making “good” design
decisions
    Start at the top
    Make trade-offs
    Use clear, explicit design reasoning

5. Then evaluate and iterate
   We developed the industry-leading
                          customer-centered design process
                         Our clients are industry leaders –
                          including other design firms
                         Our experience spans a wide range
                          of work practices, industries and
                          technologies
                         We have a proven track record creating
                          solutions for the people who use them


                   “The only method I have seen that really tells you how to go
                   out and collect customer data, and then what to do about it.”
                   - Don Norman
                   “The only generative method in the field”
                   -Ben Shneiderman

David Rondeau                        david.rondeau@incontextdesign.com
www.incontextdesign.com                              Twitter: dbrondeau
                                          Copyright © 2009 InContext Enterprises, Inc. All rights reserved

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Understanding Interaction Design

  • 1. May, 2009 Understanding Interaction Design David Rondeau, Design Chair InContext Design david.rondeau@incontextdesign.com Karen Holtzblatt, CEO Hugh Beyer, CTO Twitter: dbrondeau
  • 2. What is Interaction Design? Interaction Design (IxD) is the discipline of defining the behavior of products and systems that a user can interact with. Interaction design defines the behavior (the "interaction") of an artifact or system in response to its users. -from IxDA.org Just the basics: designing how people interact with a screen
  • 3. The Design Process 1. Identify the goal or problem to be addressed 2. Use available design materials 3. In accordance with the “laws of design” 4. To create potential solutions 5. Then evaluate and iterate
  • 4. Think of it like Legos 1. Identify the goal or problem 2. Use available design materials 3. According to ―laws of design‖ 4. Build 5. Evaluate and iterate
  • 5. First, understand the problem For all stakeholders System At each level of the design Understan Screen d Goals Criteria Header Title Constraints Loremipsumdolore quid alora fugit nisi veniamverosedsciurusquis dolor autemblandit in Component diamveroesseipsumdolore quid alora Technology Control
  • 6. Using the raw materials  Line  Text  Controls  Structure There are more, but this is the foundation
  • 7. Use existing building blocks and paradigms Controls  Allow user to control system Control  Buttons, checkboxes, and text entry fields Components Header Title  Collection of controls and information that Loremipsumdolore quid support an activity alora fugit nisi veniamverosedsciurusquis dolor autemblandit in Component diamveroesseipsumdolore quid alora  News, Alerts, Manage list System structures  Collection of screens, sections, and components Screen  Search, Dashboard, Navigation Interaction paradigms  The input method used to access an interface System  Web hyperlinks, drag and drop, ―soft‖ buttons, touchscreen
  • 8. According to principles of design: Structure Relationship  Between controls, components, and sections  Clear hierarchy of elements Prominence  Important elements are obvious and easy to find  Secondary elements are ignorable until I need them  There should be one area of primary focus Structure is CRITICAL
  • 9. Structure of the whole system
  • 10. Relationship and Prominence Header Section System Nav Simple Search 1st Level Nav 2nd Level Nav Primary Content Filter Related Section Section Featured summary item Ad Call to action Summary item Secondary actions and info Call to action Summary item Secondary actions and info Call to action Summary item Most Popular Content Secondary actions and info Call to action Summary item Secondary actions and info Call to action Summary item Secondary actions and info Recommended Content Call to action Summary item Secondary actions and info Call to action Summary item Featured Content Secondary actions and info
  • 12. Principles of design: Interaction Usability  System is easy and efficient to use Learnability  Easy to learn—complicated manual should not be required  Even highly technical users prefer easy to learn Credibility  Trust earned through use over time Navigability  Always know where you are  And easily get where you need
  • 15. Principles of design: Quality Simplicity  All controls and content are necessary  Based on user, business, or technology  Always ask yourself, ―Is this content necessary?‖ Consistency  Structure  Interaction paradigms and controls  Style and usage of elements  Labels and instructions  Alignment
  • 18. Simplicity “A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”—Antoine De Saint-Exupery
  • 20. Key principles  Relationship  Prominence  Navigability  Simplicity  Consistency Principles are related and overlap
  • 21. Create and Evaluate Designs By making “good” design decisions
  • 22. What makes a design “good”? Satisfies the problem  Achieves the stated design goals  Meets given design criteria  Works within known business and technology constraints  Addresses key issues from customer data According to our key design principles  Relationship  Prominence  Navigability  Simplicity  Consistency Good design requires good design decisions How do we make good design decisions?
  • 23. Start at the top Always tackle higher level problems first
  • 24. Make trade-offs Some pieces of the puzzle are more important than others
  • 25. Make trade-offs Sometimes there isn’t a “good” choice—so choose what is least “bad”
  • 26. Make trade-offs The problem should be worth the amount of time you spend solving it
  • 27. Make trade-offs Don’t be consistent when there is a good reason to be inconsistent
  • 28. Use clear, explicit design reasoning Always know what you don’t know  Don’t make design choices and trade-offs when you don’t have all the information  Don’t make design decisions based on guesses Clearly articulate and explain your reasoning  If you can’t explain the design clearly, how can you evaluate if it’s ―good‖? Be willing to be wrong  Validate your ideas and iterate  Test in paper with stakeholders
  • 29. When evaluating a design You are evaluating the design decisions made:  Look at what the design is actually solving—not just what it was supposed to solve  Assess how well problems are satisfied according to the key design principles  Determine if higher-level problems still need to be addressed  Examine the trade-offs that were made Evaluate “goodness” of  Your company’s designs  Competitor’s designs  Building blocks and paradigms you want to ―borrow‖
  • 33. Touch and motion By SlipstreamJC
  • 34. Quick summary 1. Identify the goal or problem to be addressed  For all stakeholders, at each level of design 2. Use available design materials  Line, text, controls, structure  Existing building blocks and paradigms 3. In accordance with the “laws of design”  Relationship, prominence, navigability, simplicity, consistency 4. Create potential solutions by making “good” design decisions  Start at the top  Make trade-offs  Use clear, explicit design reasoning 5. Then evaluate and iterate
  • 35. We developed the industry-leading customer-centered design process  Our clients are industry leaders – including other design firms  Our experience spans a wide range of work practices, industries and technologies  We have a proven track record creating solutions for the people who use them “The only method I have seen that really tells you how to go out and collect customer data, and then what to do about it.” - Don Norman “The only generative method in the field” -Ben Shneiderman David Rondeau david.rondeau@incontextdesign.com www.incontextdesign.com Twitter: dbrondeau Copyright © 2009 InContext Enterprises, Inc. All rights reserved