At the core of all usability is a design—the one being used by your customer. The blueprint or foundation of that design is found in the interaction design. Over the years, I’ve worked with many people, from clients to co-workers, who are involved in design but who don’t consider themselves “designers”. They usually have good design instincts, but don’t have a “design” background—and they are always asking me how they can become better “designers”.In this presentation, I distill the concepts of interaction design down to just the basics, to focus on what is most useful for non-interaction designers. Using the design process as a framework, I’ll provide an overview of the basic building blocks, design principles, and underlying structure of interaction design, and illustrate them using familiar real-world examples. Through these basic elements, I’ll discuss how design decisions are made, how to evaluate them at each level of an interaction design, and more importantly, what makes a “good” design decision. I will also discuss one or two emerging trends in interaction design and show how these basic elements can also be used to understand and evaluate them.This presentation won’t turn everyone into an interaction designer, but it will give you an understanding of the basics, and hopefully move you further along the road to being a better “designer”.
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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
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Component
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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
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Component
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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
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
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
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‖
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