2. USER EXPERIENCE (UX)
A person’s perceptions and responses that result from the use or
anticipated use of a product, system, or service.
3. INTERACTIVE DESIGN
The structure and behavior of interactive systems
Don Norman’s Principles of Interactive Design
• Visibility
• Feedback
• Constraints
• Mapping
• Consistency
• Affordance
4. VISIBILITY
It is the basic principle that the
more visible the element is, the
more likely the users will
recognize them and know how to
use them. Applying this principle
can give a realization that
everything cannot be visible,
because it’ll ultimately clutter the
interface. Instead, learning the
importance of prioritizing what
interface elements are for the
users experience and prioritizing
their visibility.
5. FEEDBACK
It makes it dear to the user of
what action has been taken and
what has been accomplished.
Many forms of feedback exist in
interaction design, including
visuals, tactile, audio, and more.
The key is to a design that’ll
never leave the user guessing
about what action they have
taken and the consequence of
doing so.
6. CONSTRAINTS
It is about limitin the range of interaction possibilities for the
user to simplify the interface and guide the user to be
appropriate on its next action. This is a case where constraints
are clarifying, since they make it clear what can be done.
Limitless possibilities often leaves the users confused.
7.
8. MAPPING
It is about having a
clear relationship
between controls
and the effects they
have. This should
feel as natural as
possible.
9. CONSISTENCY
It refers to having similar
operations and similar
elements for achieving
similar tasks. By leveraging
consistent elements
throughout the entire
experience, it makes it far
easier to use. It is important
not only within the users
interface, but across the
many interfaces of different
devices.
10. AFFORDANCE
It allows people
to know how to
use it. It means
to give a clue.
When an object
has a strong
affordance, it’s
very clear how
to use it.