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USER EXPERIENCE,
PRINCIPLES OF INTERACTIVE
DESIGN, AND RICH
CONTENT OF WEB 2.0
USER EXPERIENCE (UX)
A person’s perceptions and responses that result from the use or
anticipated use of a product, system, or service.
INTERACTIVE DESIGN
The structure and behavior of interactive systems
Don Norman’s Principles of Interactive Design
• Visibility
• Feedback
• Constraints
• Mapping
• Consistency
• Affordance
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.
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.
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.
MAPPING
It is about having a
clear relationship
between controls
and the effects they
have. This should
feel as natural as
possible.
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.
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.

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USER EXPERIENCE, PRINCIPLES OF INTERACTIVE DESIGN, AND RICH CONTENT OF WEB 2.0 OF MOBILE LEGENDS

  • 1. USER EXPERIENCE, PRINCIPLES OF INTERACTIVE DESIGN, AND RICH CONTENT OF WEB 2.0
  • 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.