Understanding What is Interaction Design, Its History (Pre-Computer era, Pre-Software era), Modern era of Interaction Design, Current Trends, Features, Principles and much more for beginners.
Interaction design aims to help people reach their goals by solving problems and creating interactions between humans and technology. It focuses on ensuring users do not feel stupid, irritated or discomforted when interacting with systems. There are four main approaches: user-centered design prioritizes users' goals and knowledge; activity-centered design examines users' activities and behaviors; systems design outlines technological components; and genius design assumes the designer knows best. Good interaction design creates experiences that are trustworthy, appropriate, smart, responsive, clever, pleasurable and avoid mistakes. The document outlines several principles and laws that guide interaction design, such as Moore's law, Fitt's law and Hick's law. It also discusses methods like cultural probes, user testing
The document discusses principles of user interface design including Constantine and Lockwood's principles of structure, simplicity, visibility, feedback, and tolerance. It also discusses Ben Schneiderman's eight golden rules of interface design such as consistency, enabling shortcuts, providing feedback, and reducing memory load. Additional topics covered include Gestalt laws of grouping, Fitts' law, layout approaches, usability heuristics, and 20 principles of user interface design.
This lecture covered web accessibility and the WCAG initiative. It defined accessibility and discussed how a focus on presentation over content can negatively impact accessibility. The WCAG provides guidelines to make web content accessible, such as providing text alternatives for non-text content and ensuring users can navigate content in an intuitive order. Examples of accessibility issues included CAPTCHAs that are difficult for screen readers and drop-down menus that are not operable without a mouse. Testing tools like the web developer toolbar and Lynx browser were also introduced.
This document discusses various aspects of user experience (UX) design including visual design, system design, branding, customer service, packaging, product unboxing, and how human emotion determines UX. It provides techniques for UX design such as using humor, recognizing patterns, engagement, communication, and building relationships. It also covers ergonomics guidelines for UX like consistency, simplicity, feedback, attention, and modality. The document examines the influence of design on UX and discusses simplifying interactions through minimalism and asking questions about users. Finally, it discusses gamifying interactions and experience to influence human habits.
The document outlines 10 key principles for designing effective user experiences: 1) Familiarity, 2) Responsiveness and Feedback, 3) Performance, 4) Intuitiveness and Efficiency, 5) Helpfulness in accomplishing real goals, 6) Delivery of relevant content, 7) Internal Consistency, 8) External Consistency, 9) Appropriateness to Context, and 10) Trustworthiness. It explains that global outsourcing and automation have led to commoditization, so the only way for companies to differentiate is through carefully crafted digital experiences that follow these 10 principles.
Prezentacja na temat ksi甜ki Dona Normana "Design of everyday things" przygotowana na spotkanie z serii "UX Book Club".
Prezentacja z notatkami jest dostpna tutaj:
http://bit.ly/DesignOfEverdayThings
The document discusses key concepts in web design including usability, user experience, and user-centered design. It defines usability as how easy a product is to use, user experience as encompassing all aspects of a user's interaction with a company or product, and user-centered design as optimizing a product around how users need or want to use it rather than forcing users to change their behavior. The document also provides examples of techniques for understanding users like personas, use cases, and usability testing to help ensure designs are focused on the user.
This document discusses best practices for user experience (UX) design. It begins by addressing common misconceptions such as thinking visual design is the same as UX or that UI and UX are the same. It emphasizes that UX must precede UI and focus on solving problems and understanding users through research. It then outlines best practices for UX including problem solving at the UX level not just UI, building collaborative cross-functional teams, and establishing an iterative UX process of discovery, strategy, design, testing and launch.
Communication design involves using visual elements like images, text, color, and layout to convey messages and ideas to audiences. It can be considered both an art and a science. Graphic designers use tools like point, line, shape, texture, space, size, typography, color, and images to achieve communication objectives. They must determine what information needs to be conveyed, the order and hierarchy of ideas, how to guide the eye across the page, the intended tone, and target audience. Creative techniques used in advertising can also be applied to engage audiences and change perspectives through attention-grabbing images and emotions. Questions from the audience are then welcomed.
This document provides an overview of human-computer interaction (HCI) as an academic discipline and design field. It discusses what students will learn, including understanding systems and humans through analysis, and applying that understanding to design solutions with a focus on real users. It outlines topic areas like design processes, underlying theories of human cognition, and specific domains. It also explores the roots of HCI in fields like psychology and computing. Finally, it discusses changes in the field with increasing device multiplicity, ubiquitous and wearable technologies, and a shift from computer dialogue to dialogue with the world.
Interaction design involves designing interactive products and digital interfaces to support people's activities and needs. The goals of interaction design are to create usable, effective and enjoyable experiences for users by involving them in the design process. Key aspects of interaction design include understanding users, prototyping designs, evaluating usability throughout the process, and applying design principles such as visibility, feedback, consistency and mapping to create intuitive interfaces.
The Elements of User Experience provides an outline of all the factors that contribute to an overall user experience (UX), including Information Architecture, Usability Engineering, and Interaction Design. These elements affect how people perceive your brand, form opinions about your companys trustworthiness, or feel persuaded by your message. Created by Malcolm Wolter, BrandExtract VP of Digital
The terms UI and UX (design) are very often and
used as a single term by many people or designers.
The first thing we need to know straight is that UI
and UX are not the same.
Design is a rather broad and huge term. When
someone says Im a designer, it is not that clear
what they actually do. There are a number of
different responsibilities term designer. There are
many aspects of design now a days.
The document discusses the elements of user experience design. It introduces the five planes of user experience - strategy, scope, structure, skeleton, and surface. Each plane contains different aspects of design such as user needs, information architecture, and visual design. The document uses these planes to break down the design of common elements like search engines. It emphasizes the importance of an iterative and user-centered design process.
Human Computer Interaction: The Design of Everyday Things (User Centered Des...Shakil Mahmood
油
The document discusses seven principles of user-centered design: simplify structure, visibility, mapping, constraints, error design, leveraging user knowledge, and standardization. It emphasizes designing based on the user's mental model by understanding how their conceptualization of a system develops from their knowledge and past experiences. The goal is for users to intuitively understand what actions are possible and what is occurring in a design by structuring it in a clear, visible, and standardized manner that maps to users' real-world expectations.
Presenters:
Elly Searle, CrowdStrike
Head of Content Strategy
Torrey Podmajersky, OfferUp
Senior Content Strategist
When UX designs are handed off to developers, they always contain words: headings, instructions, CTAs (calls to action), and error messages. These words play a critical role in delivering a usable, useful, and desirable experience. Clear, thoughtful buttons, labels, and instructional wording has a lot to do with a sites success and its customers satisfaction. In this session, Elly Searle, head of content strategy for CrowdStrike, and Torrey Podmajersky, senior content strategist at OfferUp (and SVC instructors), will take you through the fundamentals of user experience writing. Youll walk away with an improved sense of how to talk to your user so you can better meet their needs.
This document provides an overview of user interface design principles and best practices. It covers topics such as the goals of UI design, layout types, typography guidelines, using color effectively, and common UI patterns. The key points emphasized are that the interface should be simple, clear and consistent; typography must have good readability; color should be chosen based on semantic meaning and context; and patterns help solve common design problems. Usability principles like the 7賊2 rule for menus and 3-click rule for tasks are also reviewed.
This document discusses design systems and atomic design. It introduces atomic design as a methodology for creating interface design systems in a hierarchical way from small reusable components (atoms) up to full pages. It then provides details on how to create a designers kit, which includes style guides, pattern libraries, and mockups/templates. Finally, it outlines pros and cons of design systems, such as increased consistency but higher upfront costs.
The document discusses the relationship between brand identity and UI/UX design. It notes that brand identity takes disparate elements and unifies them, and consistency is a powerful usability principle. Brand identity elements like color, typeface, graphics, imagery, copywriting and animation need to be explored and iterated in UI/UX. The document outlines some common problems when designers from different disciplines work together, and provides recommendations for brand guidelines and collaboration to ensure both brand visibility and product usability.
This document discusses interaction design basics and principles. It covers the following key points:
- The interaction design process includes requirements analysis, design, prototyping, implementation, and deployment. It emphasizes putting the user first through understanding users and involving them.
- Design involves achieving goals within constraints. Scenarios are used to understand how users will interact with designs. Navigation design considers screen structure, application flow, and moving between systems.
- Effective design understands both users and materials. The focus should remain on the user throughout the process. Iterative prototyping allows gathering feedback to improve designs.
Grid Systems: Building Blocks to a Better User ExperienceDustin DiTommaso
油
A structural design method benefitting both the designer and the end-user, grid systems have been used for generations in print design, architecture and urban planning to lay out and optimize spaces for readability and comprehension, wayfinding and navigation, utility and usability.
As a framework for screen-based design, grids enable efficiencies in the planning, execution and presentation of UIs and content and imparts a refined aesthetic and sense of order improving perceived usability and intuitive behavior.
User Experience 3: User Experience, Usability and AccessibilityMarc Miquel
油
This presentation introduces the most important usability models among other concepts (affordances, heuristics, etc.).
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
The document discusses user-centered design and provides guidance on creating personas, scenarios, and user stories to represent users and their goals when interacting with a product. It describes personas as archetypes based on research that show a user's goals and behaviors. Scenarios are stories that illustrate interactions and help understand a user's goals, motivations, and actions. User stories are simple descriptions of specific user needs following a "As a _I want to_ so that_" format. The document provides templates and examples for documenting each of these representations.
This document discusses inclusive design and accessibility in digital experiences. It defines key terms like accessibility, usability, and inclusivity. The document recommends following Web Content Accessibility Guidelines (WCAG) to ensure usability for all people. It provides tips for making digital content more accessible, such as using sufficient color contrast, touch targets of appropriate size, readable font sizes, clear calls to action, and alternative text for images. The document emphasizes that accessibility benefits all users and is a method rather than just a checklist.
Design process interaction design basicsPreeti Mishra
油
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
User experience (UX) design involves creating a system, product, or service that provides a quality experience for users. UX designers conduct research to understand user needs and then create wireframes, prototypes, and visual designs to meet those needs. The goal is to make products intuitive and easy to use. UX design is informed by fields like psychology, graphic design, and user research. Designers use tools like Axure to create wireframes and site maps to plan interfaces before development. Usability testing involves user research methods like surveys and field studies to evaluate designs and identify areas for improvement.
This document discusses best practices for user experience (UX) design. It begins by addressing common misconceptions such as thinking visual design is the same as UX or that UI and UX are the same. It emphasizes that UX must precede UI and focus on solving problems and understanding users through research. It then outlines best practices for UX including problem solving at the UX level not just UI, building collaborative cross-functional teams, and establishing an iterative UX process of discovery, strategy, design, testing and launch.
Communication design involves using visual elements like images, text, color, and layout to convey messages and ideas to audiences. It can be considered both an art and a science. Graphic designers use tools like point, line, shape, texture, space, size, typography, color, and images to achieve communication objectives. They must determine what information needs to be conveyed, the order and hierarchy of ideas, how to guide the eye across the page, the intended tone, and target audience. Creative techniques used in advertising can also be applied to engage audiences and change perspectives through attention-grabbing images and emotions. Questions from the audience are then welcomed.
This document provides an overview of human-computer interaction (HCI) as an academic discipline and design field. It discusses what students will learn, including understanding systems and humans through analysis, and applying that understanding to design solutions with a focus on real users. It outlines topic areas like design processes, underlying theories of human cognition, and specific domains. It also explores the roots of HCI in fields like psychology and computing. Finally, it discusses changes in the field with increasing device multiplicity, ubiquitous and wearable technologies, and a shift from computer dialogue to dialogue with the world.
Interaction design involves designing interactive products and digital interfaces to support people's activities and needs. The goals of interaction design are to create usable, effective and enjoyable experiences for users by involving them in the design process. Key aspects of interaction design include understanding users, prototyping designs, evaluating usability throughout the process, and applying design principles such as visibility, feedback, consistency and mapping to create intuitive interfaces.
The Elements of User Experience provides an outline of all the factors that contribute to an overall user experience (UX), including Information Architecture, Usability Engineering, and Interaction Design. These elements affect how people perceive your brand, form opinions about your companys trustworthiness, or feel persuaded by your message. Created by Malcolm Wolter, BrandExtract VP of Digital
The terms UI and UX (design) are very often and
used as a single term by many people or designers.
The first thing we need to know straight is that UI
and UX are not the same.
Design is a rather broad and huge term. When
someone says Im a designer, it is not that clear
what they actually do. There are a number of
different responsibilities term designer. There are
many aspects of design now a days.
The document discusses the elements of user experience design. It introduces the five planes of user experience - strategy, scope, structure, skeleton, and surface. Each plane contains different aspects of design such as user needs, information architecture, and visual design. The document uses these planes to break down the design of common elements like search engines. It emphasizes the importance of an iterative and user-centered design process.
Human Computer Interaction: The Design of Everyday Things (User Centered Des...Shakil Mahmood
油
The document discusses seven principles of user-centered design: simplify structure, visibility, mapping, constraints, error design, leveraging user knowledge, and standardization. It emphasizes designing based on the user's mental model by understanding how their conceptualization of a system develops from their knowledge and past experiences. The goal is for users to intuitively understand what actions are possible and what is occurring in a design by structuring it in a clear, visible, and standardized manner that maps to users' real-world expectations.
Presenters:
Elly Searle, CrowdStrike
Head of Content Strategy
Torrey Podmajersky, OfferUp
Senior Content Strategist
When UX designs are handed off to developers, they always contain words: headings, instructions, CTAs (calls to action), and error messages. These words play a critical role in delivering a usable, useful, and desirable experience. Clear, thoughtful buttons, labels, and instructional wording has a lot to do with a sites success and its customers satisfaction. In this session, Elly Searle, head of content strategy for CrowdStrike, and Torrey Podmajersky, senior content strategist at OfferUp (and SVC instructors), will take you through the fundamentals of user experience writing. Youll walk away with an improved sense of how to talk to your user so you can better meet their needs.
This document provides an overview of user interface design principles and best practices. It covers topics such as the goals of UI design, layout types, typography guidelines, using color effectively, and common UI patterns. The key points emphasized are that the interface should be simple, clear and consistent; typography must have good readability; color should be chosen based on semantic meaning and context; and patterns help solve common design problems. Usability principles like the 7賊2 rule for menus and 3-click rule for tasks are also reviewed.
This document discusses design systems and atomic design. It introduces atomic design as a methodology for creating interface design systems in a hierarchical way from small reusable components (atoms) up to full pages. It then provides details on how to create a designers kit, which includes style guides, pattern libraries, and mockups/templates. Finally, it outlines pros and cons of design systems, such as increased consistency but higher upfront costs.
The document discusses the relationship between brand identity and UI/UX design. It notes that brand identity takes disparate elements and unifies them, and consistency is a powerful usability principle. Brand identity elements like color, typeface, graphics, imagery, copywriting and animation need to be explored and iterated in UI/UX. The document outlines some common problems when designers from different disciplines work together, and provides recommendations for brand guidelines and collaboration to ensure both brand visibility and product usability.
This document discusses interaction design basics and principles. It covers the following key points:
- The interaction design process includes requirements analysis, design, prototyping, implementation, and deployment. It emphasizes putting the user first through understanding users and involving them.
- Design involves achieving goals within constraints. Scenarios are used to understand how users will interact with designs. Navigation design considers screen structure, application flow, and moving between systems.
- Effective design understands both users and materials. The focus should remain on the user throughout the process. Iterative prototyping allows gathering feedback to improve designs.
Grid Systems: Building Blocks to a Better User ExperienceDustin DiTommaso
油
A structural design method benefitting both the designer and the end-user, grid systems have been used for generations in print design, architecture and urban planning to lay out and optimize spaces for readability and comprehension, wayfinding and navigation, utility and usability.
As a framework for screen-based design, grids enable efficiencies in the planning, execution and presentation of UIs and content and imparts a refined aesthetic and sense of order improving perceived usability and intuitive behavior.
User Experience 3: User Experience, Usability and AccessibilityMarc Miquel
油
This presentation introduces the most important usability models among other concepts (affordances, heuristics, etc.).
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
The document discusses user-centered design and provides guidance on creating personas, scenarios, and user stories to represent users and their goals when interacting with a product. It describes personas as archetypes based on research that show a user's goals and behaviors. Scenarios are stories that illustrate interactions and help understand a user's goals, motivations, and actions. User stories are simple descriptions of specific user needs following a "As a _I want to_ so that_" format. The document provides templates and examples for documenting each of these representations.
This document discusses inclusive design and accessibility in digital experiences. It defines key terms like accessibility, usability, and inclusivity. The document recommends following Web Content Accessibility Guidelines (WCAG) to ensure usability for all people. It provides tips for making digital content more accessible, such as using sufficient color contrast, touch targets of appropriate size, readable font sizes, clear calls to action, and alternative text for images. The document emphasizes that accessibility benefits all users and is a method rather than just a checklist.
Design process interaction design basicsPreeti Mishra
油
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
User experience (UX) design involves creating a system, product, or service that provides a quality experience for users. UX designers conduct research to understand user needs and then create wireframes, prototypes, and visual designs to meet those needs. The goal is to make products intuitive and easy to use. UX design is informed by fields like psychology, graphic design, and user research. Designers use tools like Axure to create wireframes and site maps to plan interfaces before development. Usability testing involves user research methods like surveys and field studies to evaluate designs and identify areas for improvement.
User Interface Analysis and Design focuses on anticipating what users need to do. The goal is to translate how a machine works into how a person thinks through concepts from interaction design, visual design, and information architecture. UI design is an iterative process that involves user and task analysis, interface design with prototypes, and evaluation to refine the design based on usability testing. Key aspects of UI design include following principles like minimizing memory load, allowing undo and recovery from errors, and providing guidance for user diversity.
First users: Heuristics for designer/developer collaborationJonathan Abbett
油
From the University of Illinois Web Conference 2013.
Ask a web designer who his first users are, and hell probably name early adopters, stakeholders, or usability testers. Designers rarely consider their actual first users: the web developers they work with to build their designs. Over the last year, Ive performed an informal user research project where the users were software development teams of all shapes and sizes. Drawing on these discussions and my background as a former web developer, Ive created a set of friendly heuristics (in the tradition of Jakob Nielsen and Louis Rosenfeld) that designers can use to make their design materials far more useful for developers. Ill show how these heuristics will encourage holistic solutions rather than piecemeal design work, surface critical implementation issues sooner, and establish a stronger basis for designer/developer collaboration.
Interaction design involves understanding how users interact with technology over time within a specific context. Early designs focused on "operating the machine" but the field has evolved to focus more on how people perform tasks and experience technology as part of their daily lives. Effective interaction design considers contextual factors, user activities, and aims to make experiences useful, usable and pleasurable.
The document provides an overview of user experience (UX) fundamentals including definitions of UX, why UX is important, what constitutes good UX, the UX process, and common UX deliverables. It discusses how UX almost always refers to software interface design and how interfaces are present in all digital products from websites and apps to televisions. The UX process involves understanding users through research, prototyping interfaces at different levels of fidelity, and creating deliverables like personas, user flows, taxonomies and site maps. The goal of UX is to design intuitive software that is functional, easy to use and gets users what they need as quickly as possible.
Here are some potential future interactions and interactivities we could see based on movies, games, or dreams:
- Fully immersive virtual reality worlds we can enter and interact with like in movies like The Matrix or Ready Player One.
- Advanced AI assistants that understand natural language and context like Samantha in Her or the AI helper Clara in the Black Mirror episode "USS Callister."
- Brain-computer interfaces that allow us to control devices and digital worlds with our thoughts like in sci-fi movies where people pilot giant robots or mechs with their minds.
- Augmented reality overlays that blend digital information and interfaces seamlessly into the real world as seen in movies like Iron Man or games like
Designing for Trust - Creating Certainty Through UX and ContentSean Buch
油
The document discusses the importance of designing for users and building trust through user experience (UX) and content. It traces the early history of computers from the first machines that took up large rooms and required teams of "computers" or programmers to operate, to the development of monitors, graphical user interfaces (GUI), and personal computers like the original Macintosh. It emphasizes that companies like Amazon and AirBnB invested heavily in customer experience rather than just advertising. Finally, it discusses how meaningful UX design, clear and relevant content, and protecting user data can build trust with online users.
The document outlines a semester schedule for an interactive 3D imaging class, listing the date, topic, contents, and textbook for each of the 15 weekly classes, which cover topics like interactive trends, user interactions, service design, and planning, designing, and creating interactive 3D images.
The document discusses key concepts in interaction design including usability principles, design principles, affordances, consistency, feedback and visibility. It explains that interaction design aims to develop usable products that involve users and optimize their experience through an understanding of activities, contexts and user needs. The design process requires evaluating prototypes and user testing to create satisfying, intuitive and enjoyable interactive experiences.
This document discusses user experience considerations for multi-platform applications. It covers industry standards and best practices for different platforms including desktop, web, mobile and tablets. It provides examples of typical users for each platform and discusses differences in screen size, input methods, mobility and tasks. The document also outlines the user experience design process, including understanding user and business needs, concept development, prototyping and user testing. Common myths about multi-platform design are debunked.
Dev fest ile ife 2014-ux, material design and trendsTunde Ojediran
油
This document discusses user experience design and trends. It covers the fundamentals of UX including focusing on users and prioritizing speed. Popular UX techniques like personas, wireframing, and user testing are explained. Material Design is introduced as Google's visual design language using concepts like color palettes and animations. Current design trends involving layered interfaces, simple color schemes, and thumb-focused interactions are reviewed. Emerging UX trends towards always-connected devices, smart watches and homes, and setup guides replacing manuals are also examined.
The document discusses emerging and future user interface technologies and designs. It describes heads-up displays being used in vehicles and augmented reality being applied to navigation apps. Gesture recognition and spatial motion interfaces are gaining popularity as more intuitive input methods. Neural interfaces may allow controlling devices with thoughts alone. Surface computing is transforming any flat surface into an interactive touchscreen. Voice control is expanding beyond phones to enable new applications. Overall, interfaces are shifting towards touch, gestures, speech and augmented reality to create more natural human-computer interaction.
Multi-Touch Tangible Interface; HCI trends, projects, and developmentJazmi Jamal
油
Lecture series on Multi-touch. Topic covers; History of HCI, Environment computing, Introduction to tangible interface, IT Project management, and multi-touch workshop. Created in Q1 2010
The document discusses the history and evolution of user interface (UI) design, beginning with early batch computing systems that used punched cards and command line interfaces. It then covers the development of graphical user interfaces (GUIs) in the 1970s at Xerox PARC, followed by early GUIs from Apple and Microsoft in the 1980s. The document also examines improvements to GUIs in the 1990s-2000s and how the rise of smartphones required a rethinking of interface design for smaller screens.
Games Design 2 - Lecture 12 - Usability, Metaphor and LayoutDavid Farrell
油
This document discusses various principles of usability, metaphors, and layout in game design. It covers attributes of usability like learnability and satisfaction. It provides examples of interface metaphors like the mouse representing a hand. Layout principles discussed include the rule of thirds and golden ratio for positioning elements, as well as using grids to align elements. The document stresses considering human abilities and designing for consistency and avoiding clutter.
The Business Administration Presentation provides a comprehensive exploration of the core concepts, functions, and importance of business administration in modern organizations. It highlights the key principles of managing business operations, strategic decision-making, and organizational leadership, offering a clear understanding of how businesses operate and thrive in competitive markets.
Golf is a game of precision, patience, and sometimes, pure frustration. Every golfer knows the feeling of standing over a crucial putt, heart pounding, hoping not to miss. If youve ever felt the weight of a make-or-break moment on the green, the "If I Miss This Putt I'll Kill Myself" Hat is the perfect accessory for you.
https://dribbble.com/shots/25728776-If-I-Miss-This-Putt-I-ll-Kill-Myself-Hat
Jalen Hurts Love Hurts Hoodie Jalen Hurts Love Hurts HoodieTeeFusion
油
Are you a dedicated Philadelphia Eagles fan or a passionate supporter of Jalen Hurts? If so, the Jalen Hurts "Love Hurts" Hoodie is a must-have for your collection! This exclusive hoodie, originally worn by the Eagles' star quarterback, quickly sold out at major retailers. But dont worryweve got you covered!
https://www.behance.net/search/projects/Jalen%20Hurts%20Love%20Hurts%20Hoodie
Heres the PowerPoint presentation for your financial empowerment app, including visuals and demo screenshots. Download and review it, and let me know if you need any changes!
2. WHAT IS INTERACTION DESIGN ?
The design of the interaction between users and products.
The goal of interaction design is to create products that enable the
user to achieve their goals in the best way possible.
3. OVERLAP OF INTERACTION DESIGN
AND UX
UX design is about shaping the experience of using a product, and most
part of that experience involves some interaction between the user and
the product.
UX design is more than interaction design.
It also involves user research (finding out who the users are in the first
place), creating user personas (why, and under what conditions, would
they use the product), performing user testing and usability testing etc.
4. Models of interaction design
WORDS
VISUAL REPRESENTATION
PHYSICAL OBJECTS OR SPACE
TIME
BEHAVIOUR
5. Important questions interaction
designers ask:
What can a user do with their mouse, finger, or stylus to directly interact with the
interface? This helps us define the possible user interactions with the product.
What about the appearance (color, shape, size, etc.) gives the user a clue about how it may
function? This helps us give users clues about what behaviors are possible.
Do error messages provide a way for the user to correct the problem or explain why the error
occurred? This lets us anticipate and mitigate errors.
What feedback does a user get once an action is performed? This allows us to ensure that the
system provides feedback in a reasonable time after user actions.
Are the interface elements a reasonable size to interact with? Questions like this helps us think
strategically about each element used in the product.
Are familiar or standard formats used? Standard elements and formats are used to simplify
and enhance the learnability of a product.
6. So what do interaction designers do?
This is concerned with what the goal(s) of a user are, and in turn what
interactions are necessary to achieve these goals. Depending on the
company, interaction designers might have to conduct user research to find
out what the goals of the users are before creating a strategy that translates
that into interactions.
1.Design strategy 2.Wireframes and prototypes
Most interaction designers are tasked to create wireframes that lay out the
interactions in the product. Sometimes, interaction designers might also
create interactive prototype and/or high feudality prototypes that look
exactly like the actual app or website.
8. Before computer there wasnt Interaction Design. But most of
the qualities that we seek have been followed through ages:
Useful.
Usable.
Affordable for the right people.
Appropriately complexed and style.
Appropriately transparent in function and use.
Appropriately adaptable, malleable and extensible.
Having good fit with people, context, activity and result.
9. Good Design
Good design against misuse and unintended uses and abuses.
Design for all shapes, size, attitudes and personalities of
people.
11. PUNCH CARDS
Those where the times when people adapt to the machine.Think about no software, no application,
No mobile phones, no laptops and present technologies before reading this.
PUNCH CARDS:
80 Columns to hold 80 Numbers or
Characters.
PAPER TAPES:
Encoding characters with holes
12. Wiring the ENIAC with New Program
ENIAC
1946
Mauchly and Eckert
3,000 cubic feet.
30Tones
18,000Vaccum tubes.
70,000 resistors.
170 Kw per sq.
1 kb memory.
Approximately process present day singing
birthday card.
Not used as a storing device
13. Front Panel Switches
DEC PDP-8
It is an Octal machine, where the switches with 3-bit
configuration, counts (0-7).
TI 980
It is an hexadecimal machine, where the switches
with 4-bit configuration, counts (0-15).
You can type one word at a time.
1960s
20. Command line interfaces.
Very efficient once learned them.
Still existing.
Still its very much Operate the
machine.
User Friendly.
Easy to remember commands.
Provide clear helps.
21. Discovery Of SKETCHPAD
You can actually Talk to the computer
SKETCHPAD
1963
Ivan Sutherland.
CAD features in 4K RAM using
oscilloscope and lightpen.
Think about working on punch cards before reading this. One of the important events in history of
interaction Design.
22. Discovery Of MOUSE
In the meantime few people where thinking differently.
MOUSE
1964
Doug Englebart
A landmark event in the history of
interaction design.
The mouse hypertext.
Objects in the interface.
Dynamic Linking.
Communication of people in different
locations.
25. VisiCalc
A tool for home and business usage.
VisiCalc
1979
Dan Bricklin
First Spreadsheet.
Intereactive.
Point to Change Value.
Instant recalculation.
Scrolling facilities.
Numeric and text formatting.
Status and formula lines.
Input, definition and output were all merged
into a natural, program-by-example-interface.
Finally people had reasons to buy a home computer(specifically Apple II).
26. MS Wordstar
A tool for writing.
Wordstar
1979
Seymour Rubenstein & John Barnaby
Complicated Interface.
Very Powerful.
Create , format, edit and store texts.
27. Operating a machine to people doing
a task using a tools.
Wordstar was complex yet popular.
It received both compliments and complaint.
The success of Lotus 1-2-3 overVisiCalc was partly due to its ease of
use and appropriate power.
It is used in large companies for its ease of learning, reduction of
errors and time saving.
A tool with good controls.
29. Software Operate the machine Perform a task
INTERACTION DESIGN in Modern
times
experience( live, learn, play)
30. Experience
After 20 years of trying to help people performing a task, we realise
success depends on increasing the scope of view.
Most of the good works involves fitting the content, use of
characteristics of individuals and patterns of life.
Most of good works attempts to break the principles.
31. Software Operate the machine Perform a task
INTERACTION DESIGN in Modern
times
experience( live, learn, play) Connect
32. Connect
Another aspect of Modern time Interaction Design.
Designers are not only working hard to help people use a tool and
use it with an experience to complete a task.They are also working
on new Designs to connect people with one another.
33. Software Operate the machine Perform a task
INTERACTION DESIGN in Modern
times
experience Connect Dynamic enabling
34. Dynamically Enabling
Some Designers have already begun imagining and working hard
towards:
from we adapt to the machine to machine adapt
to us as we move through life.
For eg: Imagine if a user is asking why should I convert word to pdf
while sharing it to my friend ? why the conversion is not
while sharing the document to an authoring format itself ?
35. Modern Interaction Design
Techniques
Parallax Scrolling and effects
Card Style layouts
Video and animation.
Design elements that require physical actions such as swipes or clicks.
Micro Interactions, which are distinct moments that happen while using a website or app
(think of an alarm bell or deleting an email)
Push notifications and reminders from websites or apps
Personalization and location tools so that every app or website feels like it was designed
specifically for that user, creating memorable contextual experiences (for
example, Waze automatically asks if youre driving home at 6PM based on your usage
Quickly show or hide content with clicks or swipes.
Hover effects and actions for secondary content.
Transitions and loop functions between elements.
36. CONCLUSION
Interaction design is changing almost daily with technology and user
access to new tools.While we cant predict the next big thing, we can
prepare for it by keeping a keen eye on whats happening, what
devices and tools are selling think wearables in the recent future
and how users want digital information delivered and how they want it
to work.
#5: 1. Words
Wordsespecially those used in interactions, like button labelsshould be meaningful and simple to understand. They should communicate information to users, but not too much information to overwhelm the user.
2. Visual representations
This concerns graphical elements like images,油typography油and icons that users interact with. These usually supplement the words used to communicate information to users.
3. Physical objects or space
Through what physical objects do users interact with the product? A laptop, with a mouse or touchpad? Or a smartphone, with the users fingers? And within what kind of physical space does the user do so? For instance, is the user standing in a crowded train while using the app on a smartphone, or sitting on a desk in the office surfing the website? These all affect the interaction between the user and the product.
4. Time
While this model sounds a little abstract, it mostly refers to media that changes with time (animation, videos, sounds). Motion and sounds play a crucial role in giving visual and audio feedback to users interactions. Also of concern is the amount of time a user spends interacting with the product: can users track their progress, or resume their interaction some time later?
5. Behaviour
This includes the mechanism of a product: how do users perform actions on the website? How do users operate the product? In other words, its how the previous models define the interactions of a product. It also includes the reactionsfor instance emotional responses or feedbackof users and the product.