DIGITAL MEDIA DESIGN II Interaction Design
DIGITAL MEDIA DESIGN II
Interaction Design
INTERACTION DESIGN (IXD)
It is the practice of designing interactive digital products and systems to support the way people communicate and interact in their everyday lives.
WHY DO WE CARE?
People need an intuitive system to help learn, perform tasks, and navigate through new and existing content, technology, and spaces.
Make the world better by removing irritants in life, some of which we don’t know exist until they are gone.
Facilitate interactions between people in richer, deeper, better ways.
Create new ways to better connect people to each other across time and space.
Ultimately... we aim to improve communication between people and technology
PHYSICAL, DIGITAL, ENVIRONMENTAL
Interaction design doesn’t align itself to any one technology or medium in particular.
Smart phones / handheld devices Toys / games Remotes / controllers Wearables Household technology Mobile applications / software Entertainment systems (tv/music) Websites Robotics Airport / mall / bank kiosks Restaurants / Retail Exhibition Signage / wayfinding / navigation Theme parks
Evolutionary Revolutionary
Evolutionary Revolutionary
Evolutionary Revolutionary
4 INTERACTION TYPES
Instructing Tell time Print a file Reminders Word processing
Conversing Search engines Banking Ticket booking Help centers Chat/bots
Manipulating Toys/games Moving/zooming/selecting
Exploring Virtual Tours Location-detection Technology
THE ROOTS
Bill Moggridge, principal of design firm IDEO, coined term “interaction design” in mid-1980s when he realized he was doing a different type of design that combined product design, communication design, computer science, and more...
It’s grown over the years as technology is integrated more into our daily lives, in the workplace, homes, transportation, and communication devices.
We had to relearn how to dial a phone number, work the stereo, and use our computers. And we will continue to learn as each interface adapts over time. Products are getting smarter, more adaptable, integrated, lighter, cheaper, more powerful. And they have an awareness and seek to make connections.
MULTIDISCIPLINARY
Human Factors / Research UX Researcher (UX) Human factors (HF) Usability Engineering (UE) Psychology Sociology
Design User Interface Design (UI) Visual Design Product Design Industrial Design Environmental Information Design Motion Design
Engineering Computer Science Engineering Human-Computer Interaction (HCI)
Business Marketing Product Development Copywriter
USER EXPERIENCE (UX)
The process of creating products that provide meaningful and personally relevant experiences. This involves the careful design of both a product’s usability and the pleasure consumers will derive from using it. It is also concerned with the entire process of acquiring and integrating the product, including aspects of branding, design, usability, and function.
UX GOALS
satisfying enjoyable engaging entertaining motivating challenging rewarding helpful
USABILITY
1. It should be easy for the user to become familiar with and competent in using the user interface during the first contact with the product. For example, if a travel agent’s website is a well-designed one, the user should be able to move through the sequence of actions to book a ticket quickly.
3. It should be easy for users to achieve their objective. If a user has the goal of booking a flight, a good design will guide him/her through the easiest process to purchase that ticket.
5. It should be easy to recall the user interface and how to use it on subsequent visits. So, a good design on the travel agent’s site means the user should learn from the first time and book a second ticket just as easily.
USER CENTERED DESIGN
Considers the user during all phases by gathering product feedback.
ONE
The design is based upon an explicit understanding of users, tasks and environments.
TWO
Users are involved throughout design and development.
THREE
The design is driven and refined by user-centered evaluation.
FOUR
The process is iterative.
FIVE
The design addresses the whole user experience.
SIX
The design team includes multidisciplinary skills and perspectives.
USABILITY GOALS
effective efficient safe utility learnability memorability
WATERFALL MODEL
REQUIREMENTS
DESIGN
BUILD
TESTING
MAINTENANCE
AGILE
An alternative to waterfall, or traditional sequential development, helping teams respond to unpredictability through incremental, iterative work cadences, known as sprints.
Cross-functional teams working together Removal of documentation Iterative cycles to reduce time
AGILE (ITERATIVE) MODEL
IDEAS CODE
DATA
BUILD FASTER
LEARN FASTER MEASURE FASTER
LEAN UX
A type of agile development model with less emphasis on deliverables, and instead encouraging designers to show their work early and often.
Typically a 9-12 week process
WHY USE LEAN?
Determine whether people will buy your product before you build it
Listen to your customers throughout the product’s lifestyle
Understand why you should design a test before you design a product
Discern the differences between necessary features and nice-to-haves
Learn how minimum viable product affects your UX decisions
Use A/B testing in conjunction with good UX practices
Speeds up product development process without sacrificing quality
ITERATIVE MVP
Building the smallest possible thing needed to validate a hypothesis. This is called a MVP—minimum viable product. This creates an iterative process where you are constantly building, learning, and then continuing to build based on what you learned.
“Don’t find customers for your products, find products for your customers.”
– Seth Godin