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Experience Lead, James Caruso, outlines a designer's journey from inception to interaction design, illustrating how Interaction Design (IxD) has the potential to affect all aspects of the entire experience for any project, and delight users while you're at it.
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BY JAMES CARUSO, EXPERIENCE LEAD
INTERACTION DESIGNA FIELD GUIDE TO
W H A T I S I N T E R A C T I O N D E S I G N ?
Interaction design is about shaping digital things for human use. Engaging, well thought-out interfaces allow us to
interact with digital things by understanding and predicting our behaviors. Through this understanding, interactions
align to expectations and digital things made easier to use.
/// Page 1
H O W I S I T U S E D ?
Interaction design is used to execute “ideas that do,” or more precisely, “ideas that enable people do things.”
/// Page 2
W H Y I S I N T E R A C T I O N D E S I G N I M P O R T A N T ?
Interaction design is a big part of how we make things usable and enjoyable. As digital things become more and more
prevalent, ease of use becomes more and more expected.
/// Page 3
ToolsU S E T H E R I G H T O N E S F O R T H E J O B
A X U R E / / / P L A N
Plan your flows, create sitemaps, chart user journeys, and develop interactive wireframes with this planning tool.
/// Page 5
S K E T C H / / / D E S I G N
Craft your user interface, build from your wires, and refine your interaction points with this design tool.
/// Page 6
F R A M E R / / / R E F I N E
Prototype, explore, and refine complex and nuanced interactions with a physics-based framework.
/// Page 7
E T H O S
Each step of the process informs the other, both forward and backward. This is a fluid process based around
the idea of continual refinement.
/// Page 8
I N T E R A C T I O N D E S I G N
G O A L S
J O U R N E Y E X P E R I E N C E
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/// Page 10
Our choices in designing interactions are shaped by the
confluence of these basic components.
I N T E R A C T I O N D E S I G N
G O A L S
To craft ideas that do, we must first know the goals of the thing
and the people using it.
C L I E N T G O A L S
B U S I N E S S G O A L S
U S E R G O A L S
P L A T F O R M G O A L S
/// Page 11
J O U R N E Y
For a journey to be successful, it must tell a story—one with
the user at its heart as the protagonist. This story can be
both finite and infinite.
G O A L M A P P I N G
U S E R F L O W S
E X P E R I E N C E M A P S
/// Page 12
E X P E R I E N C E
The best experiences engage users by anticipating needs,
understanding behaviors, and moving to fulfill them.
D E F I N E F O R M
A N T I C I P A T E N E E D S
U N D E R S T A N D B E H A V I O R S
C R E A T E D I A L O G U E S
/// Page 13
Interactive WiresA key component and pertinent starting place for great
interaction design are interactive wireframes.
/// Page 14
M E D I U M
Since we are designing digital things, working within a digital medium will yield the truest representation of the
product, interface, or interactions.
/// Page 15
A T R U E E X P E R I E N C E
Interactive wires are built to get as close to the final user experience as possible. From function to journey, things
actually work.
/// Page 16
S O L V I N G R E A L P R O B L E M S
When you build with interactive wires, you are beginning to solve for real interactions. It’s a different thing to annotate how a search feature will work than it is to actually build it
out and take that journey.
/// Page 17
M A L L E A B I L I T Y
With interactive wires the distance between idea and execution is greatly reduced. Interactive wires are pliable,
flexible, adaptable, and testable.
/// Page 18
C O M P L E X I T Y
When deciding how far to take the level of interaction, it’s best to make only the most crucial or complex features
interactive. This is important when designing or planning for complex flows or user journeys.
/// Page 19
B U I L D B I G , P L A N S M A L L
As you design your core interactions, plan your micro-interactions. These are the small details that
surprise and delight users.
/// Page 20
Wires Inform DesignYour wireframes will directly influence and inform your
design decisions.
/// Page 21
S U B T R A C T I O N
Wires force you to pare your ideas and assumptions down to their most basic forms.
/// Page 22
Design Informs InteractionIt is through visual language —colors, typography, spacing—
that design shapes and refines our interactions.
/// Page 23
R E F I N E M E N T
Through design we continual plan for and refine our interactions. The more our ideas stew, the better they
become and better we can execute them.
/// Page 25
Interaction Informs ExperienceAs your interactions are refined through design, you’ll notice
the overall experience beginning to change.
/// Page 24
M A T U R A T I O N
It’s here that our ideas are transformed. Where visual play gives way to insight and epiphany. And where epiphany is sanded down and sculpted into something new, enticing,
beautiful, and usable.
/// Page 25
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MotionA N I M AT I O N & I N T E R A C T I V I T Y
T R A N S F O R M A T I O N
Our interfaces should be able to change and adapt to meet user needs. When components change from one state to
another, those changes need to feel fluid and natural.
/// Page 27
T R A N S I T I O N S
Well-designed transitions can help users through a long flow or process by guiding them
and never letting them feel lost or confused.
/// Page 28
C O N S I S T E N C Y
Consistency is key for maintaining and guiding user focus, as incoming and outgoing elements
enter and exit the screen.
/// Page 29
D E S I G N
Design helps us build continuity in transitions through the use of design patterns and persisting elements.
/// Page 30
U N D E R S T A N D I N G
Through well-choreographed transitions and coordinated design, users begin to understand the design
and grow with the experience.
/// Page 31
S E Q U E N C E A N D T I M I N G
Sequence and timing are important factors in deterring the choreography of transitioning
and transforming components.
/// Page 32
T I M E A N D R E S P O N S E
How long things take to respond can make an interface feel snappy or sluggish. Think about timing as you would think about using white space in a design or silence in a piece of
music or film.
/// Page 33
S T O R Y , O R I G I N , & H I E R A R C H Y
The order in which transition or transformation occur can tell a story, show a point of origin or
communicate hierarchy.
/// Page 34
A T T E N T I O N
Motion allows us to direct users’ attention to support our goals.
/// Page 35
D I S T R A C T I O N
Use motion judiciously and refrain from drawing unwanted attention to areas of the experience that aren’t important or
that will break continuity and cause confusion.
/// Page 36
F O C U S
Attention can best be held by allowing users to focus on one primary action at a time. That element entices the user,
taking hold and maintaining their attention.
/// Page 37
F E E D B A C K
Feedback is a crucial component of interaction design. It’s how users know that what they’re interacting with does
something—by reacting to their input.
/// Page 38
R E S P O N S I V E N E S S
Components should respond when interacted with, whether it’s through touch, click, tap, voice, or gesture.
User-initiated events need strong visual connections to the epicenter of the interaction to provide adequate feedback.
/// Page 39
O V E R S T I M U L A T I O N
Animating everything, and providing feedback for every interaction can become annoying to users. Be judicious in
your application of movement, focus, and feedback.
/// Page 40
C R A F T I N G D E L I G H T
We can achieve delight by creating interactions that add clarity, guide attention through cleverness, and
surprise users.
/// Page 41
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C L O S I N G T H O U G H T S
Interaction design is the culmination of the experience, of the design, of the choreographed transitions, of
transformations — it is the sum of all of these things. Interaction design is really the design of ideas that enable
people do things.
James Caruso ( [email protected])
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