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Fundamentals of Interaction Design

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Charmaine Farber

on 3 April 2012

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Transcript of Fundamentals of Interaction Design

Everyday Frustrations
Fundamentals of
Interaction Design
Inventions and technologies
that transform the human condition


What is interaction design ?
Metaphors based on the physical world
Graph of intersecting disciplines
I can't understand my air conditioner
.....so what?!?
This can lead to an accident or death
U.S. Fire Administration says “Cooking equipment, most often a range or stovetop, is the leading cause of reported home fires and home fire injuries in the United States.”
http://www.usfa.fema.gov/citizens/home_fire_prev/cooking.shtm
Frustration
4 Approaches to Design
User Centered
Designers help the user reach their intended goal
Fit products to people
Goal oriented
Activity Centered
Concerned with an activity, like learning a language, which might take a long time
Designers focus narrowly on the tasks at hand and design products and tools that support that task
Systems Centered
Focuses on the system, such as software, and the way it functions
Instead of tailoring the software to the user needs, the interface acts as a way to teach the user the system itself
The positive side of this is that it is a holistic approach to seeing the problem
Rapid Expert Design
Relies on the wisdom and experience of the designer
User testing is limited
Being reduced by ATM’s, Gas Pumps, and Alarm Clocks
Design Research


The Design Process
In a Nutshell
Ideation
Information Architecture
Wireframes and
Paper Prototype Testing
Comps (Comparison Designs)
Coding, Refinement & Development
Concepts to help create
more effective designs
Locus of Attention
Mapping
Affordances
In his book, “The Design of Everyday Things” Donald Norman defines an affordance as something of both actual and perceived properties.
Cognitive Load
Engagement
In his book “Flow”, Mihaly Csikszentmihalyi describes a state of optimal experience, where people are so engaged in the activity they’re doing that the rest of the world falls away. Flow is what we’re looking to achieve through engaging interactions. We should allow users to concentrate on their work, not on the user interface.
Seems like a
lot of work...
“Humans have an amazing tendency to become accustomed to the terrible, inconvenient, and awkward”
— Dan Saffer
You can bring humanity to computing. Interfaces projected in our real world, that interact with real world items
http://www.ted.com/talks/pranav_mistry_the_thrilling_potential_of_sixthsense_technology.html
Current metaphors will become obsolete and need new solutions.
Resources used in this lecture
White Space & Web Text
Consider white space as a usability issue
How do people read on the web?
http://www.useit.com/alertbox/9710a.html
In Class Exercise –
Exploring Bad Interaction Design
Norman, A. Donald A. The Psychology Of Everyday Things. New York : Basic Books (AZ), 1988. Print.
Saffer, D. Designing for interaction: Creating innovative applications and devices. 2. Berkeley: New Riders, 2009. Print.
Seys, Paul. "11 Principles of Interaction Design Explained." Shortboardsurfer. N.p., 08 13 2010. Web. 24 Jan. 2012 <http://shortboredsurfer.com/2010/08/11-principles-of-interaction-design-explained/>.
Csíkszentmihályi, M. Flow, the psychology of optimal experience. Harper Perennial Modern Classics, 2008. Print.
Nielsen, Jakob. "Alertbox." useit.com. N.p., Oct 1997. Web. 24 Feb 2012. <http://www.useit.com/alertbox/9710a.html>.
http://www.ted.com/talks/pranav_mistry_the_thrilling_potential_of_sixthsense_technology.html
http://impossibleobjects.com/catalogue.html?p=4
http://www.zincbistroaz.com/
http://www.bluebell.com/
http://trentwalton.com/2011/05/10/fit-to-scale/
Thank you! And Quetions?
The future holds more interaction between humans, the physical world and the virtual world — we will need usable interfaces

To Conclude
For today, question your interactions
Full transcript