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UX Foundations: Interaction Design

Course by David Hogue.

Today’s Interaction Designer

Interaction Design was introduced by Bill Moggride and Bill Verplank in the 1980s.

Project types and deliverables

It’s about designing for the entire interconnected system, the device, the interface, the context, the environment, and the people.

Technical and software skills

Starting from pencil and paper or a whiteboard, to understand, define, and frame the problem.

To low-fidelity diagrams, models, and flows, that helps us identify potential directions, missing information, and paths the project may take.

After that, we need to translate the ideas, from concepts in papers, to pixels on screens.

Even more, by making pixels alive, we should put interactive prototypes in use, in the hands of the people who will be using the product to validate our ideas.

Interaction designers have knowledge and skills across several fields, but we often go deep in a few specific areas. This allows us to understand people and problems from different perspectives and give us the capabilities in specific areas to solve those problems.

Any knowledge in the area, at the end, helps us to understand People, Technology, and Design.

Resources and communities

There are tons of opportunities, learn, just learn.

A Model of Psychology and Interaction Design

Why psychology?

Understanding how people feel, think, understand the information, and make decisions, can help us generate better ideas and solutions and help us craft and deliver better experiences.

The core model is:

Discover

Identify (research about) the problem to be solved or need to be met.

By researching we need to:

Define, describe the problem or need and the desired outcome or goal.

Frame, place the solution and outcome in the larger context of the person and the product or service.

Craft

Design from an abducting reasoning, critical thinking, and problem-solving perspective.

Prototype, evaluate if our design decisions are working, and identify alternatives if not.

Iterate, designing and prototyping are iterative processes, we generate, evaluate, and adjust ideas repeatedly to identify the best solution.

Introducing the Interaction Design model

CONTEXT
└> GOALS
   ├> PRODUCTIVITY
   └> CREATIVITY & PLAY
      ├> PERCEPTION 
      ├> MOTIVATION
      ├> COGNITION
      └> EMOTION
         └> BEHAVIOR

Context

Refers to the circumstances, situation and environment in which a person is interacting with a product.

Goals

What the people are trying to achieve. The desired outcomes.

It’s important to define the type of activity. Productivity vs Play, what we may feel obligated to perform, or may feel desire to engage in creative play (the “I need to” vs “I want to”).

Describing the Goals and Desired Outcomes:

Introductory Psychology

Sensation

Most important senses interaction focuses on are: vision, hearing, touch, and proprioception.

What the user sees and how, keeping in mind possible user visual deficiencies, what the user hears when something happens, nothing or some sound signals, how the user squeezes or drags an element, the device vibrates or not, how the elements on the UI are distributed and perceived.

Perception

Is the fact of processing and recognizing the information we get through the senses.

Environmental conditions can change the way we perceive things, but we still manage to do that with great consistency due to the brain “magic”.

Shape, lightness, color, distance, size, location, and timbre are some of these conditions.

Gestalt principles

Starting in 1910, Max Wertheimer, a German psychologist, noticed that a series of blinking lights creates the illusion of motion. The Phi Effect.

Gestalt Laws

Affordances

Don Norman introduced the concept of the perceived affordance. When people perceive similarity between a digital representation and an actual physical object.

We might use common depth cues, like:

Motivation

We need to understand both the user’s goals and needs. As we know what actually drives people to do things, we can describe context and goals more efficiently:

Theories of Motivation

Locus of control
David McClelland described motivation as
Victor Vroom - Expectancy theory
ERG theory

Attention and Memory

Attention

Attention is a limited resource, we cannot pay attention to everything, so we focus only on what we think is important.

As the designers, we need to provide structure, hierarchy and guide attention to what is truly important and necessary.

Memory

Three stages of memory
  1. Sensory store: Very brief snapshot of incoming sensory information; most of it will be lost.
  2. Working: Short-duration and limited capacity memory for active thinking and processing.
  3. Long-term: Long duration and very large capacity, this is where we store information for the future.

Encoding information

Schemas

Memory structures that organize information for meaning and associations.

Assimilation

New information similar to what we already know gets added to existing schema.

Accommodation

New information unlike anything we already know requires new schemas.

How we retrieve information

Recall

What we usually think of as memory: we store information and retrieve it when we need it.

Recognition

It’s making a selection from a set of choices by comparing what we perceive with what we remember.

Recognition is easier than recall

Visual memory is powerful

Pattern recognition

The ability to see patterns and to make connections between similar and related things.

Reasoning and logic

Problem-solving

It’s identifying a solution and defining the steps necessary to achieve it.

Methods:

Decision-making

It’s making the best choice from a set of options for a given context or situation.

Methods:

Our knowledge, experience, understanding, and expectations all contribute to deciding what we will do.

Mental Models

They are our thoughts and expectations about how things work in the real world. They influence our behavior, decisions, and attitudes.

Concept formation

Types of Models

Mental model

Prior experiences and expectations of how a product should work in the user’s mind.

Concept model

Prior experiences, plans, and design intents for how a product should work in the creator’s mind.

System model

How the product actually works.

Good mental models simplify

The effort of thinking

Cognitive Load

It refers to how much effort we put into understanding information, making decisions, and solving problems.

Cognitive Friction

It occurs when people have to put in more than they should and are therefore slowed down.

Information overload

Not all cognitive load is bad, but it can cause cognitive friction.

Reducing Cognitive Load

Reducing Cognitive Friction

Theories of Emotion

Emotions are subjective and difficult to define and measure, they may vary by individual context. The absence of negative experiences is not enough to create positive emotions.

Designing for positive experiences

Increase the frequency and duration of positive emotional experiences. Decrease or avoid the negative emotional experiences.

Classifying emotions

Paul Ekman classifies by six basic and universal emotions:

Designing for delight

Surprise only works once.

A continuous stream of surprising new things is unsustainable.

Levels of Delight (Tollady and Rowe)

Creating Delight (Dana Chisnell)

Hierarchy of product quality (Aaron Walter)

Making something functional and reliable is not enough to be “ready to use”. We should think about its ease of use and the rewarding/pleasurable part before launching it.

Incorporating Delight

Empathy

”Empathy is the ability to understand and identify with another person’s context, emotions, goals, and motivations.” - Whitney Quesemberry

You are not designing for yourself

Fostering Empathy

Learning Behaviors

Behavior and Interaction Design

Multiple Theories of Behavior

Basic Terminology

Three Theories of Learned Behavior

Classical conditioning: we learn to associate experiences that occur together in space and/or time. Operant (or Instrumental) conditioning: we learn to behave to seek reward and avoid punishment. Observational (or Social) learning: we learn by observing others then imitating them.

Classical Conditioning

Conditional Emotional Responses

Operant Conditioning

Reinforcement vs Punishment

Frequency of Reinforcement

Reinforcement can be scheduled as something happens a certain amount of times or the amount of time since the last time something happens.

I.e.:

Reinforce some behavior every ten times it occurs, or about two hours since the last time behavior has been reinforced.

Rewards have different values

Selecting Rewards

Extinction

Social Learning Theory

For Albert Bandura, Learning:

In addition to behaviors, we also learn values and attitudes.

Modeling and Imitation

Learning behavior is an active process

Three Types of Modeling (Bandura)

Using learned behavior

Past experiences influence future behavior

Generalization

Discrimination learning

The Interaction Design Model

The behavior on the interaction design model is the actual interaction with the product, and it has its own cycle.

... -->
--> PERCEIVE -->
--> PREDICT -->
--> INTERACT -->
--> FEEDBACK -->
--> LEARN -->
--> PRACTICE / REMEMBER -->
--> ...

Perceive

People are less likely to interact if they do not perceive the opportunity to interact, even if they need or want to interact.

People must understand there are things they can do.

Good design solutions increase the perceivability of opportunities to interact as well as inform people about the appropriate or correct ways to interact.

We bring our past experiences and learning to every new experience.

Perceivability

Multiple possible interactions

Predict

Confidence

If people are confident that their interaction with a product will help them achieve their goals, then the probability of interaction increases.

Deciding among options

When there are different ways to complete a task, people decide based on:

Feedback

Three stages of feedback

Interaction acknowledged

An immediate response to a person’s interaction and request. The product acknowledges that they have done something.

Techniques:

Request in progress

Interim feedback to indicate that the product is still working on the request and provides progress information.

Techniques:

Results of interaction

The final feedback is the actual result or output of the product in response to a person’s request.

Final feedback forms and variations:

Ambient feedback

Anticipatory feedback

Making meaning of feedback

Value of outcomes

Feedback bring emotions

Useful outcomes and meaningful feedback create positive experiences, instill trust, and may even delight people.

Learn

Practice to learn

Intuitive Design

Even when products are “intuitive”, they may require multiple uses and practice before people learn and remember how to interact.

Remember

Memory and remembering

Transfer

Sometimes, we can mismatch, confuse, or even forget what we have learned.

Interaction Design

Can be approached as:

Five Dimensions of IxD

By Gillian Crampton Smith and Kevin Silver.

Design Thinking

Exploratory and iterative methods are effective when we are facing problems that are vague or not understood.

We need to:

Different methods helps us to:

Design Thinking methods

  1. Observe and empathize.
  2. Explore and create.
  3. Build and deliver.
  4. Iterate and improve.

Double Diamond

Problem definition:
Problem --> Discover --> Define

Design brief:
Solution --> Develop --> Deliver

Core Design Principles

  1. Understand people and their context.
  2. Define a product’s purpose based on people’s needs and goals.
  3. Craft experiences for efficient flow.
  4. Deliver meaningful, relevant, and valuable experiences.
  5. Ensure products are easy to use, learn, and remember.
  6. Always respect and protect the people who use our products and services.

Levels of design

Structure

It focuses on the overall organization and architecture of the product. We identify and define the systematic structure of content and functionality.

Scent of Information

It’s derived from information foraging theory, this is how people can predict what they will find if they follow a path or flow through a product.

Three levels of Structure

Flow

Here we identify and define all of the steps people must take and the states of the product as they work toward their goal.

Three levels of Flow
Simple flows

Simple tasks tend to be brief, direct, and linear.

Complex flows

Complex tasks tend to have multiple decision points, branching, and repeat actions, and have multiple states contingent upon context and prior interactions or choices.

Nested flows

Interface

At this level, we focus on appearance and behavior, but this is also the stage where we add the polish, nuance, and refinement that can differentiate a product.

More than Brand and Identity

Appearance and behavior can:

Appearance, Meaning, and value

Patterns

Design patterns

Design patterns are recurring, re-usable, optimal solutions to common design problems.

There are DP for structure, flow, and interface.

Good DP are:

Good design patterns improve consistency and cohesiveness, which makes products easier to use, learn, and remember.

Anti-patterns

Anti-patterns are recurring solutions that may be common and familiar, but they are non-optimal in practice.

They are non-optimal, but it doesn’t mean they are bad or worse than a pattern. They are just exceptions.

Dark patterns

Dark patterns intentionally mislead people into making choices and performing actions they would not have otherwise chosen to do and which are not in their best interests.

Harry Brignull studied and identified multiple types of dark patterns, such as:

Dark patterns are associated with violations of privacy, theft of money and information, and the installation of malware.

Features that can counter a dark pattern from a product:

Navigation is the movement from place to place or state to state within a product.

Information architecture:

Mental models we have about:

Types of navigation systems:

Findability vs Discoverability

Findability is when a person knows in advance that something is or should be within the product. Discoverability is when a person does not know in advance that something exists and is available within that product.

Content

Content strategy

Design with text

Microcopy

Small pieces of text found throughout the interface, important for clarity and guidance. Such as buttons, labels, status and progress indicators.

Localization

Imagery

Interactive images and media

Media controls

Inputs

Bi-directional data flow

Interaction gap

Direct interaction

Keyboards

Mice and trackballs

Pen tablets

Clicking and tapping

Signals and cues

Target size

Small and/or faraway targets are harder to reach and tap quickly and accurately. Instead, use larger and/or near targets.

Gestures

Common gestures:

Device gestures:

Signals and cues for gestures

Arbitrary and abstract gestures

Voice

Voice recognition and speech synthesis have been available for decades. It is still evolving and improving. People are very good at understanding context, reference, intent, and non-verbal communication, computers are not -yet-.

We need to design to help people learn what to say and how to say it while we wait for technology to catch up to our expectations.

Principles for Voice Interaction

Sensors

Sensors gather data from the environment around the device.

They are:

And more.

Uses for Sensor Data

Privacy and Security about on sensors

Microinteractions

Microinteractions are the small, nuanced reactions of a product that provide information and feedback.

Dan Saffer studied microinteractions extensively and identified four parts:

Motion

Our brains are wired to be sensitive to motion and change. It draws and guides our attention through the product.

Motion can also distract, stealing people’s attention is unwanted and unwelcome. Use motion judiciously and with purpose.

Motion has meaning
Smooth Motion

Abrupt changes feel mechanical and may be disruptive.

Easing is used to create smooth motion with acceleration, deceleration, and other physical effects.

Motion that embodies characteristics of the natural world can be more appealing.

Sound

Sound is an important part of product design, but it can also distract or even annoy. It can enhance a product by providing information and contributing to positive emotions.

Sounds as icons

Auditory icons are sounds that correspond to something in the real world.

Earcons are arbitrary sounds we learn to associate with actions.

Sound has value and purpose

Haptics

It’s how people see and manipulate objects using their senses of touch and proprioception.

Haptic feedback
Vibration
Some haptic feedback is real

Not all is simulated, physical buttons and switches provide real haptic feedback.

Error handling

No matter how much we plan, things go wrong. Errors cause frustration, and error messages are important feedback and guidance.

The best error handling is error prevention

Effective error messages

  1. Use natural language and never blame the person.
  2. Clearly describe what went wrong.
  3. Briefly explain why it went wrong.
  4. Recommend how to fix or resolve the error.

Make error messages noticeable and place them as near the error as possible.

There may be two messages:

  1. A generic message that an error has occurred, usually, in an easily noticed location.
  2. A specific message about the error near where the error occurred.

Presentation of Error Messages

  1. Provide error messages as soon as possible.
  2. Use color to draw attention and indicate urgency.
  3. Subtle transitions can be used to remove an error message after a correction has been made.

Mistakes

When mistakes or errors are made, sometimes the best solution is undo.

Error vs Mistake

An error occurs when an action or process cannot be completed correctly.

A mistake is an incorrect choice or information that does not prevent the process from being completed, but the end result is not anticipated or desired.

Detecting mistakes

Usability and accessibility

Usability is the ease of use of the product or service.

Utility is the usefulness and value of the product or service.

Evaluating Usability

Usability principles

Human-Computer Interaction (HCI)

By Dix, Finlay, Abowl, and Beale.

Nielsen and Shneiderman
ISO 9241 - Five Principles

Eight Golden Rules of Interface Design

  1. Strive for consistency.
  2. Enable shortcuts for frequent actions.
  3. Offer informative feedback.
  4. Design dialogs to yield closure.
  5. Offer simple error handling.
  6. Permit easy reversal of actions.
  7. Support internal locus of control.
  8. Reduce short-term memory load.

By Ben Shneiderman, PhD.

Accessibility

All people shall be able to perceive, understand, navigate, and interact with a product, regardless of their abilities, and they can contribute equally.

Accessibility is often a legal requirement.

Basic accessibility