2.0 Interaction Design Basics
2.0 Interaction Design Basics
• Time is linear Our lives are linear as we live in time and so we find it
easier to understand simple linear narratives. We are natural storytellers
and story listeners.
• But no alternatives Real interactions have choices, some made by people,
some by systems. A simple scenario does not show these alternative
paths. In particular, it is easy to miss the unintended things a person may
do.
Scenarios are a resource that can be used and reused throughout the
design process: helping us see what is wanted, suggesting how users will
deal with the potential design, checking that proposed implementations
will work, and generating test cases for final evaluation.
interact at several levels
Much of interaction involves goal-seeking
behavior. Users have some idea of what they are
after and a partial model of the system.
In an ideal world if users had perfect knowledge of what
they wanted and how the system worked they could simply
take the shortest path to what they want, pressing all the
right buttons and links. However, in a world of partial
knowledge users meander through the system.
The important thing is not so
much that they take the most
efficient route, but that at each
point in the interaction they can
make some assessment of
whether they are getting closer to
their goal.
Here are four things to look for when looking at a
single web page, screen or state of a device.
and loops
This has several implications:
We may need to support linkages between applications, for example allowing the
embedding of data from one application in another, or, in a mail system, being able to
double click an attachment icon and have the right application launched for the
attachment.
The basic principles at the screen level reflect those in
other areas of interaction design:
We can see space used to separate blocks as There are clearly four main areas: ABC,
you often see in gaps between paragraphs or D, E and F. Within one of these are three
space between sections in a report. Space can further areas, A, B and C, which
also be used to create more complex themselves are grouped as A on its own,
structures. followed by B and C together.
Space can be used in several ways. Some of
these are shown in the following figures. The
colored areas represent continuous areas of
text or graphics.