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Interaction designers toolbox        3

Generating Ideas        5

Documents created and used by interaction designers        8

Diverse backgrounds leading to the field of IxD        10

Five core principles of interaction designs        11

Understanding Context & Motivation        14

Principles of interface structure        16

Gestalt Principle OR the principles of grouping        16

Grids        18

Guiding visitors with sequence, steps, and structure        18

Understanding design patterns        21

Effective navigation        23

Information architecture        23

Taxonomy        24

Metadata        24

Navigation menu        25

Contextual links        25

Search & filter/Sort        26

Contextual relevance        28

10 Heuristic principles        30

How people respond to images        31

How do people respond to motion?        35

Principle for Mac        36

Shaping thinking and decision through design        37

Designing for behavior & interaction        37

Best practices for providing feedback        37

Sketch overview        37

Sketch tuts        38

Figma tuts        39

Intro        40

MD : A visual language        40

Material metaphor        41

Material design language        41

Units & measurements        42

Grids & Keylines        44

Elevation & drop shadows        46

Material motion        47

Material components & patterns        48

Intro & Walkthroughs        50

Elements of app branding        50

Strategy        51

Process        51

Rules of logo design        51

The process of logo design:        53

Visual system - Color palette        54

The 13 week app rebuilding challenge        56

Summary        57

Intro & overview:        58

Lesson 6 IxD foundation

Many people think of interaction design as rollovers, pop-ups, transitions, and animations, but it's actually a complex and wide ranging field.

Inspirational MD interactions https://www.uplabs.com/material

Interaction designers toolbox


Select based on need, problem. Screen to screen prototypes, Micro interactions design.
Pen & paper sketch concepts, using design tools/ web based tool. Create interactive prototypes to validate ideas. Put prototypes in hand of the people, real users. You’re evaluating a design solution, not launching the end product.

Newer additions:

Framer.js - Origami  - Axure RP - Atomic - Pixate - Flinto - Invision - Proto.io - Justinmind - UxPin

Generating Ideas

For a product that is already out in the market

A/B or multivariate testing
Web analytics, visual analytics
User interviews - Observe people
Sketch idea

Documents created and used by interaction designers

Type of documents:
Low fidelity
High fidelity
User research
Personas
Prototype testing
Design surveys
Analysis
Flow diagrams
PRD, BRD, SRS

Be flexible, understand goals & then select method & documents.

Diverse backgrounds leading to the field of IxD

No single path to being an interaction designer. Work spans in fields of:

Software, technology, improve verbal & written communication skills, work in teams, participate in research.

Essentials - People Technology Design

Five core principles of interaction designs

  1. Consistency

 

2. Perceivability  

Affordances vs. Signifiers

3. Learnbility

4. Predictability

If we observe people interacting with an interface or device, we can often determine if they understand it, and are able to predict outcomes or not. Random interactions, guesses, trial and error, failure to make consistent progress toward a goal, and even the failure to interact at all, typically mean that the opportunities for interaction are not perceivable, meaningful, or predictable.

{Gaming}

5.   Feedback

Understanding Context & Motivation

  1. Need - Understanding the context of experience (context sensitive design)


2. Motivation

3. Persuasive design - Engage by enhancing motivation.  

Reciprocity 

People feel that your device/interface has made a change, they will share their experience.

Commitment 

People identify themselves to identify themself & commit to worthwhile contribution

Conformity 

We observe what others are doing & copy them. Trends

Authority 

People obey follow authority. Influencers

Liking/Following

People believe people they like, social network

Scarcity 

Limited availability is a powerful motivator

Principles of interface structure

Gestalt Principle OR the principles of grouping

The law describes why & how we perceive the world as filled with whole distinct objects. These are not rules for how to design. When we encounter devices or interfaces that are vague, ambiguous, and difficult to understand, we can use the Gestalt Laws to help us identify the source of the confusion, then develop ways to improve the design, and ensure that people are perceiving the device or interface in a clear and understandable way.
Read more:
https://www.smashingmagazine.com/2014/03/design-principles-visual-perception-and-the-principles-of-gestalt/

Law of Figure ground - How we organize our perception. Tree/Sky image

Law of Pragnanz/ law of simplicity - Why would our brains expend the effort necessary to process overly complex perceptions, when it easier and faster to perceive things in a simpler way?

Gestalt Laws:

  1. Law of proximity - Distinct group
  2. Law of similarity - Form color size
  3. Law of closure - Incomplete figure perceived as full
  4. Law of continuity - Object aligning on curve, smooth path
  5. Law of common fate - Objects moving together are perceived to be
  6. Law of symmetry

Grids

We have discussed grids during the MD class. The base principles & use remains the same.

Guiding visitors with sequence, steps, and structure

For consistency, learnability, predictability

Typography can guide eye

Understanding design patterns

We have learned about pattern libraries during the material design session (reusable graphics, modules to copy from) We have also seen the pattern lib. Sketch provides for each platform.

Carousels, accordions, pop ups, hop ups  - We use all of these & a lot of patterns already in our designs.

Anti patterns are the patterns that hinder the experience. These are bad solutions to the design solutions. Antipatterns exist because of wrong design solutions to problems or when a relevant solution is wrongly applied. Example - Drag & drop an object - see the object being placed in the new position - System giving alert says Block successfully placed.

Dark patterns are fake intentional design decisions created to mislead us so we do an action that we wouldn't do or not in our best interest. Warning messages or misleading copy on EXIT.

Design pattern libs -

<use this style in your design problem/solution reports>

Effective navigation

Sitemaps or site architecture - Show navigational path around pages. (not in page links). Capture the structure of the site.

Information architecture

Taxonomy

Hierarchical structure of information (Level based information division)

Metadata

Descriptive details about the content which is not a part of any hierarchical structure. Tags, labels, attributes etc.

Navigation menu

Desktop VS Mobile

Depends on the depth & complexity of the site.
Horizontal VS Vertical nav.

Contextual links

Text links, tabs, btns

Sequential navigation links such as Next Previous on a photo gallery.

Make sure these elements have a hover & pushed states.

Question: How deep is too deep? If something takes 8 clicks to get completed, it is good or bad UX, faulty IA?

 

Search & filter/Sort

Natural language search OR natural keyword search

Auto suggest - Context, past searching behaviour, presented in groups

Sort & Filter - Common on ecom site

Filters -

Subtractive filters - Decreasing the size of the result set
Additive filters - Increase the size of the result set (&)
Matching results provide feedback
Present results as a List, grid, hybrid, table depending on the product (airline, ecom, image search grid etc.)

Show the results in smaller set for faster loading. Use pagination or infinite loading.
Never do a horizontal scroll on search results
SEO  - Rank & Placement for natural or organic search based on keywords
SEM - Paid placement & ads

Contextual relevance

Provide people contextually relevant info when they need it. These can be the
In time tips that appear on mobile apps
Shortcut links that take users to different sections if needed.
Contextual menus that open up when you require them for example a size cal. On a ecom site or ticket booking site or calculator on banking site
Dynamic layers - Layers of functionalities on top of each other - moving horizontal, not just up & down. Complexity hidden behind the dynamic layers for an easier looking/feeling interface.
Always make sure “Return” is visible/understandable.

10 Heuristic principles

Part 2

How people respond to images

Sensation and perception

Sensory data for mental representation of the object

We can not control the way someone senses and perceives their world but we can craft designs that make it easier for people to understand information & how to interact with interfaces & devices.

Red & Orange attack our attention.

We are physically less sensitive to BLUE, INDIGO, PURPLE than any other colors.  

How do people respond to motion?

First time loading non logged in:
https://www.dropbox.com/s/wzppuy4bxd4on5b/current%20first%20time%20loading%20non%20logged%20in.mov?dl=0

First install:
https://www.dropbox.com/s/khhcob7gnvv0pei/first-install-loading-issues1.mov?dl=0



Solutions:

First time
https://www.dropbox.com/s/2xja63jrmllc9da/expected%20onboarding-first%20time%20load%20non%20logged%20in.mov?dl=0

Loading

https://www.dropbox.com/s/nhyck8ltki11vc5/start-home-v1.mov?dl=0

Loading variation(+ animation):
https://www.dropbox.com/s/zigvczwgip2rxbt/expected-animated-loading.mov?dl=0

Principle for Mac

Principle for Mac

https://www.dropbox.com/s/4i84m4aipikg2hh/01_Interface.prd?dl=0

  1. Understand the principle interface
  1. Properties - Context sensitive
  2. Artboards - Import from sketch
  3. Preview panel - Test as you go along - Hide/show from view menu
  4. Top canvas - Rec/Txt/Artboard
  5. Driver - Separate subject
  6. Animate - Timeline - Motion from 1 artboard to other - properties to change
  7. Import items from Sketch - Useless btn
  8. Grouping - CTRL+G
  9. Mirror - iOS mirror
  1. Create a new artboard
  1. Create
  2. Select
  3. Name
  4. Change preset
  5. You can not have various size artboards in one project
  1. Adding content into artboard
  1. File - https://www.dropbox.com/s/6tcnckqya37ppby/02_AddContent.prd?dl=0
  2. Assets - https://www.dropbox.com/sh/518v0tjru9f59fg/AADMdhnEQYnpSzowsSxl63Qva?dl=0
  3. Drag & drop images from folder to canvas or get from sketch (make exportable vector)
  1. Understanding timeline - https://www.dropbox.com/s/24pvun9fewfvm56/expected-loading.prd?dl=0
  2. Creating animation
  1. Animate between artboards
  2. Animate properties
  3. Opacity 0% means hidden - Layer turn on/off doesnt work
  4. Make a TAP event & drag to artboard two
  5. See the timeline now
  6. Test in the viewer
  7. Keep the same layer names for handle
  8. Test or share your work
  1. Scrolling, easing, zooming

Module challenge

Create onboard animation for the habits app. Wireframes are on the assignment Gdoc.
Principle app reference:
http://principleformac.com/gallery.html

Part 3

Shaping thinking and decision through design

Designing for behavior & interaction

Best practices for providing feedback

Lesson 5 Tools

Sketch overview

XD - Invision - Craft - Figma - Sketch  

Sketch tuts

https://www.youtube.com/playlist?list=PLLnpHn493BHE6UIsdKYlS5zu-ZYvx22CS

Figma tuts

https://www.youtube.com/channel/UCQsVmhSa4X-G3lHlUtejzLA

Lesson 4 Notes Material design

  1. Figma Android UI componets- https://www.figma.com/file/MYYBYQpg86FQsI0jnBTyAg/Google-Material-Design?node-id=0%3A1046
  2. Discuss the Google slides on comp/patterns study
    https://docs.google.com/presentation/d/1Du0nMnRK3dkwd0B-fJd1R7V8oszdtesLNqt0_xDSrjI/edit?usp=sharing
  3. Work on wireframes  - Mine are here on dropbox
    https://www.dropbox.com/s/ospopfmlbbpbuem/%20Mobile%20UX-flow.sketch?dl=0
  4. Conduct user interviews either in person or via a phone or video call (12 participants min.)
  5. User research & data reference
    https://docs.google.com/spreadsheets/d/1KEDjQmM1mRKUQ4qSrbgX7G1ZTFGoMRLWCcCIkHfAEO0/edit?usp=sharing

    https://docs.google.com/a/theviralfever.com/spreadsheets/d/1a0fu4mrPMqKg8xnMSlNwPFLLMAAX_9_B7JUUsif1oqc/edit?usp=sharing
  1. What does a typical user look like?
  2. What are their reasons for using the app?
  3. What keeps them coming back?
  1. Analysis of the research data
  1. Find out what is working (Top 3)
  2. Find out what is not working  (Top 3)

In class study material: https://medium.freecodecamp.org/i-wanted-to-see-how-far-i-could-push-myself-creatively-so-i-redesigned-instagram-1ff99f28fa8b

Lesson 3 Notes
Material design introduction

Intro

Pay close attention to material design guidelines for alignments, drop shadows, interactions, and motion in the app prototype presented below. The goal is to build a user interface that is not only consistent with the rest of Android but also enjoyable to use. (Why understanding MD is imp).

https://www.dropbox.com/s/0skfnb0vcmvnu3n/v1.mov?dl=0

MD : A visual language

We all speak a language. It's how we communicate with each other. In the same way, UI also needs a medium through which it can communicate to the user. Material Design is a visual language. It's a system for uniting style, branding, interaction, and meaningful motion under a consistent set of principles. It's important to understand these principles and their implications from the perspective of design implementation


Let's look at an overview of these principles. The three principles of Material Design are material metaphor, bold graphic design, and meaningful motion.

Material metaphor


https://www.dropbox.com/s/svp79u3m9ri4tr3/v2.mov?dl=0

What is the material? What are our apps made of? The general idea is that everything is a sheet of hypothetical, quantum paper in a 3D environment. These sheets of paper can change shapes, merge, split, lift up, or sink down.



But they also obey a set of physical constraints. For example, they should never bend or fold. In this environment, our app consists of tangible objects that stack naturally. These objects react to user interaction, such as touches, in a delightful way. Android Lollipop provides native support for this behavior.

Material design language  

 

The second principle is about grids, typography, and colors.



Material Design provides a rich set of color palettes, standardized typefaces, and guidelines on how to use images and align UI elements. The goal is to create a bold, graphic, and immersive user interface that adapts to any usage scenario.
https://material.io/guidelines/style/color.html

Units & measurements

Distances in android system are not measured in terms of pixels but in terms of a unit called “Density independent pixels” or dp. (iOS applies this same idea but calls it “point”.

DP -
Why not pixels?
Screens can be different. Big, small phones & screens. If pixels are used, then we end up having inconsistent UI on every different phone. Compare a btn 40px btn on two different devices. One dp measures to the same physical size no matter how many pixels can fit into the screen.

SP-

Used for settings font sizes. User can configure how much a SP measures in accessibility settings.

https://material.io/guidelines/layout/units-measurements.html#

Images scale across different platforms

Images can be scaled to look the same across different screen resolutions by using these ratios:

Grids & Keylines

Take a look at this example. Would you say this is a well done design? What don't you like about it? When designing user interfaces, we shouldn't randomly cram the screen with all the elements. Instead, we should use wide spaces to segment the information on the screen and create a visual rhythm that pleases eyes and makes the information easier to process by the human brains.

https://material.io/guidelines/layout/metrics-keylines.html#

Elevation & drop shadows

Recall that in material world, apps are made of sheets of quantum paper in a 3D environment. It's natural to expect these objects to behave just like sheets of paper in the real world. We can stack paper sheets together and they'll overlap with each other, they also cast shadows, and reflect light. The term elevation is used to describe this special relationship between objects.

Visually, different elevation values render as different drop shadows. An element’s elevation indicates the distance between surfaces and the depth of its shadow. Elevation is the relative depth, or distance, between two surfaces along the z-axis.

Every material object has a resting elevation. It may change it's elevation responding to the user interaction. For example, a floating action button has a resting elevation of 6dp, when it's pressed, it's elevation changes to 12dps. To make sure components behave consistently across apps on the platform, material design standardized the elevation values for common components.

Typography / Color - Refer MD documentation for guidance & tools.

Material motion


Motion is a cornerstone of the material experience. The third principle is that things must move with a purpose in mind. Motion must be meaningful and appropriate, serving to focus attention and maintain continuity.

http://the12principles.tumblr.com/


https://material.io/guidelines/motion/material-motion.html#material-motion-how-does-material-move

Motion is a cornerstone of material design and it is my favorite. Well designed motion can make an app easy to understand and fun to use. Motion can guide users through the important parts of the interface, hint what will happen before an action is performed, alleviate long waits, and add character that gives user moments of delight. On the contrary, poorly designed motion can cause destruction of confusion or make an app feel sluggish or unresponsive.
https://www.dropbox.com/s/8r4givtcipwgulz/v3.mov?dl=0


To help us build great motion, material design provides principles in terms of four objectives, responsive, natural, aware, and intentional. These terms are somewhat abstract. My interpretation is that since material design simulates the real world we live in, we can rely on our experience in physical laws to determine how things should move around and behave. In the material world, an object should promptly respond to user input from exactly where it is triggered.
https://www.dropbox.com/s/md1jvx6vmqisvqw/v4.mov?dl=0


It doesn't appear or disappear instantaneously or move at constant speed, instead it speeds up naturally from its resting place and slows down gracefully at the destination. It doesn't travel in a straight line, instead it moves along a natural arc path. Material is also aware of objects around. It can push away other objects or cling on another object to form a bigger surface.

It can also transform from one shape to another. The movement of the item and its surroundings is carefully arranged in a way that defines their relationships.

Material components & patterns

Android watch
https://www.google.com/design/spec-wear/android-wear/introduction.html

Android
https://material.io/components/android/catalog/

iOS
https://material.io/components/ios/catalog/

Web
https://material.io/components/web/catalog/

Android TV
https://www.google.com/design/spec-tv/android-tv/introduction.html

Task -
https://material.io/guidelines/components/bottom-navigation.html
5 groups
Explain the component/ pattern use & find real world examples (at least 3 examples for each component/pattern). Post Google slides to the #general channel by Friday EOD.

List below:

                   

Lesson 2 Notes
App branding

Intro & Walkthroughs

  1. What is the app intro/ user onboarding? Why is it important to introduce an app?
  2. Teardown of Apple music onboarding http://www.useronboard.com/how-applemusic-onboards-new-users/?slide=1
  3. Teardown of Foursq onboarding
    http://www.useronboard.com/how-foursquare-onboards-new-users/?slide=1
  4. Teardown of website onboarding (app + site paradigm)
    http://www.useronboard.com/how-duolingo-onboards-new-users/?slide=1

Elements of app branding

  1. Visual strategy or Branding intro
    Goes from a simple poster to FB page
    When we talk about strategy in the context of design, we are talking about communication strategy. What is the client saying, to whom, and how? Once I know the answers to these questions and the client has agreed on the message, I can start designing. And the best place to start is the logo. The logo is the entry point to the brand. It's the visual expression of a brand's identity and values. It's shorthand, and it tells the viewer who is speaking, and what they believe.
    Branding doesn't describe the client's business, it identifies it. The visual system is the kit of parts that give the client a proprietary look. Being consistent with typography, color, images, and style, helps the viewer identify the brand quickly. This also reinforces the brand message. Is it luxurious and rich, serious and stable, or innovative and new? The goal is to combine all these elements.

    What are the elements?
    The logo, color palette, typography, images, and style, with the right words to communicate a clear message. If it's done well, I should be able to know what the brand is without seeing the name or logo. The process will require frequent check-in with the client. This is collaboration between you and the client. Ongoing communication and review of alternative ideas helps guide the solution to the right message.

    What is a brand?
    The brand is the
    promise, reputation, and big idea. It is a highly valued asset. A brand creates emotional connections, good or bad. We respond to brands with loyalty, or reject them. Let's start with the promise. AMAZON, GOOGLE, ENRON, MCDonalds, Starbucks, BMW. Emotional connection, loyalty. The brand is created by the public's perception. And that perception is the result of many elements, from the reputation, actions, promises, customer service, to the product and graphic visuals.

Strategy

Research, interviews, problem solving, competitive analysis

Process

  1. Create visual system with logo.

An identity system is the combination of all the pieces that work together maintaining a singular voice for the brand. The logo is one part, now add a proprietary color palette, choice of typefaces, image style, choice of materials, and copy style. I like to think of an identity system as a set of Legos.

Rules of logo design

Good logos identify, who the brand is, not what is does. Just like your name (Apple - neutral, clear identifier). Visually engaging, strong, clear. Tiny lines, small type hardly succeeds. Make the logo memorable. The logo must be able to exist in variety of media (from billboard to fb post). Logo is not an illustration (identify & not describe). Logo is the entry point to the brand message. Don’t go fixated on logo design only, think the whole brand identity structure.. Always make sure logo is on application with rest of the brand identity system, for example on a letterhead.  

Unique wordmark - not simply a typeset but its an icon of a name. Customized refined typeset. Express the brand attributes

Monogram -

Icons

Abstract idea communication, at times ubiquitous. - Apple

 

Logo

Combine icon & wordmark - reinforce the recognition - merge two in unique way

        

The process of logo design:

Making a wordmark: 11X17 canvas on AI

Designing monogram

Creating icon connected to the brand message

Combine the selections for the complete logo

Unified logo, harmonious & connected. Shape scale & position

Visual system - Color palette

  1. Make a study of competition color palettes
  2. Find out the dominating palette
  3. Differentiate the brand from other brands
  4. Colors based on brand values & what communicates the attributes of the brand.  
  5. Secondary palette to unify the brand. Color combinations. Find color palettes online or get inspiration from a pattern or image or anything else. https://color.adobe.com/
  6. Pallets  - Make sure the exact share/value is used for consistency

  1. Typeface  
  1. Geometry - Futura, Avenier (perfect geometry)
  2. Explore font combinations - http://typ.io/
  3. Don't use too generic font
  4. Stay with the classic & well drawn typefaces.
  5. http://webtypography.net/toc/

  1. Images
  1. unsplash.com

  1. Patterns & materials - Unique & proprietary look
    http://subtlepatterns.com

  1. Creating brand guides for handover
    http://downloads.bbc.co.uk/commissioning/site/bbc_music_styleguide_2015.pdf

    https://www.dropbox.com/s/pwv3k5sw694zfeo/zivame-online-brand-guidelines_v3.pdf?dl=0

  1. Creating style guides
    http://styleguides.io/

The 13 week app rebuilding challenge

  1. Discuss the competitive analysis google sheets - add to slack
  2. Discuss the understanding of selected company  - add notes to slack
  3. App breakdown flow wires & module list - see the task details below




Task  - Break down your app, create module list

Example of module list
https://docs.google.com/spreadsheets/d/1u6pBy2ukeuV19IQiBddxMKQgI0MvLmnQiCCGzwCkQXA/edit?usp=sharing

Example of app breakdown
https://www.dropbox.com/s/i1tjvg8pglqigkm/schema.png?dl=0

 

Lesson 1 Notes
Intro & App redesign

Summary

  1. Introduction
  2. Course introduction -
    https://docs.google.com/spreadsheets/d/1capYFlK8xVjdB1fTYA5WRYuQWVDQAvlj4nXiOHkSQFI/edit#gid=0
  3. The challenge: To take an application I love and use everyday, then see how far I could push myself creatively as a designer, by rebuilding it from the ground up.
  1. Submission each week
  2. Time Allotment: 10 weeks
  1. About the assignment  
  1. Goals
  1. To facilitate a more engaging and seamless experience when it comes to exploring and staying connected
  2. To design a more personable and intuitive user interface
  3. To design through user empathy (HCD)
  1. Goals for own personal development:
  1. Learn how to conduct and analyze user research, create flowcharts and wireframes, design through Sketch, craft animations through Principle, and prototype through Invision
  2. Complete my first design project from start to finish while sticking to my design principles
  3. Roles assumed during the process of building this redesign:
    User Researcher
    Data Analyst
    UI/UX/Interaction Designer
    Product Designer

Intro & overview:

Steps to rebuilding an app  

  1. Understanding the company
  2. Understanding the competition
    https://docs.google.com/spreadsheets/d/1o2qFgwT83Izuq76NUyg5qGSQxwXsq_5fCkYUlPbqutU/edit?usp=sharing
  3. Conduct user interviews either in person or via a phone or video call User research & data
    https://docs.google.com/a/theviralfever.com/spreadsheets/d/1a0fu4mrPMqKg8xnMSlNwPFLLMAAX_9_B7JUUsif1oqc/edit?usp=sharing
  1. What does a typical user look like?
  2. What are their reasons for using the app?
  3. What keeps them coming back?
  1. Analysis of the research data
  1. Find out what is working
  2. Find out what is not working
  3. Break down the app - Sketches & wireframes
  4. Understand the underlying IA - App flow diagram - Dummy https://www.dropbox.com/s/5efdnz5fsgv6722/schema.png?dl=0
  1. Problem statements (max 5)
  2. Design solutions
  3. Design rationales/supporting data
  4. Reflection & presentation

OUTLINE

0
Slack team invites

1
Intro, assignment

2
App branding

3 - 4
MD

5-6
Sketch, Figma, XD, Principle, AE, FramerJS,

7-8
IxD

9-10
IxD

Week 11 -
Assignment - submission week 13
iOS components