Interaction designers toolbox 3
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
Guiding visitors with sequence, steps, and structure 18
Understanding design patterns 21
How people respond to images 31
How do people respond to motion? 35
Shaping thinking and decision through design 37
Designing for behavior & interaction 37
Best practices for providing feedback 37
Material components & patterns 48
The process of logo design: 53
Visual system - Color palette 54
The 13 week app rebuilding challenge 56
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
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
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
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.
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
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
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
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:
We have discussed grids during the MD class. The base principles & use remains the same.
For consistency, learnability, predictability
Typography can guide eye
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>
Sitemaps or site architecture - Show navigational path around pages. (not in page links). Capture the structure of the site.
Hierarchical structure of information (Level based information division)
Descriptive details about the content which is not a part of any hierarchical structure. Tags, labels, attributes etc.
Desktop VS Mobile
Depends on the depth & complexity of the site.
Horizontal VS Vertical nav.
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?
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
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.
Part 2
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.
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:
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
https://www.dropbox.com/s/4i84m4aipikg2hh/01_Interface.prd?dl=0
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
Lesson 5 Tools
XD - Invision - Craft - Figma - Sketch
https://www.youtube.com/playlist?list=PLLnpHn493BHE6UIsdKYlS5zu-ZYvx22CS
https://www.youtube.com/channel/UCQsVmhSa4X-G3lHlUtejzLA
Lesson 4 Notes Material design
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
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
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.
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.
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
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:
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#
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.
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.
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
Research, interviews, problem solving, competitive analysis
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.
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
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
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
Steps to rebuilding an app
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