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Design for Interaction

Week 2 [2/20/25]

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Agenda

💡 Topic of the Week: Friction

👆 Critique/Activity: Call-to-Action

💬 Discussion/Lecture: Designing Friction

Activity: Conditional Design

🎓 Tutorial: Figma hover states

👁️ Introduce Assignment: Look & Feel

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💡 Today’s Topic�Friction

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In today’s class, I want to focus on the relationship of what makes a design “intuitive” — the relationship between fluidity and friction.

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Let’s start by seeing how well you’ve been able to communicate ideas�based on specific prompts.

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👆 Critique/Activity�Call-to-Action

[click here !]

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How did this project go?

  • How much time did this take?
  • Was it challenging, and if so, why? Did it feel fair?
  • Was it fun? If it wasn’t, what aspects of it weren’t fun?
    • How was the quantity/scope of this project?
  • Was it helpful? And if it wasn’t, what was your experience working on it?
  • What questions have come up for you for working in Figma?
    • A tip: if something doesn’t seem easy to accomplish in Figma, then chances are that it isn’t easy to accomplish in the real world.

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Up next, let’s talk about this�idea of friction.

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💬 Discussion/Lecture�Designing Friction

[click here !]

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Loss of friction

Proposal for friction

  • Function and form are detached
  • Removing physical human interaction
  • Convenience and immediacy
  • Predictability
  • Loss of autonomy

In summary: make things “intuitive.”

  • Discomfort
  • Time delay
  • Engage the body
  • Non-positive

In summary: make things. . . inaccessible?

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We have this idea of where UI/UX has ended up. I have two questions:

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Question 1

Why is there a loss of friction in design?

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In user experience design,�we are often tasked with�creating designs that produce�extremely predictable outcomes.

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This is something developers in particular have to account for.

For example, let’s try making a Google account.

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Question 2

Why should we resist the norm?

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There was a fun trend a few years ago of�absolutely terrible volume sliders.

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There is an element of fun�that has been lost as digital interfaces have become ubiquitous.

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Is that OK?

I guess. . .

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At least for me,

fun, much like art, is what

makes things human.

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Fun is an important reminder that

what we’re experiencing is not magic,

is not inevitable, and was also

created by humans.

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Here’s what I mean:

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Bertolt Brecht was a theater maker active before and during WWII. He made weird theater that played with the fourth wall.

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Brecht’s approach to theater used what he called the “alientation effect,” which brought audiences deeper into the work by reminding them of their reality and physicality.

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The value of this effect is political.

In transforms the “fake” theatrical space into something real, where things can actually happen and have meaning.

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There was a while when we similarly had to convince people that digital devices were in fact real and had meaning.

Don’t take that for granted.

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Now that we “get” digital devices, that element of metaphorical materiality has been erased, and so has the fun with it.

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I think friction is a proposal�to bring that materiality back.

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We want to make our users aware of what they’re doing so that�we can instill deeper meaning.

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We want to make�our users aware of�what they’re doing�so that they can be transported into a�new world.

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We want to make�our users aware of�what they’re doing so that they can become active participants in modern technology.

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There’s practical (aka lucrative)�reasons for friction, too.

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Friction is a way of standing out.

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Friction is a way of getting people to find delight in unexpected places.

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Friction is a way of telling stories, where the format of the story is just as important as the story itself.

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Friction is something unique to interaction design. You can only get a feel for it in hands-on environments.

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So, let’s do a quick hands-on exercise.

In groups of two, find me two websites:

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1

A frictionless website

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A website with as much friction as possible

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You have 15 minutes.

Add your websites to this document.

Check out this page for links to web design inspiration.

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Break?

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Part of friction is being OK with unexpected results.

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Friction doesn’t always mean that we want to make things inaccessible. Accessibility is more about equity than creativity.

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Another way to think about friction is in the context of open-ended results instead of expecting a specific outcome — the friction of interpretation.

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➿ Activity�Conditional Design

[click here !]

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OK, so this isn’t a planned exercise, but if we have time I think it could be fun to revisit those horrible volume concepts.

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If we have time, I want you to create your own�absolutely terrible volume sliders.

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🎓 Tutorial�Hover states

[click here !]

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👁️ Let’s look at�your second Technical

Look & Feel

[click here!]

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Next week

👁️ Assignment: Look & Feel

🎮 Playing/Viewing: The Beginner’s Guide

  • Purchase the game here to play it yourself ($10, Mac or Windows)
  • Or, watch a playthrough of the game here if you can’t play it

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That’s it for today!

See you next week!

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