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7.0 INTERACTION DESIGN USER INTERFACE PRINCIPLES OF INTERACTION DESIGN | SUMMER 2014

7.0 INTERACTION DESIGN USER INTERFACEjosef muller brockmann. geigy chemical. walter ballmer. realistic simple for mobile better design fosters creativity and innovation translates

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  • 7.0 INTERACTION DESIGN

    USER INTERFACE

    PRINCIPLES OF INTERACTION DESIGN | SUMMER 2014

  • DESIGNISM #18

    A PICTURE IS WORTH A THOUSAND WORDS. AN INTERFACE IS WORTH A THOUSAND PICTURES.– BEN SHNEIDERMAN

  • USER INTERFACE (UI)

    The system with which people visually interact with machines and objects.

    UI represents the information and actions available to a user through organization, graphical icons and other visual cues, interactions, and branding.

    The goal of user interface design is to make the user’s interaction as simple and efficient as possible, in terms of accomplishing user goals.

  • TYPES OF INTERFACES

    Command-based Virtual RealityInformation Visualization WebConsumer Electronics MobileSpeech MultimediaTouch AugmentedRobotic SensoryGUI

  • AFFORDANCES

    Refers to an attribute of an object that allows people to know how to use it—e.g. mouse button invites pushing.

  • PHYSICAL VS. PERCEIVED

    Physical objects have real affordances, like grasping, that do not have to be learned.

    In contrast, UIs that are screen-based do not have these kinds of real affordances and have to be learned.

    When designing affordances, making them obvious to clicking or touching makes it easy to know how to interact with it.

  • METAPHORS

    Provide a structure that is similar in some way to aspects of a familiar entity but also have their own behaviors and properties.

    First interface metaphors were used in the Xerox Star, they were used to represent objects as part of the ‘desktop metaphor’.

  • SKEUOMORPHISM

    A design feature that is carried forth from the original version of a product in order to make people more comfortable with the new device or interface.

  • Skeuomorphism reached a peak in 2012, its use has on the decline in favor of the flat aesthetic.

  • FLAT DESIGN

    Flat design refers to a style of interface design which removes any stylistic choices that give the illusion of three-dimensions—i.e. drop shadows, gradients, or textures—and is focused on a minimalist use of simple elements, typography and flat colors.

  • It is a reaction to skeuomorphism and is heavily influenced by the International Typographic Style of the 1950s which also sought simplicity, clarity, and the obsolescence of decoration.

  • JOSEF MULLER BROCKMANN

  • GEIGY CHEMICAL

  • WALTER BALLMER

  • REALISTIC

    SIMPLE FOR MOBILE

    BETTER DESIGN

    FOSTERS CREATIVITY AND

    INNOVATION

    TRANSLATES GLOBALLY

    FLAT

    IT WORKS

    BETTER USABILITY

    MAKES TECHNOLOGY

    APPROACHABLE

    FUN AND WHIMSICAL

  • ICONSIcons represent objects and operations on the interface using concrete objects and/or

    abstract symbols.

  • TIPS FOR ICON DESIGN

    1. Create in vector format

  • TIPS FOR ICON DESIGN

    1. Create in vector format2. Use limited perspective

  • TIPS FOR ICON DESIGN

    1. Create in vector format2. Use limited perspective3. Use a consistent light source

  • TIPS FOR ICON DESIGN

    1. Create in vector format2. Use limited perspective3. Use a consistent light source4. Keep it simple

  • TIPS FOR ICON DESIGN

    1. Create in vector format2. Use limited perspective3. Use a consistent light source4. Keep it simple5. Beware of cultural differences

  • TIPS FOR ICON DESIGN

    1. Create in vector format2. Use limited perspective3. Use a consistent light source4. Keep it simple5. Beware of cultural differences6. Use bold or contrasting colors

  • TIPS FOR ICON DESIGN

    1. Create in vector format2. Use limited perspective3. Use a consistent light source4. Keep it simple5. Beware of cultural differences6. Use bold or contrasting colors7. Design with the final size in mind

  • TIPS FOR ICON DESIGN

    1. Create in vector format2. Use limited perspective3. Use a consistent light source4. Keep it simple5. Beware of cultural differences6. Use bold or contrasting colors7. Design with the final size in mind 8. Consider using metaphors

  • TIPS FOR ICON DESIGN

    1. Create in vector format2. Use limited perspective3. Use a consistent light source4. Keep it simple5. Beware of cultural differences6. Use bold or contrasting colors7. Design with the final size in mind 8. Consider using metaphors9. Avoid text

  • TIPS FOR ICON DESIGN

    1. Create in vector format2. Use limited perspective3. Use a consistent light source4. Keep it simple5. Beware of cultural differences6. Use bold or contrasting colors7. Design with the final size in mind 8. Consider using metaphors9. Avoid text10. Avoid reusing interface elements

  • TIPS FOR ICON DESIGN

    1. Create in vector format2. Use limited perspective3. Use a consistent light source4. Keep it simple5. Beware of cultural differences6. Use bold or contrasting colors7. Design with the final size in mind 8. Consider using metaphors9. Avoid text10. Avoid reusing interface elements11. Design consistent icon sets

  • DESIGNISM #19

    AS FAR AS THE CUSTOMER IS CONCERNED, THE INTERFACE IS THE PRODUCT.– JEF RASKIN

  • HIERARCHY

    Emphasizes some elements more than others—contrast guides the audience to most important information.

    Hierarchy should be signaled by one or more cues, spatial or graphic:

    SPATIAL GRAPHIC

    alignment sizeposition shapeleading color

  • STRUCTURE

    Alignment is a key to helping users experience a product in an organized, systematic way.

    A grid system good to use for usability, aesthetics, and efficiency. They divide the screen into horizontal and vertical units.

    A good grid is modular, which is flexible enough to handle variation while maintaining consistency, symmetry, and balance.

  • CONSISTENCY

    Similar elements should share visual attributes (i.e. positioning, size, line weight, style).

  • PERSONALITY

    Appropriate colors, images, and graphic elements create a positive first impression of the brand.

  • VISUAL NOISE

    Visual noice is caused by superfluous visual elements that distract from the primary objective.

  • NAVIGATION

  • WAYFINDING

    Wayfinding is the elements of the built environment that allow us to navigate through complex spaces.

    pathsedgesdistrictsintersectionslandmarks

  • CORE COMPONENTS

    OrientationWhere am I right now?

    Route DecisionsCan I figure out the way to go?

    Mental MappingDo I understand where I’ve been and where I should go next?

    ClosureCan I recognize that I have arrived?

  • APPLYING WAYFINDING

    Consistent Navigation on each page.

  • APPLYING WAYFINDING

    Leaving “breadcrumb trail” for users.

  • APPLYING WAYFINDING

    Use headlines or graphical cues to orient users as to where they are within your site.

  • APPLYING WAYFINDING

    Simplify the amount of choices.

    SIMPLE

    COMPLEX

  • GAMIFICATIONGamification is the use of game mechanics and game design techniques in non-game

    contexts.

  • WHY

    Gamification works by making technology more engaging, by encouraging users to engage in desired behaviors, by showing a path to mastery and autonomy, by helping to solve problems and not being a distraction, and by taking advantage of humans’ psychological predisposition to engage in gaming.

  • GAME MECHANICS

    The five most commonly used mechanics in gamification are:

    PointsBadgesLevelsLeaderboardsChallenges

  • FOURSQUARE BADGES

  • KOBO BADGES

    http://www.kobobooks.com/readinglife_awards

  • CANDY CRUSH LEVELS

  • LUMOSITY CHALLENGES

  • DESIGNISM #20

    TRULY ELEGANT DESIGN INCORPORATES TOP-NOTCH FUNCTIONALITY INTO A SIMPLE, UNCLUTTERED FORM.– DAVID LEWIS