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INTERACTION DESIGN, USER EXPERIENCE, Errors, Theories, GOAL - Coggle…
INTERACTION DESIGN
What is Interaction Design
What is an Interaction
3 Types of Interaction
Fluent
Cognitive
Expressive
IxD as a discipline
3 Schools of thought
Behaviourist view
Social Interaction Design
Technology Based
What is Design
Industrial Product Design
Interior Design
Communication Design
Fashion Design
Design VS Engineering VS Arts
Design Driven
Innovation
What is Innovation?
How do we Innovate?
4 Design Approaches
User-Centered Design
Activity-Centered Design
System Design
Genius Design
Design Processes
Design Thinking Process
Empathize
Define
Ideate
Protoype
Test
USER TESTING
2 Approaches
Behavioral
Attitudinal
Qualitative
for insights
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Quantitative
for numbers/metrics
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You ≠ User
Egocentric Bias
Confirmation Bias
False Prior
depending on WHEN we test:
Summative Testing
Formative Testing
Prototyping
Low Fidelity
Mid Fidelity
High Fidelity
User Centered Design Process
Understand context
Specify user requirements
Design Solution
Evaluate against requirements
IxD Principles
Affordance
Signifiers
Conceptual/Mental Model
Mental Model
Designer's/
Represented Model
System/
Implementation Model
Jakob's Law
&
Standards
Frameworks
Metaphors
Postures
Transient
Daemonic
Parasitic
Sovereign
Structure
Good Conceptual Model
Visibility
Mapping
Constraints
Physical
Cultural
Semantic
Logical
Consistency
Feedback
Immediate
Stammer
Interruption
Disruption
Feedfordward
Tasks
Activities/Actions
Norman's 7 Stages of Action
GOAL
Forming the goal
EXECUTION
Forming the Intention
Specifying an action
Executing the action
Gulf of Execution
Slips:
Errors in Execution
EVALUATION
Perceiving
the state of the world
Interpreting
the state of the world
Evaluating the outcome
Gulf of Evaluation
Mistakes:
Errors of Intention, Goals
and Understanding
USER EXPERIENCE
3 Types of Experience
EXPERIENCE
AN EXPERIENCE
CO-EXPERIENCE
USER INTERACTION
USABILITY
+Utility=Usefulness
FIVE "E"
Effectiveness
complete actions accurately
Efficiency
complete actions quickly
Engagement
Error Tolerance
Ease of Learning
Bad Usability
Frustration
Due to
Complexity
Delay
Poorly cratfted Interfaces
FIVE "Attributes"
Learnability
Efficiency
Memorabiity
Errors
Satisfaction
Designing FOR Experience
approach:
Why, What and How
ACCESSIBILITY
Why care about accessibility?
Ethical Position
Accessibility benefits anyone
Supports all users
Temporary Conditions/
Situational factors
By Law
EEA
Standards for Accessiblity
W3C
WCAG
"POUR"
4 core Accessibility Principles
Perceivable
Operable
Understandable
Robust
Levels of Accessibility
A
Mandatory Baseline
AA
Legal benchbark
AAA
Ideal but challenging to meet
Accessibility Testing
Automated testing
Manual Testing
User testing
Errors
Design aids to deal with errors
Theories
Theories as Lenses
Usability Lens
Accessibility Lens
Activity Lens
Critical Lens
To emphasize
Context/Situatedness
Time
GOAL