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Interaction Design Fundamentals

Interaction Design Fundamentals

with David Hogue

 


Interaction design focuses on creating interfaces, systems, and devices revolving around user behavior. In this course, author David Hogue sheds light on designing effective interactions for any digital medium. The course explores the interaction design process, explains how interaction designers work and the tools they use, and details the five essential principles of interaction design: consistency, visibility, learnability, predictability, and feedback. The course also introduces basic psychological concepts and examines the roles of context, motivation, and perception in a design; offers navigation best practices; and shows how to design for motivation and behavior and provide feedback to visitors.
Topics include:
  • Understanding the origins of interaction design
  • Understanding gestalt principles
  • Designing with grids
  • Understanding design patterns
  • Exploring how people respond to motion and color
  • Communicating through labels and icons
  • Framing for content and decision making
  • Understanding mental models
  • Avoiding cognitive overload
  • Defining behavior for interaction design
  • Designing for clicks and taps
  • Understanding the feedback cycle
  • Professional resources

show more

author
David Hogue
subject
Web, Interaction Design, User Experience, Web Design, Web Foundations
software
Dreamweaver CS5, Fireworks CS5
level
Beginner
duration
3h 18m
released
Feb 10, 2012

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1. Introduction
Welcome
00:04Welcome to Interaction Design Fundamentals. I am Dave Houge, and in this
00:08course, we are going to explore the essential principles and best practices for
00:12designing better and more effective interactions for nearly any interface or device.
00:17We will start by taking a glimpse back at the origins of interaction design, and
00:20move to the present day, with an introduction to the tools and techniques used by
00:24today's interaction designers.
00:27From there, we'll build a foundation with the five essential principles of
00:30interaction design, and get a better understanding of how people perceive,
00:34process, understand, learn, and remember information in digital environments.
00:39People's needs and expectations strongly influence their behaviors when
00:43interacting with devices,
00:45so we'll explore how to create successful designs, while keeping motivation
00:49and context in mind.
00:50We'll talk about how the structure and organization of content and functionality
00:55facilitates interaction,
00:57discuss how our sensory systems influence our perceptions, and how we can craft
01:01designs to help guide attention, and enhance memory. And through it all, we will
01:06show examples, and offer explanations of how to apply this information to your
01:10own design methods and techniques.
01:12So let's get started with Interaction Design Fundamentals.
Collapse this transcript
Who is this course for?
00:00So, who is this course for?
00:02Well, it's for students, designers, and developers;
00:05anyone who wants to better understand how people think, why we behave the way we
00:09do, and how to create interfaces that meet our needs more effectively.
00:13We're not satisfied with good enough; we strive for best.
00:17This is not a course that teaches how to create design documents, like
00:21wireframes, icons, and infographics, or how to use design software.
00:25This course focuses on how to approach interaction design, better understand how
00:30people think, and how to make better interaction design decisions.
00:33We will ask questions, discuss design principles, and show how to create more
00:38effective, and more considerate interfaces and devices.
00:41We will discuss interactivity from multiple perspectives, but nearly all of it
00:45will be in the context of psychology, to help us better understand how people
00:49think, and act, so that our designs truly work well, and meet their needs.
00:54Although interaction designers define the structure and behavior of interactive
00:58systems and devices, we should not focus solely on the interface.
01:02Interaction design is really about the behavior of people. Too many of the
01:07devices, software, and tools we use complicate, obstruct, or delay our tasks, and
01:13in some cases, even thwart our efforts completely.
01:16We should strive to craft interfaces, systems, and devices that enhance
01:20our productivity, facilitate our actions, meet our needs, create value, and
01:25even provide enjoyment.
01:27So let's get started!
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2. Exploring Interaction Design
What is interaction design?
00:00Interaction design is easier to define by what it isn't than by what it is.
00:05Many people think of interaction design as rollovers, pop-ups, transitions, and
00:09animations, but it's actually a complex and wide ranging field that covers
00:13nearly all aspects of human cognition, emotion, and behavior.
00:17There are also many different job titles and terms we may encounter, such as
00:21interaction designer, interactive designer, and experience designer.
00:25Although there may be subtle differences in our job descriptions and the tasks
00:28we undertake, in the end, we're all still focused on creating engaging
00:32interactive experiences between people and devices.
00:36Interaction design is also more than just drawing the interface, and showing how
00:40to gather and display information.
00:42It's about designing for the entire interconnected system: the device, the
00:46interface, the context, the environment, and the people.
00:50If you really want to get specific, according to the Interaction Design
00:53Association, interaction design, often abbreviated IxD, defines the structure and
00:59behavior of interactive systems.
01:01Interaction designers strive to create meaningful relationships between people
01:06and the products and services that they use, from computers, to mobile devices, to
01:10appliances, and beyond.
01:12But interaction design is not a new field.
01:15Let's go back to the beginning of personal computers and Desktop software.
01:19One of the first proponents of interaction design in the 1980s, Bill Verplank,
01:23focused on designing for people; for their physical and emotional needs, and
01:28increasingly, for their intellect.
01:30He consistently considered three central questions about doing, feeling, and knowing
01:35to help us focus our designs.
01:38Gillian Crampton Smith established the first program in interaction design at
01:42the Royal College of Art in London, and she says that interaction design is not
01:46just about making us more efficient at work. We use devices in all aspects of
01:51our everyday life, including play and entertainment.
01:54And Bill Moggridge, also a pioneer of interaction design, has taught us about
01:58user-centered design, and the value of prototyping to test our ideas with real people.
02:03So you see, it's not just about the interface. Interaction design is about
02:08the behavior of people.
Collapse this transcript
The origins of interaction design
00:00Let's take a brief trip back in time to explore the origins of modern
00:04interaction design for the devices in our lives today.
00:07This is not a trip into recent history. Rather, we can look back over the history
00:11of humankind to see how we created tools and methods for recording information,
00:16such as painting and writing, manipulating information, such as triangulating
00:21and calculating, and communicating, such as printing and transmitting.
00:26Each of the following historical moments has led to where we are today.
00:29We are able to record, manipulate, and share information about anything, at
00:33any time, with anyone.
00:35Almost two and a half million years ago, we began manipulating our environment with the
00:40first stone tools. Some of the oldest ever found are from the Olduvai Gorge. As
00:45hunter-gatherers, we relied on these stones just to stay alive, but spoken
00:50languages began to emerge and evolve.
00:52About 100,000 years ago, we started to communicate more effectively with each other.
00:57We relied on oral histories and personal contact to communicate information, but
01:02our inner creativity, and the need to share information with others, or even just
01:07record our shared stories and experiences, led us to begin drawing, and about
01:1116,000 years ago some particularly talented ancestors recorded their stories for
01:17us on the walls of Lascaux cave.
01:19It would take nearly 14,000 years for literal drawings and pictures to become
01:24the symbols, letters, and words that would make up the first written languages.
01:29Sumerian cuneiform text in clay, Egyptian hieroglyphics on papyrus, and
01:34Babylonian maps, are among our oldest written records.
01:38Around the same time, we see our first tool for manipulating information: the
01:43abacus, which made math easier.
01:45Once we began writing down information, drawing maps of the world around us, and
01:50making complex calculations easier, our knowledge expanded rapidly.
01:55Around 300 years before the common era, or BCE, the Royal Library of Alexandria
02:01was founded as a repository of information.
02:04We were recording so much information that we needed to organize, store, and
02:08create a system for making it available and findable.
02:12Our mechanical skills quickly improved. Soon we were measuring time and
02:16distance with clocks and astrolabes, as well as calculating the dates of future
02:21astronomical events with the Antikythera mechanism; our first mechanical computer.
02:27Our initial measurements of time and distance were crude, but our clocks,
02:31compasses, and calendars improved.
02:33Our knowledge of the world continued to grow rapidly, and we could no longer
02:37efficiently capture and store information just by hand writing and hand copying books.
02:42The introduction of Gutenberg's printing press in 1440 suddenly made it
02:47possible to record more information, and make it available to more people than ever before.
02:52Our exploration of the world, the development of the scientific method, and the
02:57abundance of information being created required even more elaborate and capable
03:02mechanical calculators, like the slide rule, and the Stepped Reckoner, to help us
03:06make sense of it all.
03:08Charles Babbage's Difference Engine in 1822 was our first step toward
03:12programmable computers.
03:14And in the decades after this, we saw the invention of the first photographs
03:18for capturing a realistic visual record, as well as both the telegraph, and the telephone.
03:24We no longer needed to physically transport books, or personally travel, to
03:28access information;
03:30we could now transmit information nearly instantly over vast distances.
03:35Photography, telegraphy, and telephony advanced quickly, and in 1897, the first
03:41wireless transmissions over radio were made by Nikola Tesla.
03:45The inventions and advancements of the industrial age generated huge amounts of
03:49visual, verbal, and written information, and by 1910, Paul Otlet recognized the
03:54need for a system to organize all of it, so he created the Mundaneum to gather
03:59and classify all of the world's knowledge.
04:02The Mundaneum has been called the forerunner of the Internet, because of its
04:05attempt to connect everything meaningfully. Meanwhile, technology progressed
04:10rapidly, and our mechanical calculators and computers began to be replaced with electronics.
04:15First came vacuum tubes, which made television signals possible, and which
04:19powered the world's first electronic computers during World War II.
04:23The war also pushed many technological advancements, and changed the way we
04:27thought about computers, and what they can do for us.
04:30In 1945, Vannevar Bush published an important essay, As We May Think, in which
04:36he proposed that we need to create a machine, which he called the Memex, that
04:39would become our collective memory, store information, and make it accessible to
04:44us, so that we would be less likely to repeat the mistakes of our past.
04:48He wanted to transform the information explosion into a knowledge explosion, and
04:54he may have sowed the seeds of the Internet.
04:57In 1947, the transistor was introduced, and the world of electronics began to shrink.
05:02Televisions began to appear in our homes, and radios could be carried with us.
05:06In the 1950s, we sent our first manmade objects into space, and just a few years
05:11later, in 1962, Telstar started the era of satellite communications.
05:16We could now transmit even more information, more quickly, across longer
05:21distances than ever before.
05:23The late 1960s were an important period, because Douglas Engelbart gave his
05:28Mother of All Demos, in which he showed us his vision of the modern computer,
05:32complete with a mouse.
05:34And in 1969, the Advanced Research Projects Agency Network, also known as
05:39ARPANET, was launched.
05:41It would go on to become the basis for today's Internet.
05:44The arrival of the Intel microprocessor in 1971 ushered in the next era
05:50of miniaturization.
05:51And it wasn't long before we saw the first digital watches, and computer video games.
05:56We could now report vast quantities of information, process it, and make it
06:01available all around the world.
06:04Advances in technology moved very quickly from here.
06:07The Xerox Alto was the first personal computer meant for businesses, and the
06:12Altair 8800 was the first computer sold as a do-it-yourself kit to hobbyists.
06:17This showed that there was a home market. 1977 was a big year, because three of
06:23the first truly personal computers, as well as the Atari 2600 gaming system,
06:28were all introduced.
06:29These early computers had command line interfaces, and often needed to be
06:33programmed, so their appeal and usefulness was limited,
06:37but computers were in the home.
06:40Just a few years later, the mobile phone was introduced to the public, and in 1984,
06:44the Apple Macintosh arrived.
06:47Although the Xerox Alto was the first graphical user interface, the Macintosh
06:51was the first computer to bring that interface into the home. Suddenly computers
06:56became easier to use and understand.
06:58By the late 1980s, computers were becoming commonplace, portable gaming devices
07:03were everywhere, and Tim Berners-Lee had drafted his proposal for an
07:07interconnected network of computers for sharing information based on hypertext.
07:13On August 6, 1991, CERN launched the world's first Web site, based on the proposal
07:19of Tim Berners-Lee, and the Web was born.
07:23Mosaic, the first Web browser, was launched in 1993, and just two years later, the
07:28browser wars began, as millions and millions of people got on the Web.
07:33In the meantime, mobile phones merged with digital cameras, personal computers
07:38became portable, commercial GPS data became available, and the digital music
07:43players were everywhere.
07:45We could talk, send text messages, capture photos, locate ourselves, get
07:50directions, and take our music and games with us.
07:53Suddenly we had the ability to record, manipulate, and communicate and share
07:58information, with the electronic tools in our pockets.
08:02As these devices evolved and improved, we also saw a shift from indirect actions,
08:07such as command line interfaces, and using computer mice, to more direct action,
08:12such as touching and moving the icons directly on a screen.
08:16And most recently, we've seen the introduction of spatial gestures. We no longer
08:20even need to use a mouse, or touch a screen, to interact with our devices.
08:24It's been a long 2.4 million years, and we've come a long way, but in the end, we
08:30are still just trying to record, manipulate, and share information.
08:35The tools are different, and continually changing, but our needs are the same,
08:39and as interaction designers, our goal is to make certain that these tools
08:44never get in the way.
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What interaction designers contribute
00:00Interaction designers work on interdisciplinary teams of various sizes, and
00:05collaborate with nearly every professional involved in the creation of the
00:08interfaces and devices all around us.
00:11I often say that if you want an instant subject matter expert, just add an
00:15information or interaction designer to the project,
00:17because it is our responsibility to understand the business requirements, the
00:21user's needs and expectations, the technological opportunities and
00:25constraints, the purpose of the device or interface, and the context in which it will be used.
00:31We also need to be able to quickly and frequently change our perspective on a
00:35project, from the high-altitude strategic view, to the detailed tactical view, and back.
00:41This includes answering questions from both the strategic and the tactical
00:44perspectives, such as, why does the device or interface exist? What's the
00:48business model? What value does it provide? What are the users needs? How does
00:53it work? What's the design solution?
00:56So the interaction designer brings diverse skills to collaborate in constantly
01:00changing, challenging, and innovative environments.
Collapse this transcript
Understanding the interaction design process
00:00How do we work? What are our processes and methods?
00:04There are many ways to accomplish our design goals, and different teams, agencies,
00:08and companies will have their own methods.
00:10Some still work in a traditional waterfall process, where each discipline
00:13completes their contribution before the next discipline begins.
00:17Others are influenced by the agile approach, and the entire team tackles one
00:21component of the project at a time in rapid sprints.
00:24And there are also a myriad of hybrid approaches that leverage iteration,
00:28collaboration, and testing.
00:30There is no single way to achieve strong designs in the desired outcomes, but at
00:35the core, there are some processes in which nearly all interaction designers
00:39engage: definition, research, ideation, design, prototyping, observation, and
00:46iteration as needed.
00:48Let's go through each of these, starting with definition.
00:52We must define the project, the product, and the design task at hand, and
00:57understand what we are trying to solve or achieve.
01:00How we define a problem determines if and how we are able to solve it.
01:05Once we have defined the project, then we begin our research.
01:09This occurs in parallel with nearly every step in our process.
01:13We need to gather data to help us, define the product or the problem,
01:18generate ideas and potential solutions, inform our designs and prototypes, and
01:24guide our iterations.
01:26We use data to form the foundation of our final product, and our initial research
01:31gives us direction, but we should always be seeking more data.
01:34Research never really ends.
01:37Once we understand the problem, we need to generate possible solutions through ideation.
01:43We think, collaborate, sketch, ponder, wonder, dream, and draw.
01:48We generate many possibilities, select a few, and pursue only the best.
01:53It has been said that Apple encourages a process where their teams generate
01:5710 viable ideas, select the top three, and refine them, then choose only the
02:02best one to pursue.
02:05They throw away 90% of their ideas in order to achieve their best.
02:11In design and prototyping, we create models of our possible solutions to test
02:16them, ensure they are complete, and that they help people solve problems,
02:20complete tasks, and achieve goals.
02:23Our designs range from low fidelity sketches, to high fidelity wireframes, and visual comps.
02:28And our prototypes vary from simple objects, or click through sequences, to
02:33elaborate functional interfaces, and mock devices.
02:36But most importantly, we take the time to think through the steps of the
02:40interactions, to consider the presentation of the information, and to validate
02:46the purpose and value of the product.
02:48No design is perfect the first time it is drawn or modeled.
02:52That's where iteration comes in.
02:54No matter how carefully we try to consider the needs and perspective of others,
02:58we can't anticipate everything.
03:00We're not designing for ourselves, and when we observe others interact with our
03:05designs and prototypes, we inevitably find opportunities to improve the design,
03:10and so we iterate, evolving the design as we gather data, making it better with
03:15each round until it is ready.
03:17When a product, device, or interface is ready to launch, we are still not finished.
03:22Iteration is more than just refining the design.
03:25It also includes monitoring the performance, usability, accessibility, and the
03:30success of a product after it's been released.
03:33We gather data, speak with and observe users, gather usage and error data, and look
03:39for opportunities to modify, improve, and enhance that product.
03:43Then the design process continues again, and again.
Collapse this transcript
3. The Interaction Designer's Toolbox
Tools and techniques used by interaction designers
00:00Interaction designers use many tools, and we have a vast array of techniques to
00:04help us generate and identify potential solutions. We are pragmatic.
00:08We apply our skills, and select our tools, based on the problems we need to solve,
00:13the solutions we need to communicate, and the people with whom we are working.
00:16We often start very low-tech, with pencil and paper,
00:19sketchbooks, sticky notes, note cards, and even whiteboards to help us understand,
00:24define, and frame the problem.
00:26Early visualizations with diagrams, models, and flows help us identify potential
00:31directions, missing information, and the most appropriate next steps.
00:35And these early sketches can also help develop consensus about what problems we
00:39are solving, and what goals we are trying to achieve.
00:42As our designs progress, we typically need an increasing level of detail and
00:47fidelity. Pen and paper sketches can capture the concept, but eventually we
00:51need to put pixels on screens.
00:54There are many design and diagramming tools available, and a growing number of
00:57Web-based tools may be used.
00:59Choose tools that allow you to work effectively and efficiently.
01:03You should spend your time thinking about solving problems.
01:06As long as you're able to capture, represent, and communicate your ideas and
01:10design intentions effectively, almost any tool can be valid.
01:14Our problems and design challenges are becoming increasingly complex, because
01:19technology and people's expectations are changing rapidly.
01:23We need to go beyond to simply drawing our solutions, and create interactive
01:27prototypes to validate our ideas.
01:30We need to see our designs in use, and whenever possible, we should put
01:33prototypes in the hands of the people who will be using the interface or device.
01:38There are many tools to help us bring the pixels to life, so choose those
01:42that help you best capture the intent and the experience of the design and the prototype.
01:47Remember, you are evaluating the design solution; not launching the product yet.
01:52When we talked about interaction design as an iterative process, we also said
01:56that research and data gathering are ongoing through design and prototyping.
02:01There are many techniques for gathering information to help us generate ideas,
02:05and make design decisions.
02:06We study existing products, we observe people, ask questions based on these
02:11observations, and finally, we test prototypes.
02:15Some of the ideas and information come from our own teams as we work together.
02:19We brainstorm, we create personas to better understand people, we conduct task
02:25analyses to understand what they're doing and how they work, we write scenarios
02:29to better understand their situations, and we uncover usability problems with
02:34cognitive walkthroughs.
02:36Additional information comes from the people who will actually use the
02:39interface or device.
02:40We need to learn from real people, with real needs, in real situations.
02:45Watch what they're doing, and ask them questions about it.
02:48There are various methods of doing this, from ethnography, to surveys, and focus groups.
02:53Finally, we can gather information in laboratory like settings, where we are
02:57able to simulate realistic situations.
03:00We can use paper, or interactive prototypes, to test a design for usefulness and usability.
03:06If an interface or device has already launched, we can use data from the Web
03:10analytics to evaluate the performance of the current design.
03:13We can even compare different design options with AB, or multivariate testing.
03:18This quantitative information can be combined with the more qualitative
03:22observations and conversations to help us generate ideas for new solutions, and
03:28choose the best designs.
03:30Possible design solutions may be discovered at any time.
03:34Although we often begin with lower fidelity methods, we don't need to start
03:38with sketches, proceed to pixels, then test prototypes. We might start with
03:42reviewing Web analytics data on an existing interface or device, and we're often
03:46sketching ideas while observing people who are working with prototypes.
03:51Our tools and techniques can be mixed and matched as needed to help us solve
03:55the problems at hand.
03:57When we expect to move in a linear sequence through the design process, we only
04:02restrict ourselves, and make it less likely that we'll find the best solution.
04:06So be flexible, choose your tools, and adapt your techniques to help you generate
04:11the best ideas, and achieve the optimal design.
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Documents created and used by interaction designers
00:00We have various documents that range from low to high fidelity, and which span
00:04research, ideation, planning, and design.
00:07There are many ways we capture, represent, and communicate both the problem, and
00:11the solution, and our design documents help us tell a story.
00:14We do not necessarily create all of the possible design documents for each project.
00:19For example, wireframes are created for most projects to give a rough design
00:24layout, but we may only occasionally conduct a heuristics analysis for quickly
00:28identifying usability problems.
00:31Just because we have deliverables we can create, does not mean that we need to
00:35create them for every project.
00:37We should have a flexible and adaptive process; one that allows us to understand
00:41the goals of a project, and select the methods and documents that are most
00:44appropriate for that project.
00:46Our ideas and designs are captured in living documents, because they continue to
00:51be revised, improved, and modified during the entire project.
00:55Site maps may change late in a project, when we find a better organizational
00:59structure, or when new content becomes available.
01:02Ongoing user research may help us refine personas and scenarios, and wireframes
01:07change after we gain insights from prototype testing.
01:10The Web is ever changing, and our design documents reflect that.
01:14Many of our documents serve multiple purposes, but some of the documents that
01:18help us capture information about the design problem include surveys, analytics,
01:23and competitive analyses.
01:25Every design problem has multiple facets, and some of the documents we use
01:29to develop an understanding of the problem include sketches, mental models, and flow diagrams.
01:35Understanding the problem is essential for identifying potential solutions.
01:40Once we grasp the problem, and have identified potential solutions, we need
01:44to represent those solutions in ways that make them easy to communicate and understand.
01:49We use wireframes to draw the layout of the screen,
01:52storyboards to represent the sequences of steps, and prototypes to test
01:57the interactivity.
01:58As our design solutions become focused and optimized, we add a layer of
02:02documentation for the functional specifications, and remember, select the methods
02:08and documents that are most appropriate for your project.
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Professional resources
00:00There are several professional organizations whose memberships include
00:03interaction designers. Depending on your background, personal interests, and
00:07possibly even where you work, and the team you work with,
00:10there are organizations that can help you make connections within the
00:13design community, pursue professional training and development, and even find employment.
00:18There are many conferences and seminars of interest to interaction designers.
00:21They are organized and offered by professional organizations, agencies,
00:25publishers, and businesses.
00:27The list changes and grows all the time.
00:29The size ranges from small -- only a few dozen people -- to very large -- thousands of
00:34people -- and they take place all around the world.
00:36A few minutes of searching the Web can help you find conferences and seminars
00:40relevant to your work, or near you.
00:43The Web is a very, very big place, and there are more online resources for
00:46interaction design than we could possibly list here.
00:49New sites appear, content constantly changes as technology changes, new books
00:55are published, and collections of examples, tutorials, and techniques are always
00:59being assembled and shared.
01:01Find the sites you like, find publishers you trust, and become involved
01:05with online discussion groups to help stay abreast of current topics and
01:08trends in the field.
01:09Here are just a few sites to get you started.
01:13There are also a number of publishers providing us with both printed and
01:16electronic books and videos on diverse topics from across the wide field
01:20of interaction design.
01:22You will be able to find introductory books, specialized books, and academic
01:25books filled with current research and theory.
01:28Keep in mind that this field changes quickly, so continue your studies to
01:31remain current.
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Fields of study that underlie the work of interaction designers
00:00Until relatively recently, most interaction designers did not go to school,
00:04major in, and earn a degree in interaction design.
00:07Many of us have varied and diverse backgrounds, and we often gravitated to the
00:11field because our skills, experience, knowledge, and interests prepared us to
00:15think about interaction design from different perspectives.
00:19We may have worked in libraries, been graphic designers, written code, or even
00:23managed projects, but we all found ourselves thinking about interaction design,
00:27and helping solve design challenges, with many of the documents and methods just discussed.
00:33Today's formal educational programs, and professional conferences and seminars,
00:37recognize the importance of a broad base of skills and knowledge,
00:41and offer opportunities for a wide range of training.
00:45As working designers, we need to pursue ongoing training and development.
00:49We need to balance the benefits of knowledge across a broad range of topics,
00:53with the value of a deep and more narrow area of expertise.
00:57For example, my deepest training is in psychology, but I have also studied
01:02anthropology, research methods, statistics, and design.
01:05Interaction designers often have what is described as T-shaped skills.
01:10We have a broad range of skills, and knowledge across several relevant fields,
01:14and we go deep in one or two specific areas.
01:18This allows us to understand people and problems from different
01:21perspectives, yet gives us the knowledge and skills in specific areas to
01:25solve those problems.
01:27Specialized training and classes can help us develop the specific skills
01:30necessary to use our software tools, understand the technology for which we are
01:35designing, improve our written and verbal communication skills, work efficiently
01:40on teams, and participate effectively in research.
01:43Preparing for and maintaining a career in interaction design might involve
01:47training in many of these academic areas. Our work spans such diverse and varied
01:53fields and projects that we should think about what knowledge and skills would
01:57be relevant for the products and experiences we want to create.
02:01There is no single path to a career in interaction design.
02:05There are many ways to contribute, but in the end, we can think about our skills
02:09and knowledge helping us understand three things: people, technology, and design.
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4. Five Essential Principles of Interaction Design
Consistency
00:00There are many topics we could include in discussions of interaction design, from
00:04mental models, to the sent of information, to direct action.
00:08If we're going to establish a foundation for solid interaction design practices,
00:12we need to focus on a few core principles that can be used inform and guide
00:16nearly all of our design decisions.
00:18These five essential principles of interaction design, consistency,
00:23perceivability, learnability, predictability, and feedback, help focus us on
00:29crafting better solutions, experiences, and designs. Let's take a deeper look at
00:34each of these principles, starting with consistency.
00:37We are wired to be sensitive to change. Changes attract our attention.
00:42Think about camouflage; as long as the person or animal remains still, we cannot
00:47see them, but as soon as they move, and their appearance changes relative to their
00:51surroundings, their presence becomes obvious.
00:54The same thing can happen across the pages or screens of a digital experience.
00:59As long as persistent elements remain in the same place, retain the same
01:02appearance, and adhere to the same grid layout and proportions, we do not
01:06direct attention toward them until we need them. But when elements move and
01:10change appearance without purpose across pages or screens, it becomes
01:14immediately noticeable.
01:16Consistency applies not only to appearance and placement, but also to behavior.
01:21When a feature behaves differently under similar conditions, it can cause
01:25confusion, or when the same outcomes are achieved through different interactions,
01:30it forces people to learn multiple ways to complete their tasks.
01:34If people are asking why something is the way it is, or why it is different,
01:39then they've been distracted by the interface.
01:41When designs are consistent in appearance and behavior, people are able to focus
01:46on their tasks, and they're not distracted by surprising or unexpected changes.
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Perceivability
00:00If people are not aware that the opportunity to interact exists, we should not
00:04be surprised when they do not interact.
00:07Hidden interactions decrease usability and efficiency. People should not need
00:11to search for opportunities to interact. They should not guess when interacting,
00:16due to confusion or desperation.
00:18We should be able to review an interface, and identify where we can interact.
00:22Interaction should not depend on luck or random discovery.
00:26Although much of our work is visual in nature, we need to remember that some
00:30people experience interfaces and devices differently. Do not hide important
00:34content and functionality behind invisible interactions. Provide hints and
00:39indicators; visual cues, such as buttons, icons, textures, and even different
00:44textiles let people know that this may be clicked or tapped.
00:48Meaningful labels help people using screen readers differentiate between
00:52content and interactivity.
00:54The good news is that people are click or tap happy; they will attempt to
00:58interact with anything they think may produce a result or opportunity.
01:01Often those interface elements have a different appearance from the rest of the
01:05interface, or they have perceived affordances;
01:08that is, the interface element has characteristics of real objects.
01:12Buttons look pressable, because they resemble real, physical buttons.
01:17Now, we've been talking about displaying opportunities to interact in terms of
01:21visibility, but we really should be thinking about this in terms of
01:25perceivability. We should always be considering accessibility, and some people
01:29may be using the interface by voice, sound, or touch; not vision.
01:34The important point is that no matter how people are sensing and perceiving
01:38the interface, if they do not recognize the opportunity to interact, they will not interact.
01:44We often speak in terms of visibility, because so much of what we do in our
01:48day to day design work is based on the visual appearance.
01:51Although we often talk about providing visual cues for interaction
01:55opportunities, we should be thinking in a broader way.
01:58How do we communicate the opportunity to interact through multiple senses?
02:02What does a button look like, feel like; sound like? How do we make sure that
02:08everyone can perceive the opportunity to interact?
02:11Good interaction design must go beyond the visual.
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Learnability
00:00Interactions should be easy to learn, and easy to remember.
00:03Ideally, people should be able use an interface once, learn it, and remember it forever.
00:08Practically, people often need to use an interface at least a few times before
00:12they learn it, and then we hope that they will remember what they have learned.
00:16Even easy to use interfaces require some degree of learning.
00:20When we say that an interface is intuitive, we really mean that it can be
00:24learned quickly and easily.
00:26The more we use an interface, and the more we learn, the easier it becomes.
00:31We can also take advantage of the transfer of skill or knowledge. People bring
00:35their experiences with them, and they will attempt to interact with an interface
00:39based on their experiences with other similar interfaces.
00:42As long as people perceive the similarities among interfaces, they will transfer
00:47and apply what they have learned elsewhere.
00:49This is why design patterns and consistency are so important;
00:54people do not need to relearn what is familiar, and what they already know.
00:58It's faster to apply existing knowledge than to learn something new.
01:02We'll talk more about design patterns soon.
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Predictability
00:00Good interaction design should set accurate expectations about what will happen
00:05before the interaction has occurred.
00:07We should be able to show people an interface and ask, before they interact, what
00:11can you do here? Where can you interact with this? What will happen if you do
00:15that? What will be the result, or outcome?
00:19If the opportunity to interact is perceivable, if the context is meaningful and
00:23sets the correct expectations, and if the outcomes are predictable, then people
00:27can answer those questions correctly.
00:30We can set context and expectations by either demonstrating what can be done,
00:34such as animations, video, or overlays, or by describing what can be done, such as
00:40providing examples or instructions.
00:42Providing previews of interactions and outcomes helps people understand the
00:46functionality and the constraints, as well as the outcomes or results.
00:51When people know what they can do, and what will happen, they will interact
00:54with the elements that are necessary to complete their task, and accomplish their goals.
00:59If we observe people interacting with an interface or device, we can often
01:03determine if they understand it, and are able to predict outcomes or not.
01:07Random interactions, guesses, trial and error, failure to make consistent
01:12progress toward a goal, and even the failure to interact at all, typically
01:16mean that the opportunities for interaction are not perceivable, meaningful, or predictable.
01:22And yes, behavior with a device or interface differs between when we are task
01:27focused, versus playing games.
01:29Predictability is most important when people are task focused.
01:33Although we appreciate surprise and mystery when playing, remember that in these
01:37cases, unpredictability is intentional, and an important part of the game.
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Feedback
00:00Feedback provides acknowledgment of our interactions, and information about their outcomes.
00:05We use feedback to understand where we are, our current condition or status,
00:10what we can do next, and even to know when we are finished.
00:13Feedback comes in many forms: selected states, highlights, dialogs, tool tips,
00:18confirmation and error messages, sounds, page refreshes, content updates,
00:23etcetera. And it can be subtle, such as breadcrumbs that tell us where we are on
00:27a Web site, or obvious and impossible to miss, such as a 404 page not found error.
00:33Feedback should complement the experience, not complicate it.
00:37Do not interrupt people when they are engaged in a task, and don't withhold
00:41feedback when the information may be necessary to proceed.
00:45Provide feedback when people need it.
00:48Feedback should be noticeable and meaningful.
00:51Failing to acknowledge an interaction, or providing feedback that is not noticed,
00:55can lead to unnecessary repetition of actions, mistakes, and errors.
01:01There is a difference between mistakes and errors.
01:04A mistake is an incorrect choice, but it does not always result in an error.
01:08Feedback should confirm the interaction, and the outcome, and when
01:12interactions are important,
01:14the action should be verified, and people should have the opportunity to correct
01:18or undo possible mistakes.
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How the principles form a system
00:00These five essential principles all work together in a system, tied together by
00:05observation, interaction, understanding, and the transfer of knowledge.
00:10When available interactions are perceivable, and noticeable, and when their
00:14outcomes can be accurately predicted, people will interact with the interface.
00:19When meaningful feedback is provided after an interaction, people will
00:23understand how their actions led to the outcomes.
00:27When people understand the feedback from their interactions, and they learn how
00:31the interface works, with continued practice and observation of the interface,
00:35their learning becomes stronger.
00:37Once people have learned how an interface works, they are able to transfer that
00:41knowledge and skill to other similar interfaces.
00:44As long as the interfaces are consistent within themselves, and across related or
00:48similar experiences, people will be able to apply what they have learned, and they
00:52will interact more efficiently and effectively.
00:55As we craft increasingly complex designs for a growing variety of digital
01:00devices, remember that interaction design is not about the behavior of the
01:04interface; it's about the behavior of people. This course will provide a way to
01:08approach interaction design by combining design methods with psychological
01:13principles, and in the lessons ahead, we'll be diving more deeply into these
01:17principles, and exploring how to apply them to our designs.
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5. Understanding Context and Motivation
Understanding the context of experience
00:00When designing an interaction, we need to know more than just what information to
00:04display and collect.
00:05We need to understand what people are trying to do, how they may try to do it,
00:09and what might they interfere with, or facilitate, their actions.
00:12For example, I might log in to my bank account at home on my laptop to check my
00:17balance, to confirm that a transaction has posted, or I might log in while in line
00:22at the grocery store to see if I have enough money in my account.
00:25In both cases, I want to know my account balance, but I need that information
00:29for different reasons, at different times and locations, by using different
00:34devices, and with different urgency.
00:36I can be more casual, and may seek additional details at home, but I'm likely to
00:40be more focused on a single piece of information at the grocery store.
00:44Retrieving the same piece of information -- my account balance -- may have different
00:49design solutions once the designer understands the motivation for, and the context of, my behavior.
00:56We use context scenarios to define the situation, the people, and their needs, so
01:01that we can create interaction designs that will facilitate their behavior.
01:05There are several questions we ask to help us create context scenarios.
01:10What is the situation? What's the setting or environment in which the interface
01:14or the device will be used?
01:15Is it public or private? Is it conducive?
01:18Who will be using the device or interface?
01:21Will it be used by one person, or multiple people?
01:24If multiple people are using it, will it be shared, or will they take turns?
01:29How long will the device or interface will be used?
01:31Will it be for brief, moderate, or extended periods of time?
01:35Will the person be able focus on their task, or will they be interrupted while using it?
01:40Will they be interrupted rarely, occasionally, or frequently?
01:45Does the experience need to be extremely simple? How much complexity can be accepted?
01:51What are the person's needs and goals? What are they trying to accomplish or complete?
01:57What's the expected outcome, or result, of using the device or interface?
02:02What's the urgency of the goal or need?
02:05Is it required immediately, or can it be done in a more relaxed and casual manner?
02:10Only by understanding what people need and expect, and the circumstances under
02:14which they will engage with the device or interface, can we design interactions
02:18that will lead to success.
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Understanding need and motivation
00:00Motivation is the force that initiates, sustains, and directs behavior.
00:05It drives everything we do, from eating, to social interactions, to creativity, and exploration.
00:10We can better understand how a person might behave by understanding their
00:14motivation, and what they need.
00:16There are several ways we can describe motivation.
00:19Sometimes people are motivated for external reasons, such as attention, fame, or
00:24money, and sometimes people are motivated for internal reasons, such as
00:28curiosity, competition, or being helpful.
00:32When describing motivation this way, we often talk about the locus of control.
00:36Intrinsic motivation is when behavior is driven by internal factors, and
00:41people feel in control.
00:43They are doing something because they want to, and because it makes them feel good.
00:47Extrinsic motivation is when behavior is influenced by external factors, such as
00:52earning a salary, getting good grades, or receiving other, often tangible, rewards.
00:58When people are intrinsically motivated, they feel focused, engaged, and interested.
01:03When people are extrinsically motivated, they're more likely to lose interest in
01:07the activity if the rewards or external factors are removed.
01:11Some of the most successful experiences and interactions are those where people
01:15are intrinsically motivated, because people really want to be engaged.
01:20David McClelland describes motivation in terms of three needs: achievement,
01:25affiliation, and power.
01:27The need for achievement is characterized by the need to learn and solve problems.
01:32The need for affiliation is characterized by our need for family and
01:36social interactions.
01:38The need for power is characterized by our drive for recognition and status.
01:44These motives, or drives, influence our behavior, and different people have
01:48different levels of each.
01:50Some people are motivated more by social relationships, some by reaching
01:54difficult goals, and some by persuading and influencing others.
01:59Victor Vroom describes motivation in terms of three factors: expectancy,
02:04instrumentality, and valence.
02:06We can explain each of these as simple statements we might make to ourselves.
02:11For expectancy, if I put forth the effort necessary, then I will perform well.
02:17For instrumentality, if I perform well, then I will receive an outcome. And
02:22for valence, if I value the outcome, then I will be motivated to put forth the effort necessary.
02:29There will be little or no motivation if we expect to fail or perform poorly,
02:35if there will be no outcome, or the outcome is not related to our effort, and if
02:40we do not value the outcome, or the results.
02:44People are more motivated, and will actually accelerate their behavior, as they
02:48get closer and closer to their goals.
02:51This is called the goal-gradient effect, and highlights the importance of helping
02:55people understand their status and progress.
02:58If we do not know how close we are to our goal, or if the endpoint keeps changing,
03:03then our motivation may decrease.
03:06We can help people feel like they're making progress by awarding points, or
03:09showing the percentage of completion.
03:12Membership programs and frequent buyer cards -- such as buy ten, get one free -- can
03:17give people clear goals to work toward, and an easy way to track their progress.
03:21Progress meters, such as file transfer status, or the percent complete of
03:26an online profile, clearly communicate how much has been finished, and how much remains.
03:31Remember, motivation may be lower at the start of a new goal, or just after
03:36completing a goal, because we are far from completing our next goal.
03:41To help people remain engaged, use personalized contact and encouragement,
03:46help them define their next goal, and maybe even give them a break before helping
03:50them start toward it.
03:52There are many theories about motivation, and ways to describe it, but they all
03:56provide a framework for understanding and describing what makes people interact,
04:00what keeps them focused, and what keeps them going.
04:04Understanding motivation helps us better define the context scenarios by helping
04:08us understand the situation, the needs, the expectations, and the urgency.
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Designing to meet needs
00:01Context scenarios and motivation help us understand why people may interact, but
00:06now we need to actually engage people, and we do this by establishing
00:10credibility, and earning trust,
00:12knowing when people need to interact across multiple devices and locations,
00:17delivering what they need when they need it; making the experience only as
00:22simple as it needs to be.
00:24Credibility is essential for engaging people. If they believe that your device
00:28or interface will benefit them, and that you will not deceive or take advantage
00:32of them, then they're more likely to interact with it.
00:35The key factors in establishing credibility on the Web, and in Web applications,
00:39are expertise, trustworthiness, and visual appeal, or visual quality.
00:44Expertise can be established by offering accurate content, and relevant services.
00:49Trust can be established by making it easy to contact you, keeping your content
00:54current, and avoiding errors.
00:56And visual quality can be established with a professional appearance, strong
01:01usability, and accessibility.
01:03People may not complete their interactions in a single visit or session, and
01:07they may even have experiences that span multiple devices and locations.
01:12eBook services are designed to allow people to seamlessly read their books
01:16across multiple devices by remembering not only what ebooks they own, but which
01:21page they were last reading, so that no matter when or where they open that book
01:25again, it will be on the last page they viewed.
01:28We can think about place shifting in terms of situation, attention, and urgency.
01:34For the situation, what is the location and the conditions where someone is
01:38interacting with the device or interface? Are they at home, in a private place, or
01:42in a cafe, or other public place?
01:45Will people be able to focus their attention? Are they multitasking, or likely to be distracted?
01:50Do they need specific information urgently, or can they take the time to look
01:54for deeper, more complete information?
01:57People need different information and functionality at different times.
02:01Traditionally, devices and interfaces have presented often complex and deep
02:06menus at all times,
02:08so that people could choose and specify what they want at any given time. But
02:12this approach means that people need to stop and think about where they are,
02:16what they're doing now, and what they want to do next, then look through a series
02:20of menus lists, and options to find their choices, and decide which is the best
02:25match for their next activity.
02:27This interrupts their attention, their focus, and the flow of their interaction.
02:32The effort put into thinking is called cognitive load, and we'll talk more about
02:36that later in this course.
02:38In most situations, there are only a few things that people are likely to
02:42want or need to do next,
02:43so it's not necessary to present all of the choices, all of the time.
02:48Many devices and interactions avoid the effort necessary to craft
02:52context-sensitive designs by shifting the decision-making back to the person, and this
02:57increases their cognitive load.
02:59It's easier to design a device or interface that forces people to specify what
03:04they need than to design a device or interface that anticipates their needs, and
03:09presents the appropriate choices,
03:11but making people work harder to use a device or interface is not our goal.
03:16For example, when I go to the ATM to make a deposit, I have to specify the
03:21action, a deposit, the destination account, checking our savings,
03:25and the type of deposit, I have a check, or multiple checks, or cash.
03:30A smarter system wouldn't interrupt me with so many choices, and would
03:33streamline my interaction.
03:35I still need to dip my card, and log in, and I still need to specify that I want to
03:39make a deposit, but we could use smart defaults based on my past behavior to
03:44preselect my checking account if that's where I make most of my deposits, and
03:48use design to make it easier to select a different account.
03:52The bank could rely on the machine to identify multiple checks, and cash, and
03:56we could use design to remind people, don't deposit coins.
04:01I could complete my task in two fewer steps if the design of the experience were smarter.
04:06Although we nearly always strive for simplicity in our designs, there are times
04:11when we want to retain a bit of complexity in the experience.
04:14We want to encourage people to take the time to think about their actions, to
04:18help them better understand the information and process, and to reduce the
04:22probability of errors.
04:24This is not to say that we want to design intentionally complex experiences,
04:29unless we're designing challenging games and puzzles, but sometimes
04:33oversimplification can lead to more mistakes, and a poorer understanding of the
04:37information and functionality.
04:40When do we want to be careful about oversimplifying? When errors might be
04:44serious, or difficult to undo, or when mistakes may go unnoticed.
04:49We should be careful about using defaults, and designing an interaction that is
04:53too smart, when it can lead to more errors, or a lack of understanding.
04:57For example, online banks and brokerages need to ensure customers do not make
05:02mistakes while managing their portfolios.
05:04Every stock, bond, or mutual fund purchase is a multistep process, where the
05:09investor must choose the position, specify the amount to purchase,
05:13verify the position and the amount, and then submit the order.
05:16There is no one click investment option, because a mistake might cost
05:21significant amounts of money.
05:23Banks and brokerages understand the value of information when making
05:26investment choices,
05:28so although the process could be made simpler, it's not in the best interest of the
05:33investor to make it simpler, because mistakes and errors have a high cost.
05:38By establishing trust, accommodating, place shifting, being context-sensitive,
05:43and striving for simple, smart experiences, we can create interfaces and devices
05:49that will truly meet people's needs, and minimize their effort.
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Persuasive design
00:00Understanding context and what motivates people does not guarantee that
00:04they will interact.
00:05Sometimes a little persuasion can help get them started, and we can use what is
00:09called persuasive design.
00:11We can encourage people to interact with a device or interface by appealing
00:15to their emotions, establishing trust, and incorporating these components of persuasion.
00:21Reciprocity means that if people feel that your device or interface has done
00:25something for them, they may return the favor by sharing, returning to the
00:30site, registering, purchasing, or otherwise committing to future engagement and interaction.
00:36People like to tell others about truly great experiences. People behave more
00:41consistently and predictably when they have made a commitment to do something.
00:45Sites that require people to identify themselves to make comments and contribute
00:50content have fewer useless comments and flame wars.
00:54Anonymity does not encourage commitment, but if people take the time to identify
00:58themselves, and commit to worthwhile contributions, they're more likely to follow
01:03through with positive comments.
01:05People tend to conform, and we're often likely to do what everyone else is doing.
01:10We observe what others are doing, then copy them.
01:13Trends and fads influence the behavior of many people, which is why so many
01:18people are interested in them.
01:20People obey, follow, and believe authority figures.
01:24When we are uncertain, we seek authorities to provide guidance, and
01:27recommendations, and to serve as models.
01:30Influential and respected people have many followers on social networks, because
01:35they serve as models for them.
01:38People are more likely to listen to, and believe, people they like, and with
01:42whom they are similar, which is why our social networks are trusted sources of information.
01:48Value and urgency increase as something becomes more scarce. If we believe
01:54that many others may be interested in the same thing, then we're more likely
01:57to make a choice, and act upon it, because competition increases the likelihood of behavior.
02:03Limited availability, demand, and competition are powerful external motivators.
02:09Remember that motivation is the force that initiates, directs, and sustains behavior.
02:15These components of persuasion help engage people by enhancing motivation, and
02:20they can make the difference when people are choosing to interact.
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6. Principles of Interface Structure
Gestalt principles
00:00Studying how we perceive the world around us has long been an area of interest
00:04for artists, designers, and scientists.
00:07In 1910, Max Wertheimer, a German psychologist, noticed that a series of blinking
00:12lights creates the illusion of motion.
00:14Theater marquees take advantage of this illusion, known as the phi effect, to
00:18create the racing lights encircling the name of the play or movie.
00:22Modern design software uses a similar effect, often called marching ants, to
00:27highlight a marquee drawn to outline an area of an image.
00:30Wertheimer and his colleagues, Kurt Koffka and Wolfgang Kohler, studied perception
00:36for the next several years, and in the 1920s, Gestalt psychology emerged.
00:40The term Gestalt is a German word that means shape or form, and the Gestalt
00:45principles and laws describe how we perceive the world around us as meaningful
00:49and complete objects, with a clear distinction between foreground and background.
00:55We perceive whole objects; not a series of independent parts.
00:59There are several Gestalt Laws that describe how we organize our perceptual
01:03experiences, and we can use these organizational principles to create designs
01:07that are more meaningful, and easier to perceive.
01:10Good design, with solid perceptual structure, actually makes it easier for people
01:15to understand and interact with the interface.
01:18Before we describe the Gestalt Laws, we need to define two fundamental
01:22organizational principles: Figure-Ground, and the Law of Pragnanz.
01:27Figure-Ground describes how we organize our perceptions in terms of foreground
01:31objects or figures, which are clearly defined, such as a tree, and the background,
01:37which may be unbounded or vaguely defined, such as the sky.
01:41The Law of Pragnanz describes how we organize our perceptions into the simplest
01:46possible experience.
01:47We will interpret ambiguous, vague, or complex objects in the simplest possible way.
01:53The Law of Pragnanz is also sometimes called the Law of Good Figure, or the Law
01:57of Simplicity, which make perfect sense.
02:00Why would our brains expend the effort necessary to process overly complex
02:05perceptions, when it easier and faster to perceive things in a simpler way?
02:10The Gestalt Laws help us describe and understand how we arrive at this
02:14perceptual simplicity, but they also help us understand why vague or
02:18ambiguous shapes and images can be hard to understand, and may even lead to
02:22perceptual illusions.
02:24The Law of Proximity states that objects near one another in space or time are
02:29perceived as being a group, and belonging together.
02:31The Law of Similarity states that objects with similar characteristics, such as
02:36form, color, size, and brightness, are perceived as belonging together.
02:41The Law of Closure explains why incomplete figures are perceived as complete or whole.
02:48The Law of Common Fate describes how objects moving together are perceived
02:53as belonging together.
02:55The Law of Continuity states that objects aligned along a line or curve are
03:00perceived as belonging together,
03:02and we will perceive the simplest, smooth path, rather than a complex path. And
03:08the Law of Symmetry explains our tendency to perceive symmetric objects as
03:12figures on a background.
03:14People show a preference for symmetry, but this law also explains perceptions
03:19that exhibit multistability;
03:21situations where our brain flips back and forth between two distinct perceptions,
03:26such as this Rubin vase.
03:29The Gestalt Laws can be used to describe how we perceive much of the structure
03:32and meaning in digital interfaces.
03:35Looking at this Web page, we can find examples of each law.
03:40These tabs and this checkout information form two distinct groups, because of
03:45the Law of Proximity.
03:47These tabs and the navigational system strengthen our perception of groups,
03:51because they have similar characteristics.
03:55We perceive this rectangle for the coupon, as a whole rectangle, even though it
04:00is clearly obstructed, and we cannot see all of it.
04:04The use of the dashed stroke in the product grid relies on the Law of
04:08Continuity for us to perceive this as a solid line, and our eyes follow along that dotted path.
04:16And when we choose to add an item to the cart, we receive feedback in the form of
04:21a mini cart, and it slides down as a drawer, and we perceive that as a group
04:26because all of those pieces of information move together; the Law of Common Fate.
04:32Remember, the Gestalt Laws has describe how and why we perceive the world as
04:37filled with whole distinct objects.
04:39They're not rules for how to design. When we encounter devices or interfaces
04:44that are vague, ambiguous, and difficult to understand, we can use the Gestalt
04:48Laws to help us identify the source of the confusion, then develop ways to
04:52improve the design, and ensure that people are perceiving the device or interface
04:57in a clear and understandable way.
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Designing with grids
00:00Grids have a long history in print design, but they've not always been employed
00:04for the design of digital interfaces.
00:06There are some key differences between print and digital design that affect how we use grids.
00:11The printed page has fixed dimensions, yet a digital screen allows us to
00:15dynamically change the size of the content area.
00:18We can scroll vertically and horizontally.
00:20We can scale the screen by zooming in and out, and we can look at the same
00:24information on many different screen sizes.
00:27This means the digital screens require flexibility with grids that the
00:31printed pages do not,
00:33and as designers, we need to think about how information and functionality will
00:37be displayed across many screens.
00:39There are many different grid systems and methods for using grids in design,
00:43from counting columns, to ratio-based grids, but all grid systems lend structure
00:48and consistency to the layout.
00:50Let's take a brief look at the major types.
00:52Column-based grid systems often start with a specific screen width, such as 960
00:58pixels, then divide the screen up into multiple columns, such as 12 or 16 columns,
01:04often a number divisible by three or four, and with a gap or gutter between those columns.
01:10Ratio-based grid systems take a starting screen width, and divide it into
01:14columns based on mathematical formulas, such as the Rule of Thirds or the Golden Ratio.
01:20These grids are often selected for their column sizes that mirror natural
01:24proportions for a sense of balance.
01:26Since these grids are proportionate, they can be applied to nearly any screen
01:30size, and retain their structure.
01:33Responsive grid systems are used when we need to create responsive design that
01:37adapt as screen sizes change, and we often need to define multiple states of the
01:41flexible grid system, and how it will respond to scaling.
01:45For example, four columns of Web content on a laptop might become two columns on
01:50a tablet, and only one column on a mobile phone, and the width of the columns
01:54might have minimum and maximum values to accommodate different screen sizes.
01:59When using a grid system, content and images may span just one, or several, columns.
02:05This gives us the opportunity to create a more flexible structure, without
02:09requiring all content to fit into the same column widths in all places.
02:14It's okay to allow different content elements to span a different number of columns,
02:18as long as we create and adhere to sensible rules that guide the use of the grid
02:23across all pages and screens.
02:26Why should we use grids when designing?
02:28Well, grids provide structure and balance. Keeping content and images aligned to
02:34the grid makes it easier to scan and read the screen, and it gives the design a
02:38more professional appearance, which is important for trust and credibility.
02:43This structure is also essential for consistency; one of our five
02:46interaction design principles.
02:49Grid systems for screen interfaces typically focus more on columns, and less on
02:54rows, because page and screen length vary greatly with the amount of information
02:58being displayed, and as screen sizes change, the pages can become even longer. We
03:04also need to remember that interfaces often have a different appearance on
03:07different devices, which can affect the way information is displayed.
03:11For example, different computers may render font faces differently, making them
03:16appear larger or smaller, and even wrapping the texts differently.
03:20Since content varies, and may be displayed differently, it's often difficult to
03:24maintain a tight layout that locks the content to horizontal grid rows.
03:28Unless we know that the content will have a fixed height, such as images in
03:32a photo album, we should plan for content to flow flexibly within the columns of the grid.
03:38We often need to build grids around constraints, such as banner ads, mandatory
03:43image sizes, and nonwrapping headers with maximum character accounts.
03:48When we have objects with fixed dimensions, we often start defining our grid
03:52system with those constraints in mind, and we create columns that are equal, or
03:56add up, to the fixed dimensions.
03:59Finally, the grid system not only provides structure and rhythm for our
04:03design, but it also facilitates the development process, because adhering to
04:08a grid provides a framework for the underlying code for the interface, and
04:11makes it easier to keep all of the content and images on the screen aligned
04:15and proportionate.
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Guiding visitors with sequence, steps, and structure
00:00When people see content presented in an orderly way, and functionality located
00:05in the same or similar places, which produces consistency, they learn how to
00:09look for other content and functionality on other screens or pages, which
00:13enhances learnability,
00:14and their eyes and hands go to those locations more readily, which
00:17demonstrates predictability.
00:19So far, we've been talking about structure mostly in terms of spatial location:
00:24where it's located in the interface, but we can also provide structure in terms
00:28of time: the sequence or steps by which something occurs.
00:32We need to provide structure in terms of both place and time.
00:35How do we provide structure for time?
00:38How do we guide people through an experience that may span multiple steps or screens?
00:44First, we need to set expectations about the process. How long will it take? How
00:48many steps are there?
00:50Second, we need to break down complex processes into simpler, more manageable steps.
00:56And the third, we need to design an experience that provides feedback about
01:00status and progress to lead people forward through the interaction.
01:04Remember, the goal-gradient effect? People are more motivated to complete a task
01:08the closer they get to the goal.
01:11Some of the most common interface methods for guiding people are using numbered
01:15steps, estimating duration, and indicating the percent complete.
01:19Examples of step by step guidance include checkout on shopping sites, account
01:23registration, and building a social profile on a social network.
01:28Pagination controls are useful when there is much content, such as search results,
01:32and people want to rapidly skip to a specific point.
01:36Page numbers, the number of items per page, and knowing how many items are
01:40sorted and displayed, help people understand where they are, and where they might
01:44find something they need.
01:47Previous and next controls are used when there is a linear process, which takes
01:51people through a complex action one step at a time.
01:54This conceals the complexity by showing just one task or question.
01:59People can move backward to modify their previous choices and answers, but often
02:03they can only move forward to the next step, and not skip around.
02:08Good typographic practices provide excellent structure and guidance.
02:12Headers, and subheaders, line height, or leading, indentation, and bullet lists
02:17help identify the key points.
02:20Careful selection of font face, as well as judicious use of text styles, helps
02:24guide the eye when scanning, and makes it easier to find important information.
02:29Grids of content or images provide both structure and implicit
02:34sequence information.
02:35As Westerners, we think of the top left grid position as first, and the bottom
02:40right position as last, but we might also think of these grid sequences as
02:45ranked from best to worst.
02:48Remember, we bring our past experiences with us, so what we have learned on
02:53other Web sites, devices, and interfaces influences our expectations and
02:57predictions about how new devices and interfaces work.
03:01As designers, we can take advantage of this by placing elements in places where
03:05we know people are more likely to look for them, and by arranging tasks in
03:09steps that are familiar.
03:10How do you narrow down a large set of search results?
03:15Do you enter your credit card number at the beginning or end of the checkout
03:19process when shopping online?
03:21How do you skip to the next song on your phone or music player?
03:25We all have expectations about how to do these things based on past experience,
03:30and we'll talk about this again when we discuss mental models.
03:34What happens when we fail to meet people's expectations and predictions?
03:38What if we put things in unexpected or unrelated places, or move them around from page to page?
03:45What if we arrange tasks in an unexpected sequence?
03:49What if we present information in random or poorly organized ways?
03:53In all of these cases, we reduce usability, reduce meaningfulness, increase
03:58confusion, and increase the amount of time it takes to understand and complete a task.
04:04We also increase the probability that people will abandon the interactions, and
04:08your device or interface.
04:10Structure and sequence are important, not just for appearance, but also for
04:15consistency, learnability, and predictability,
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Understanding design patterns
00:00We're often faced with the same or similar design problems repeatedly
00:04across multiple projects.
00:06Developers handle this by creating code repositories, and reusable code snippets.
00:11They're able to take previously created code, modify it when necessary, and
00:15apply it again on a different project to perform a similar action, or solve a similar problem.
00:20We might describe this as not reinventing the wheel.
00:24We can do something similar with design patterns, which are optimal solutions
00:29to recurring problems.
00:30They help us solve similar problems, consistently and efficiently.
00:34We certainly learn from our past experience, and we're able to solve similar
00:38problems more quickly, but we could be even more efficient if we were to leverage
00:42a library of reusable interaction design patterns that have already been defined
00:47and categorized, and which are ready to be applied to our current project.
00:52We can take advantage of existing design pattern libraries, and we might
00:56even build our own,
00:57especially if we work in a very specialized field, like health care or finance.
01:02It takes experience and time to identify good design patterns, but when an
01:07optimal solution is identified, it can spread quickly through the design
01:10community, and may appear in many devices and interactions.
01:14A good design pattern has an evolutionary path.
01:18First it starts as an idea, or proposed solution to a problem, and if it succeeds,
01:23then it's remembered and reused.
01:26Next, if other designers adopt that solution, and they begin reusing it
01:30successfully, it becomes a best practice.
01:33We often borrow the best ideas from others, and try to improve them, then when a
01:38best practice is formally described, recorded, and recommended as a preferred
01:43solution, it becomes a convention.
01:45And finally, when a convention is formally adopted by professional organizations
01:50as the way things are done, it becomes a standard.
01:55Design patterns must adapt and change, because technology changes, people learn,
02:00and grow, devices and situations change, and our expectations change.
02:05What works as an optimal solution today may not be the optimal solution next
02:10week, next month, or next year.
02:13Would the design solutions for a Web site in 1996 stand up to the requirements
02:19of mobile devices with touchscreens, or the spatial gestures of home video game systems today?
02:25What are some examples of familiar and successful design patterns?
02:29You're probably already using interaction design patterns without even realizing it.
02:34Accordion panes make it possible to show a lot of content in a limited space,
02:38by dividing the content into multiple sections, or panes, and showing only one
02:43pane open at a time.
02:45Carousels are often used when we have many images, but not enough space to
02:49arrange them in a grid,
02:51so we show a few at a time in a horizontally scrolling row, and hop-ups are
02:56layers of content that appear over the page to provide additional, or more
03:01specific, information.
03:03But not all patterns are good or optimal;
03:05Anti-patterns are commonly reinvented ineffective or bad solutions to design problems.
03:13On the surface, they may seem like a good solution, but in practice they
03:17interfere, obstruct, or hinder the experience.
03:21Some anti-patterns exist because design solutions are copied from one problem,
03:25and applied to a different problem without being properly modified, or worse yet,
03:30without even being the correct solution to the problem.
03:33Other anti-patterns exist because a potentially relevant solution is
03:37improperly applied.
03:38For example, pogo sticking refers to navigation that requires the user to drill
03:45down, perform an action, navigate back up, proceed to the next step or item,
03:50then drill back down to perform the action again.
03:53Repeated up and down navigation to perform the same repetitive task is common,
03:59but very inefficient.
04:01Idiot boxes interrupt the experience to either ask people if they are sure they
04:06want to perform an action that has already been done, or to confirm an action
04:10that has already provided feedback in another way.
04:13For example, after we drag and drop something into a new location, we see it in
04:18the new position, but then a dialog hops up over the screen to tell us that we
04:22successfully dragged something to a new position.
04:26Some patterns are even malicious. Dark patterns are not mistakes, or poor design.
04:32They are intentional design decisions created to mislead, and misdirect us, to
04:37make choices or perform actions we would not otherwise do.
04:42They take advantage of ambiguity, inattention, forgetfulness, distraction,
04:47and even fear and anxiety to direct us toward actions that are not in our best interests.
04:52Unfortunately, most of us have encountered dark patterns.
04:56Here is a few examples: warning messages that tell us our computer has been
05:01infected when it hasn't,
05:03but clicking on the Fix It Now button actually installs the Malware that
05:07infects our system.
05:09Ambiguously written text that makes it impossible to determine what will happen
05:13when we take action.
05:14For example, am I subscribing or unsubscribing to these e-mail announcements?
05:21And ads that make it look like the legitimate functionality of the Web site or
05:25application, but trick people into clicking on the ad, because they think they're
05:29interacting with the site.
05:32Many of us work in fields where we encounter the same or similar design
05:36problems regularly, but the solutions are far more specific and specialized than
05:40accordion panes or tool tips,
05:42so we need to create our own pattern libraries.
05:45Your design pattern library may be as large and well-defined as you need, but
05:50every pattern definition has a few common characteristics:
05:54the name of the pattern, a description of the pattern, the context in which the
06:00problem occurs, and the solution to the problem.
06:04Some libraries also include additional information to better define the design
06:09pattern, such as identifying the principles that underlie the solution, an
06:13explanation of why the solution works, and examples of the pattern in use.
06:19Design pattern libraries can also include reusable graphics, symbols, assets, and
06:23styles, in addition to the description of the solutions.
06:26Just as developers have code snippets and libraries to copy from, designers can
06:31create and maintain design libraries with reusable design elements.
06:36Nearly all design software tools have the ability to create symbols and styles,
06:40and most designers maintain libraries of assets and images, such as tabs and
06:44buttons that can be leveraged.
06:46Take advantage of your past work by creating your own design pattern libraries,
06:51and collections of assets, symbols, and styles to facilitate the application of
06:56those design patterns.
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7. Navigation Best Practices
Effective navigation
00:00Effective navigation, or moving around within a Web site, application, or game, is
00:05essential for findability, and successful interactions.
00:08Only the smallest Web sites and applications consist of a single page or screen.
00:12The vast majority have much more content and functionality, spread across many pages.
00:17People move among pages or screens three main ways: the navigational system, the
00:23search system, and through contextual links in the body of the page.
00:27All three of these must work together, and they all rely on having an effective
00:31organizational system.
00:33The most common way to represent the structure of a Web site is through a sitemap,
00:37sometimes also called the site architecture.
00:39This diagram shows how pages are organized in the overall hierarchical
00:43structure of the site.
00:44Although there are many ways to get to pages in a Web site, the sitemap only
00:48illustrates the navigational paths among the pages.
00:52Sitemaps do not show all of the possible links among all pages, because it would
00:56become a very complex, and probably illegible, diagram if we tried to show that.
01:01The sitemap is best for capturing the breadth, depth, and structure of the site.
01:05But good structure and organization is more than just a sitemap.
01:10We also need to deeply understand the content and information on the site,
01:13and how it's organized.
01:15Classifying and categorizing information has traditionally been a more
01:19specialized information architecture task, and on very large Web sites, this is still the case.
01:25Categorization is identifying the groups or categories of information, and
01:29classification is assigning the information to the appropriate categories, and
01:34then adding descriptive details.
01:37We use what is called a taxonomy to record the hierarchical categories.
01:41A great example comes from biology, where we all learn how to sort living things
01:45into kingdom, phylum, class, order, family, genus, and species.
01:51Just as every creature on earth can be classified with this system, all
01:55information on a Web site can be classified into structured categories,
01:58and we represent that information structure with a taxonomy.
02:02For example, when shopping for shoes, there is a hierarchical structure to the
02:06information, and this is reflected in both the sitemap, and the navigation of the Web site.
02:11From the homepage of the store, we can choose Shoes, Men's, Athletic, Running,
02:16and we see an assortment of shoes from which to select.
02:19This is a taxonomic system for shoes.
02:22Additional descriptive details, called metadata, can help us find what we
02:26want more effectively.
02:27These details are actually not part of the hierarchical categories, but they are
02:32important for helping us navigate and search more effectively.
02:35Metadata include tags, labels, descriptors, and attributes.
02:39These additional data help us narrow down large sets of information to smaller
02:44sets that are more relevant.
02:46For example, once I have arrived at men's running shoes, I may be faced with
02:49hundreds or thousands of choices.
02:52How will I find the best pair of shoes for me?
02:55I can narrow down my choices with filters, such as size, color, brand, weight, and price.
03:01Thousands of possible shoes can be quickly reduced to just a dozen or two, which
03:05is much easier for me to review,
03:07and I know that I am more likely to find something that matches what I need.
03:11The navigational system of a Web site or application, and the ability to
03:15search, are global features; they're always present and available, no matter
03:19where we are on the site.
03:21Contextual links vary from page to page, but they are always identifiable, even
03:26though they usually appear within the content and functionality.
03:29Although the appearance of the navigation system and contextual links may
03:33differ, there are some underlying techniques to ensure they are findable,
03:37usable, and effective.
03:39The navigation system itself is placed in a location on the site that is stable
03:43and consistent throughout.
03:45We often see navigation bars running horizontally across the page in the header,
03:50or a navigation column running vertically down the left side.
03:54But on mobile sites, the navigation may be rolled up into a menu button, or placed
03:58at the bottom of the page, below the content.
04:01Where we choose to place the navigation, and how much we choose to make visible,
04:05depends on the depth and complexity of the site,
04:08the expertise of the people using it, and the device on which it is most often viewed.
04:13We use a horizontal navigation bar when a large number of categories is unlikely,
04:18and when the persistent visibility of the navigation is helpful to people.
04:22Horizontal navigation is constrained by the width of the screen on which it is
04:26viewed, and they often have drawers or dropdowns that open to expose the lower
04:31levels of navigation.
04:33We use a vertical navigation column when there may be a large number of
04:36categories, and when being able to see the navigational hierarchy is helpful.
04:41Vertical navigation can include and show many categories, but a long list
04:46may disappear below the bottom edge of the browser window, which we call
04:50falling below the fold.
04:52Vertical navigation often opens up like a file tree to expose the lower
04:56levels of navigation.
04:59We may also collapse the navigation into a menu that must be opened with a click or tap.
05:04We do this for small screens with limited space, or when people are experts
05:08with the site, and do not need the navigation visible at all times in order to be efficient.
05:13Navigation systems can be complex, and we often see hybrids that combine both
05:18horizontal and vertical location, but all navigation should help people
05:22understand where they are, where they can go, and the organizational
05:26structure of the site.
05:28The most common way to present contextual links in the body of a page or screen
05:32is with text links, buttons, and tabs.
05:34Test links were traditionally blue and underlined, and in the early days of the
05:40Internet, people were explicitly instructed to click here, to teach them how to use links.
05:45Now people understand text links, and they have learned that just about any
05:49text that looks different from the text around it may be a link.
05:53We no longer need to adhere to the blue and underlined rule of the early
05:56days, but we still need to ensure that text links are distinct from the
06:00surrounding content.
06:02Buttons and tabs are common graphical links, and they should have hover, or over,
06:07and down, or pushed, states to provide feedback when they are clicked or tapped.
06:11We will go into this in more detail later.
06:15When content is presented as a sequence of pages or screens, such as a photo
06:19gallery, or a set of product reviews, we often navigate through them using both
06:24an index page, and with next and previous buttons, or pagination controls.
06:29The index page uses links to jump directly to any page or screen. For example, a
06:34grid of images lets us choose which image we want to view, and a list of
06:38articles lets us choose which we want to read first.
06:41We don't have to start at the first item in the list.
06:44Next and previous buttons are also contextual links that help us move forward or
06:48backward, one item or page at a time.
06:51These buttons may be placed near the relevant content to make it clear what will be changing.
06:57For many years in Web design, new content was simply added to the bottom of an
07:01existing page or list,
07:03so we thought of the top as being the oldest, and the bottom as the most recent,
07:07such as comments on blogs.
07:09But social networking sites have changed our expectations of time when
07:13information is presented vertically, because the newest posts and comments
07:17appear at the top, and the older content is lower on the page.
07:21We still see both of these arrangements in use today, so make certain you
07:25understand the expectations of your audience when you choose where to put
07:28the newest content.
07:29One of the most common concerns about the navigation system is depth.
07:35Site owners often ask, how deep is this site? How many clicks or taps does it
07:39take to get somewhere?
07:41You may hear generalized statements, such as, more than three clicks is too
07:45many, but rather than concern ourselves with counting clicks or taps, we should
07:50focus on the person's perception of progress.
07:53In other words, if every click or tap makes sense, feels like it moves the
07:58person closer to their goal, and if they never ask, why am I not there yet?
08:02Then the site is not too deep.
08:04If it takes eight clicks or taps to get somewhere, and every click or tap felt right
08:08to the person, then it's okay.
08:11However, when people start asking, am I there yet?
08:14How much farther? And why is this taking so long?
08:18Then there is probably a problem with the depth and organization of the site, or
08:21the sequence of steps to complete a task.
08:24An organized navigation system helps people find what they need. As long as we
08:29feel like we're moving forward toward our goal, and each click or tap makes
08:33sense, then the structure and depth is good.
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Searching and filtering
00:00Although navigation is visible, and persistently available, search is also important.
00:05Search is an expected feature of nearly all Web sites and applications.
00:09People have been trained by search engines to expect to be able to find and jump
00:13directly to the information they need.
00:15Poor search experiences are just as likely to lead to abandonment as poor
00:19navigational systems.
00:21Keyword search is the most common type;
00:23we only need to enter the important or keywords to get a set of matching results.
00:28However, natural language search is becoming more common, especially as more
00:32people use voice recognition.
00:34Natural language search allows people to speak or type in sentences, the same
00:38way they would speak to other people,
00:40and the search system processes that search request for meaning, identifies the
00:44keywords, and returns relevant results.
00:47For traditional keyword search to find the capital of France, we might just
00:51enter capital France,
00:52but for natural language search, we might speak, what is the capital of France?
00:57Both of those search queries would return Paris as the answer.
01:01Natural language search feels more, well, natural to use,
01:05but it requires more computing power to identify the keywords in the context
01:09of the search query.
01:10This is a great example of designing smarter experiences that make the computer
01:15do all the work, rather than pushing the cognitive effort back on the person, and
01:19making them decide, what are the most important keywords?
01:23Search can also make real-time recommendations, suggestions, and matches based on
01:28what we are typing into the search box.
01:30Using the partial keyword entry, context, and even past searching behavior, the
01:35search engines can identify likely matches, and present them as we type.
01:39It is even possible to present the suggestions not just as a list of likely
01:44matches, but in groups that reflect the taxonomy, metadata, and even social
01:49sharing patterns of the information being searched.
01:51For example, on rdio, in my account, I have the artist Annie Lennox,
01:57so when I began typing Annie, the top hit is an artist the system knows I
02:01like: Annie Lennox.
02:03But it also suggests other artists named Annie, albums, and songs with Annie in
02:07the title, playlists that have been named Annie, and even users named Annie.
02:14Search queries often return too many matching results, so we need a way to
02:18narrow down and arrange the results into a more manageable set.
02:22We use sorting to rearrange the list into different sequences, such as
02:26alphabetical, newest to oldest; lowest to highest price.
02:31Sorting does not reduce the size of the list; it just reorders it.
02:35We use filtering to reduce the number of matching results in the list, such as
02:40choosing to see only shirts that are large, blue, and made of cotton.
02:44When we reduce the size of a set of search results, we are doing what is called winnowing;
02:49we are removing the information that does not match what we need.
02:53Although we may change the keywords to be more specific, we often rely on the filters.
02:58Most people find it easier to narrow down a large set of results with filters,
03:02than to think of more effective keywords.
03:05However, filters may actually work two different ways. Subtractive filters
03:09always reduce the size of the result set.
03:12Additive filters sometimes increase the size of the result set.
03:17Let's take a look at a few examples.
03:20If I go shopping on the Kohl's site for men's shirts, you can see that there are
03:24more than a thousand matches, but I'm interested in large shirts that are blue,
03:29so I begin to filter.
03:31When I add the large filter, you can see that the matching set reduces to just over 600,
03:36and when I add the color blue, that set gets smaller again; now only 238 matches.
03:44This is subtractive filtering, because the list is getting smaller.
03:48Now let's take a look at additive filtering.
03:51If I am shopping on Zappos for men's shirts, you can see there's more than
03:566000 matching items,
03:58but as I begin to add filters, once again that set gets smaller.
04:01When I add the size large, now there is only 3900 matches, and if I add the color
04:06blue, we will see that it gets smaller yet again.
04:11Now, large and blue, there are 555 matching shirts, but if I decide that I think
04:17may be medium or large is my size, I can add the size medium to the query.
04:23Now that number has gone up to 674, because I'm seeing shirts that are large,
04:29and medium, and blue.
04:32People often cannot accurately predict how filters will work, but once they
04:36begin interacting with them, they quickly learn and understand, because the
04:40matching results provide effective feedback.
04:43We also need to think about how we are going to present the search results.
04:47Different types of information can be presented more effectively with different layouts.
04:52News and information sites typically show their search results as a list of
04:56matching pages or articles.
04:59Shopping and photography sites show their search results as a grid of images.
05:04Airline and travel sites show their search results as tables, where each row is
05:08a match, and each column contains different relevant information.
05:12Search engines often display matching results in different or hybrid formats
05:16based on the information.
05:18We may see matching images included in a list, preview images of Web sites, and
05:22tabular data for detailed information.
05:25Search results are often a very large set of information, even after being
05:29filtered and sorted,
05:31so we need a clear and simple way to show the results in manageable sets.
05:35We also need to consider bandwidth or connection speed, because people on slow
05:39connections do not want to wait for everything to load,
05:42so we should show the results in smaller sets.
05:45Pagination is the most common solution;
05:47we present a specific number of results per page, and allow people to easily
05:51move from page to page.
05:53We might also give them the ability to change the number of results per page, or
05:57even the option to view all if they want.
06:00Pagination controls should always indicate the page you're currently on, the
06:04total number of pages, and have the ability to go to the next or previous page.
06:09We also typically show at least a limited range of numbers on either side of the current page.
06:14A more recent design pattern for displaying large sets of information is
06:18called infinite scrolling. Let's take a look.
06:22On this site, when it first loads, it preloads a few screens of information,
06:27but as I scroll down -- watch the scroll bar on the right hand side -- and I approach
06:32the bottom of the content that was initially loaded, you can see the Web site
06:36loads more, and the page just gets longer.
06:39I never quite reach the bottom of the page, but as I approach it, the Web site
06:43loads more, and it gets longer.
06:47This is infinite scrolling.
06:50The site manages bandwidth requirements by only loading more information as we
06:54approach the end of the current set.
06:56If we do not scroll down, then no more information is loaded.
07:00An alternate form of infinite scrolling does not load more information
07:04automatically; it waits for people to reach the bottom of the page, gives them
07:07the option to load more, which then makes the page longer.
07:11Two important topics when discussing search are search engine optimization, SEO,
07:17and search engine marketing, SEM.
07:18SEO focuses on improving the rank and placement of a Web site in the search
07:24results for natural or organic search based on keywords, not paid advertising and placement.
07:30SEM focuses on improving the rank and placement of a Web site in the search
07:34results by a paid placement, and advertising.
07:37This is a deep and complex field beyond our discussion here today, but if you're
07:42interested in SEO, there is more information available here on Lynda.com.
07:47Many people arrive at Web pages via search, which means that they may not have
07:51started on the homepage, and navigated in more deeply.
07:54This is why it's essential that a site's navigational system be clear,
07:58meaningful, and predictive.
08:00If people start at the middle, they need to be able to identify where they are,
08:04and where they can go from here.
08:05More about this in a moment, when we discuss having a sense of place.
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Contextual relevance
00:00The traditional approach to navigation has been to help people locate and go to
00:04the information or functionality they need, through a series of steps or pages,
00:08much like a dictionary or telephone book.
00:11We flip through the pages arranged by the structure of the information until we
00:14get to the content we seek.
00:16Search has changed the way we find information; now we tell a Web site or
00:20application what we want, and it brings the content to us.
00:23Links operate parallel to the navigation and search, and they connect
00:27related pieces of content.
00:29They are direct paths based on relevance and meaningfulness.
00:33The original concept of the hyperlink was that all information could be
00:36interconnected to all other related information.
00:40This is still how we browse, and this is how we are able to casually spend hours
00:44watching funny videos of cats.
00:46But when we know what we need, we don't want to browse or navigate along long
00:50paths to get to it; we want shortcuts, or better yet, we want the Web site or
00:55application to make that information available to us right where we are.
01:00There are three ways that Web sites and applications can provide people with
01:03contextually relevant content at the moment they need it.
01:07Shortcut links go directly to another related page.
01:10Contextual menus, accessed with a click or tap, present options relevant to the
01:15information selected.
01:17Dynamic layers deliver content or functionality above the current page, and can
01:22be easily closed when we're finished.
01:24For example, a calculator tool can be accessed when needed on a banking Web site.
01:29Although we've had layers of information for decades, they haven't always been effective.
01:34Remember when we might have dozens of separate browser windows open at the
01:37same time, and pop-up ads that couldn't be closed fast enough? All of these
01:42early terrible experiences taught people to avoid layers of content in multiple windows.
01:47A few years ago, our Web browsers gave us tabs instead of multiple windows, and
01:52made it possible to display content that appears above the Web page, but is
01:56actually still part of the page.
01:58We've become more familiar and comfortable with layers of information, and they
02:02are now being used more effectively.
02:04We no longer think only about moving forward and going back on Web sites; we also
02:09think about moving up and down through layers or stacks of information.
02:14It doesn't confuse us to have new layers appear on top of our current layer. We
02:19know we can close the layer, or move it out of the way to go back down to where
02:23we were. Down is the new back.
02:26When using layers, we don't always cover all of the underlying page. We often
02:30allow some of the information underneath to peek out and remain visible, as a
02:34reminder of where the person was when the layer appeared, and where they'll
02:38return when the layer is closed.
02:40There are a few key considerations to ensure that the design maintains
02:44context for the person.
02:46Can the layer be dragged around to expose different parts of the underlying page or screen?
02:50Sometimes people need to be able to see information from the underlying page
02:55in order to complete a task in a layer, so being able to move the layer can be helpful.
03:00Is it clear how to close and exit the layer?
03:04There should be clear icons and links for closing, and often people can simply
03:08click or tap outside of the layer to close it.
03:11Will there be an obfuscation layer? That is, a semitransparent layer that
03:15partially conceals the underlying page.
03:18We use obfuscation layers when we want people to be focused on the content layer,
03:23and when they do not need to see the information below it, yet we still want to
03:26maintain the context of the original page.
03:30If done correctly, multiple layers can be stacked;
03:33it just needs to make sense to us.
03:35We need to maintain context, and have a clear way of understanding that the top
03:39layer is associated with the content and functionality below it, that there is a
03:43way to close the current layer to go back, and there is a way to move the layer
03:48aside if we need to refer to the information below it.
03:51Let's take a look at how multiple layers can work.
03:56On my Google+ account, in my photo albums, at the lowest level, you see the
04:01images, but when I mouse over one, it expands in a content layer to show me a
04:06full preview of that image. And when I select it, it loads it into a layer
04:11above my photo album to show me the image, and the comments that are
04:15associated with it.
04:17And if I choose to edit this photo, I can open the creative Kit, and it starts
04:23another layer on top of the original comments and photo layer.
04:28And now, at this point, I'm actually three layers deep in content: the editing
04:33layer, the photo and comments layer, and the original photo album layer beneath it all.
04:41When using layers,
04:42make certain that all of the information and functionality is presented in that layer.
04:46We would not rely on people remembering information from one page to another, so
04:51we should not rely on them remembering information from one layer to another.
04:56We should be looking for ways to design smarter interactive experiences.
05:00Stop the scavenger hunt.
05:02Don't force people to go looking for what they need.
05:05Instead, design Web sites and applications that bring content and functionality
05:09to the person when they need it, such as using layers.
05:14Allow them to interact with it, where they are, rather than forcing them to
05:18leave where they are, and what they're doing, and navigate somewhere else, only
05:22to return to this place when they're finished.
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Sense of place
00:00As we discuss navigation, we stress the importance of context, and knowing
00:04where we are in a Web site or application.
00:07When we move through a site or application, we develop a sense of place.
00:11We know where we are, how we got there, and we have expectations about where we can go.
00:15We even develop a mental model of the overall structure and organization of
00:19the site in our minds.
00:20It's like building a sitemap in our heads by using our experience.
00:24This ability to develop a sense of place, and to predict where we might find
00:28things, is called the scent of information, and it is based on the research of
00:32Peter Pirolli, who studied information foraging theory.
00:36Essentially, we identify a trail of information. One piece leads to another,
00:41through meaningful connections, and when that trail is broken through a bad
00:45link, inaccurate search, or poor navigation, we need to go back, pick up the
00:50trail, and start again.
00:52But when we have good context and meaning, and a strong sense of place, people do
00:56not need to go back and start over.
00:59When we see people going back again and again, we know that we have a poor scent
01:03of information, and the opportunity to make it better.
01:07We can establish context and a sense of place with just a few simple techniques.
01:12First, use the navigation system itself as an indicator to show the location.
01:17Highlight the labels that led to the current page.
01:20People can look at the navigation to identify their section.
01:24Second, breadcrumbs, often placed just below the navigation, show the specific path
01:30in the site map that leads to the current page, and each entry in the breadcrumb
01:34is a shortcut link to that hierarchically higher page.
01:38Third, page headers, subheaders, and content cues, such as bullet lists, and
01:44images, help identify the current location.
01:47Although the content of the current page or screen may not reveal the actual
01:51location in the sitemap, the content can help clarify the relationship with
01:56prior pages or screens.
01:58And on a more technical note, even the address, or URL, of the page can help
02:02communicate a sense of place for some people.
02:05Human readable URLs often expose the structure of the sitemap, so savvy
02:10people who lose their sense of place may be able to look at the URL to gain a
02:14better understanding.
02:16We can often determine if a person has a good sense of place on a Web site or
02:20application by observing their navigational behavior.
02:23If they make relatively quick, deliberate navigational choices, and they rarely
02:28back up, then the system is communicating where they are, and setting appropriate
02:32expectations about where each link, button, icon, or tab will take them when
02:36they click or tap on it.
02:38If a person frequently uses the Back button, and returns to a page or screen
02:42repeatedly, or if they appear to randomly choose links in a trial and error
02:47fashion, then they do not have a strong sense of place.
02:49People often go back multiple steps, or they go to the homepage or a landing page,
02:54in order to find a recognizable or familiar place.
02:57They reorient themselves, then navigate more deeply again, often on a different path.
03:02Since they do not know where they are, they go back until they do.
03:07When people seem to be choosing links randomly, or are clicking systematically on
03:11every link in a regular pattern, they don't know where they are, and they're
03:15simply clicking links to see where they might lead.
03:18This is not casual browsing; this is a person who has given up on having a
03:22meaningful experience, and is now simply hoping that they'll stumble into
03:25something recognizable, meaningful, or useful.
03:29As we mentioned just a few minutes ago, many people arrive at a Web site via a
03:33search engine, and they land somewhere deep within the site,
03:36so it's essential that they are able to quickly identify where they are, and why
03:40this location is relevant.
03:42In fact, one way to test the accuracy and relevance of a navigational system
03:47is to simply drop someone onto a random page in the site or application, and
03:51ask, where are you?
03:53How do you think you might have gotten or navigated here, if you had started on the homepage?
03:57Where do you think you can go, or navigate to, from here?
04:01If people are able to accurately answer all three questions, then your
04:05navigational system and all of its cues have contributed to a strong scent of information.
04:10When people have a strong sense of place, they are more likely to complete their
04:14task, and have a positive experience.
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8. How People Respond to Images and Media
Defining sensation and perception
00:00Sensation and perception are stages of processing information from our sensory systems.
00:05Sensation occurs when an external event, called a stimulus, causes a biochemical
00:10reaction in a sensory organ.
00:12This information passes from the sensory organs, such as the eyes, ears, and skin,
00:17to the brain, where perception occurs.
00:20Perception is the process of becoming aware of, and assigning meaning to, sensory stimuli.
00:25For example, an object, such as a bicycle, reflects light.
00:30That light enters the eye, and causes a reaction in the retina.
00:33The light becomes the stimulus.
00:35The stimulus travels to the brain, where it is analyzed and processed, and when we
00:39find matching information in our memory, we recognize the object, and assign
00:43meaning to the perception: bicycle.
00:46But there is a blurry line between sensation and perception.
00:50We can only become aware of stimuli that we're able to sense.
00:53For example, as humans, we cannot see infrared or ultraviolet light with our
00:58eyes, and not all of the stimuli that generate a signal in our nervous system
01:03actually gets processed for awareness and meaning.
01:05A tremendous amount of sensory information around us actually gets filtered out
01:10before it even reaches the parts of the brain that would process it for meaning.
01:14Of all the information in the world around us, we pay attention to a very
01:17small, select amount.
01:19As designers, we need to help people focus their attention on what's
01:23important, and we need to make it easier for them to understand the meaning of that information.
01:28Our senses are vision, hearing, taste, smell, touch, and proprioception, which
01:34is our internal sense of relative position and movement; we use this to track
01:39our own body parts.
01:41But some of these are not yet relevant to interface design.
01:44We tend to focus on just three:
01:46vision, because we look at interfaces;
01:49hearing, because we listen to audio feedback and spoken text;
01:53and touch, we feel vibrations in the surface when we interact with
01:57interfaces and devices.
02:00Proprioception is becoming increasingly important as a design consideration
02:04because we're beginning to create interfaces that leverage spatial gestures.
02:09Many devices now have sensors that detect motion, direction, rotation, and
02:14acceleration, and deceleration.
02:16Computers can receive data about our movement in much the same way our brains do,
02:22and this gives us another way to interact with information and the devices in
02:26the world around us: through gestures and motion.
02:30Perception seems to be an effortless process, because we do not feel like we're
02:34thinking about everything we sense in order to understand it.
02:37The meaning is just present and available to us, because most of the perceptual
02:41processing occurs outside of our conscious awareness,
02:45but perception is not an automatic, passive process.
02:49It's influenced by our learning, experience, memory, and expectations based on context.
02:55Sensation and perception are both bottom-up and top-down processes.
03:01Sensory information is used to build up or assemble meaningful objects.
03:06This is a bottom-up process, where meaning is constructed from sensory stimuli.
03:11Perceptual processes find meaning by disassembling and examining the parts of whole objects.
03:17This is a top-down process, where meaning is found by matching things from
03:21our past experience.
03:22For example, if I smell lemon, taste sweetness, and feel creamy frosting on my
03:28tongue, I may conclude that I'm eating cake; a bottom-up process, where I
03:32assemble individual sensory experiences into a single meaning: cake.
03:37And if I taste cake, hear singing, feel happy, and see festive decorations, I may
03:43conclude that I am at a birthday party; a top-down process, where I examine each
03:47object in context, and derive meaning based on my past experience with parties.
03:53How people respond to a device or interface depends upon more than just how
03:57it looks or sounds.
03:59Their response is influenced by their prior experiences and their expectations,
04:03which is why we need to consider both; how they sense the interface, as well as
04:07the context and expectations.
04:10What we want and expect to experience can influence what we actually experience.
04:15Still, there are very consistent ways that people perceive the world, and we can
04:20leverage these in our designs.
04:22The Gestalt Laws -- remember proximity, similarity, closure, and the others --
04:27are perceptual processes we all share, and which help us organize our
04:31sensory experiences.
04:33The world is a highly variable and changing place, yet we perceive it with
04:37remarkable stability and constancy.
04:40Changes in lighting, distance, and angle of vision do not change our ability
04:44to recognize objects.
04:45We have perceptual constancy for shape, whiteness, color, distance, size,
04:52location, and timbre, or the quality of sound.
04:56We see the same color or brightness even when the lighting changes.
04:59For example, if the lighting changes to red, and I hold this card, what color
05:07does it look like to you?
05:08But now if the lighting changes back to white, you know that this card is white,
05:15and you knew that even when you saw it under red light, and even though it was
05:20reflecting red light to your eye.
05:23The perceptual constancy told you that this color was white.
05:30We understand that size and scale do not change, even when distance to the object
05:35changes, and we recognize the same voices and sounds, even when there are other
05:39sounds and noise present.
05:41As long as we have enough sensory data to assemble a mental representation of
05:44the object, we can recognize it.
05:47We take advantage of perceptual constancy for shape and size when we use
05:51different typefaces.
05:52The shapes and sizes of the letters vary greatly, yet we're still able to
05:56quickly and accurately recognize them, and understand the words they represent.
06:01This is a top-down process, because we take what we have learned about letter
06:04shapes in our past experience, and apply that to new objects.
06:08The context of our perceptions involves our current situation, and expectations,
06:14but it also involves our current sensory experience.
06:16Our perceptions can be enhanced or diminished based on the sensory information.
06:21The same color can look different when surrounded by different colors.
06:25Do the smaller squares in these images have the same or different colors in each?
06:31This is an example of simultaneous contrast, and affects how we perceive color.
06:36Finally, when we interfere with sensation and perception, we can generate
06:41perceptual illusions.
06:43Sometimes we can take advantage of this, such as using camouflage to obscure the
06:47boundaries of objects, but we usually want to avoid creating illusions, because
06:51it introduces inconsistency, unpredictability, and ambiguity into the experience.
06:57Although we cannot control the way someone senses and perceives their world, we
07:01can craft designs that make it easier for people to understand information, and
07:06how to interact with interfaces and devices.
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How people respond to color
00:00Have you ever wondered why there are so many yellow buttons, or why we often use
00:05red, orange, and yellow to attract attention?
00:07Even though there are sociocultural meanings associated with colors, such as
00:11red means danger or stop, there are also physiological reasons why yellow and
00:16red attract our attention.
00:18Our eyes are actually more sensitive to yellow, orange, and red than to any other colors.
00:23We all know that computer monitors create colors by mixing different ratios of
00:27red, blue, and green light.
00:29Well, the human eye is sensitive to color with a similar system of color receptors.
00:34This is described by the trichromatic theory.
00:38We have a light-sensitive cells in our eyes that detect red, green, and blue
00:42light, and our brain combines the different ratios of incoming light into all of
00:47the colors we see in the world around us.
00:50But why are we more sensitive yellows and reds? Because the number of red, green,
00:55and blue cells are not equal.
00:57About 64% of the cells are sensitive to red, about 26% of the cells are
01:03sensitive to green, and about 10%, sometimes even less, are sensitive to blue.
01:09Since nearly two thirds of the color sensitive cells in our eyes are sensitive
01:13to red, it should be no surprise that we tend to notice red things, but it's
01:17not just the number of color sensitive cells that determines what we pay attention to.
01:22Each type of cell is actually sensitive to a range of colors wider than pure
01:26red, pure green, and pure blue.
01:29If we look at the range of colors, and the peak sensitivity for each type of
01:33cell, we quickly notice that cells sensitive to blue light are not only the
01:37smallest percentage of cells, but they also have the least overlap in
01:41sensitivity with the other cells.
01:44We're physically less sensitive to blue, purple, and indigo than any other colors.
01:49The green and red sensitive cells actually have peak sensitivities very close to
01:55one another, and they overlap significantly in the yellow and orange range.
02:00This means that 90% of the color sensitive cells in our eyes are sensitive to a
02:05common range of colors: yellows, and oranges.
02:10Our attention is drawn to yellow and orange, because those colors produce more
02:14activity in color sensitive cells in the eye and brain than any other colors.
02:19Since we are most sensitive to yellows, oranges, and reds, and since red has
02:23sociocultural meaning in the West for danger or to stop, it makes sense that we
02:27would use these colors to attract attention for warning and error messages.
02:32However, we need to be careful when using bright yellows and oranges, because
02:36they can also cause visual fatigue.
02:38And when everything is yellow or orange, it can be more difficult to direct a
02:42person's attention where we want them to look.
02:45We can use yellow, orange, or red buttons or icons on fields of weaker colors to
02:50focus attention on key interaction opportunities, but we don't have to use
02:55yellow. We can also rely on color differences to stand out, so a lone green
02:59button can also draw attention.
03:02On monochromatic sites with little color variation, we need to actively scan and
03:07process what we see before we understand where we can interact.
03:11Color theory from graphic design can help us identify colors and color
03:15combinations that can effectively guide and focus attention.
03:20For more on this topic, check out the design courses on color here at Lynda.com.
03:25We also need to remember that as many as 10% of people -- far more men than
03:30women -- have some form of color deficient vision, and have difficulty
03:34distinguishing colors.
03:36The most common form of color deficient vision involves the inability to
03:40accurately distinguish between red and green.
03:43A less common form of color deficient vision involves the inability to
03:46distinguish between yellow and blue, and a very rare form involves the inability
03:51to perceive any color.
03:53When designing for color deficient vision, we need to make certain that we
03:56are not relying solely on color cues, and that important colors can be differentiated.
04:02For example, do not just use red and green fill colors to convey information;
04:07also use meaningful text labels, or even use distinct shapes to make it easier to understand.
04:14Also, choose colors that are not pure.
04:16For example, rather than a pure red, add a little yellow, and rather than pure
04:21green, add a little blue.
04:23Even minor color adjustments can make a perceptual difference for people with
04:28color deficient vision.
04:30Finally, we need to be careful about using certain color combinations, not
04:34because they're aesthetically unpleasant, although they may be, but because they
04:39can lead to chromostereopsis, a visual illusion of depth caused by specific
04:44adjacent colors, usually red and blue, or red and green.
04:48When these colors are side by side, the edges or boundaries between them can
04:52appear to vibrate or oscillate between foreground and background.
04:56Chromostereopsis makes it difficult to discern a clear edge, and it can also
05:01lead to visual fatigue.
05:03Choosing colors is an important aesthetic decision for designers, but we should
05:07also choose colors that help make it easier for people to direct their attention,
05:11and which support the information.
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How people respond to motion
00:00One of the most effective ways to attract someone's attention is with motion.
00:05Movement captures our attention very effectively, and can be used to quickly
00:09direct the eye's gaze to a specific location.
00:12Our brains are wired to detect change. Think about the number of times that a
00:16small movement in your peripheral vision caused you to reflexively turn and look.
00:21Nearly all organisms have this sensitivity to motion, because it's advantageous
00:25to pay attention to things that move in our environment.
00:29Is that predator coming to eat me?
00:31We can use motion when designing interfaces to do three things:
00:35motion can direct attention. When we want people to pay attention to something,
00:40we can use movements, such as rotating or shaking, pulsing, or zooming in and out.
00:45Even color or brightness that fades in or out can draw the eye to that part of
00:50the screen, where there is important information.
00:53Motion can be important when hiding and revealing information. When we want
00:58to communicate what information currently in view is being hidden, but is
01:02still readily available,
01:03we can use sliding or zooming motion to show where the information may be found
01:08when it is needed again.
01:10Hide and show functionality typically uses the same type of motion, but in
01:14opposite directions.
01:15Information may collapse upward when hidden, and expand downward when revealed.
01:20Motion can make connections or associations.
01:23When we want to show that information is related, grouped, or being moved to a
01:27new place or category, we can use motion to show that information moved from
01:32one place to another.
01:34Drag and drop is a form of movement performed by the person.
01:37If we want to change the location of something like a photo, we can drag it into
01:41a new position or album.
01:43We can also use sliding, zoom, and fade transitions to show where a piece of
01:48information has been moved, and with what it's now associated.
01:52Unfortunately, movement can also lead to distraction.
01:56Ads with animation or video are probably the most common example of motion
02:00causing distraction.
02:02Most of us have had the experience of trying to read an article online, and
02:06having our gaze reflexively redirected by ads elsewhere on the screen, even when
02:11we're trying very hard to maintain our focus and attention.
02:15If we are distracted often enough, we become inefficient, and
02:18possibly frustrated.
02:20We may even abandon what we are doing.
02:22Banner ad creators may like this technique to draw attention, but from the
02:26perspective of the person viewing the screen or page, this is often an
02:30unwanted distraction.
02:32Use motion carefully, because it's easy to distract and detract from the
02:36experience rather than attract, focus, and enhance.
02:41One of the reasons why motion can be effective to direct attention is because
02:45the movement occurs all on the same visible screen.
02:48We never lose view of the current information.
02:51Items on the screen simply move to a new location, or move out of view to a new place.
02:56The persistent context of the screen makes it easier to understand what the
03:00motion communicates.
03:02However, when information changes or moves between subsequent views of the same
03:06page or screen, we may not notice it.
03:09In other words, if we don't see the movement, or see the change happen, we don't notice it.
03:14This is called change blindness, and it happens when we see two successive views
03:19of the same screen, with a slight pause and a blank screen between them, which is
03:24common on the Web when we have a full page refresh.
03:28In this example, we see two versions of the same screen, with a brief pause and
03:33blank screen between them, and it's very difficult to notice what changes.
03:38Many Web sites have this problem when they refresh a page and change a small
03:41part of the content.
03:43The first view of the page and the second view of the page are separated by a
03:47brief pause, and a blank browser canvas.
03:50If the second view of the page doesn't obviously highlight the changed
03:54information for us, we must spend more time and effort reviewing the updated
03:58page, and comparing the new version to our memory of the previous version to try
04:03and identify what's changed.
04:06We may not even notice the difference, yet we've expanded a large cognitive effort.
04:11If we can avoid a full screen refresh with a blank pause between the views, then
04:16any changes to the content will be much easier to detect.
04:21This is a strength of rich Internet applications that update only the content on
04:25the screen that needs to be changed.
04:27When everything else remains the same, the information or objects that change
04:31will draw attention, the same way motion attracts attention.
04:37If we must refresh the entire screen, and risk showing a blank pause between the
04:41views, then we need to add an extra cues to the design to ensure that people
04:45will notice that change.
04:47Use a different color, or other visual indicators, such as sticky tool tips, or
04:51overlays, to highlight what has changed, and use a timed fade to remove these
04:56cues and indicators after a few seconds, so that they don't distract the person
05:01as they continue to interact.
05:03Finally, we can't talk about motion without mentioning video.
05:07Video has become an important part of the experiences on the Web, as we
05:10watch more news, television, movies, and user generated video on our connected devices.
05:16Video on a page or screen attracts our attention like any other motion, but it
05:21also conveys a tremendous amount of information, and it's often the most
05:25important content on the page.
05:27Delivering video involves both design and technology considerations.
05:32On the design side, we need to include usable media player controls, and avoid
05:36autoplay as much as possible, because people like to have an internal locus of
05:41control, and want to be in charge of their media experience.
05:45Although motion and video may present a few additional design and technology
05:49challenges, they are important types of information, and we can design usable,
05:53effective, and pleasing experiences by applying the same design principles and
05:58best practices that apply to any type of content.
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Establishing visual hierarchy
00:00We know we can influence where people direct their attention, and how they
00:04perceive a Web site or application.
00:06We're more sensitive to certain colors, and motion, and we're susceptible to
00:09perceptual illusions, and ambiguity.
00:12But we can take what we know about sensation and perception, and use that to
00:16establish a visual hierarchy on the page or screen.
00:19Although this really isn't a course about visual design, many of these
00:23techniques also apply to interaction design.
00:26Value and contrast can attract attention, and establish importance.
00:31Content that is darker, and has higher contrast with what surrounds it,
00:35will attract attention.
00:36Large, bold, dark font faces for headers are effective, because they combine size
00:42and value to draw our attention.
00:44Color can also draw attention; orange and yellow buttons attract attention,
00:48because we're very sensitive to those colors.
00:51Text links with a different color from the text around them stand out and
00:54attract attention, because they're different.
00:57Whitespace, or negative space, can help highlight information.
01:01A bit of content surrounded by generous whitespace will stand out and draw
01:05attention, because it's clearly separate from the remaining content.
01:10Motion draws attention reflexively, because we're sensitive to change.
01:14When something moves in our environment, it's difficult to not look at it.
01:19Finally, images, especially photos with faces, and graphics, such as charts,
01:24icons, and illustrations, draw attention before blocks of text.
01:29Our eyes are nearly always drawn to pictures before words.
01:33It's possible to guide attention, and the eye, by carefully selecting, positioning,
01:38and displaying information.
01:40We can make it more likely that people will sense, perceive, and understand the
01:44content on a page or screen with good design.
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9. Shaping Thinking and Decisions through Design
Defining cognition
00:00Cognition refers to a wide range of our mental processes, and what we would
00:04often refer to as thinking.
00:06It's a broad field, and includes many topics, including attention and memory,
00:10reasoning and logic, and language.
00:12Much of what is studied in the field of cognition is relevant to our work as
00:15designers, because it helps us understand how we make sense and meaning of
00:19the world around us,
00:20solve problems, make decisions, and even communicate.
00:23We've already discussed perception and attention, showing how color, motion, and
00:27other characteristics can be used to direct or attract attention, and why they
00:31can also be distracting.
00:33Memory is a deep topic.
00:35Psychologists study how we remember visual and verbal information, how long
00:39we're able to remember it, what memory cues help us remember, and why we forget.
00:45Memory is something we often take for granted.
00:47We expect it to work for us, and we only notice it when it fails.
00:51We increasingly depend upon our computers and smart phones to help us store
00:55information, and make it available to us when we need it.
00:58Our devices have become extensions of our own memory, so it's important that we
01:03design interfaces that make it easy for people to enter, find, and retrieve
01:07important information when they need it.
01:10Language is another complex topic.
01:12It's more than an interface being presented in English, Spanish, or Chinese.
01:16Language is central to nearly all of our communication.
01:19It makes it possible for us to transfer information from one person to another.
01:25The words we choose influence what people understand, predict, and expect.
01:29Written and verbal communication is at the center of nearly all social
01:33interactions. When designing, we often need to craft interfaces that can adjust
01:38to be displayed in different languages, but we also need to carefully choose the
01:41labels and create content that will convey information accurately.
01:46Not all of the information we remember and think about is in the form of words;
01:50we also use mental imagery, or visualizations in our mind's eye.
01:54We can see things in our mind, and think about them as objects, and even manipulate
01:59them, such as rotating, changing the angle of view, or even changing color.
02:04For example, imagine a capital letter D, rotated 90 degrees to the left, or
02:10counterclockwise, and place the capital J centered just below it.
02:15What do you see in your mind? An umbrella.
02:21We can create completely new mental images of things we've never before seen or experienced.
02:26Spaceships, and monsters, and the world's largest pizza, but we also have mental
02:30images of things we've seen, and which are familiar.
02:33Our memory for images is excellent; actually better than our memory for words.
02:38Images can be used to represent information, to make it easier to understand, and
02:42to make it easier to remember.
02:44We don't just perceive and remember the world around us; we also strive to
02:48understand it, and make sense of how it works.
02:51Mental models are our thoughts and expectations about how things work in the
02:55real world, and they influence how we behave, solve problems, perform tasks, and
03:00they help us decide what to do.
03:02Concept formation is closely related to mental models;
03:06we take our specific experiences, break them down into meaningful pieces, and
03:10sort them into general rules and groups.
03:12For example, we have concepts about what a car is, how it works, and how to drive it.
03:19We can get behind the wheel of almost any type of car, and successfully operate
03:22it, even though we may have never driven that type of car before.
03:26When we encounter a new situation, such as an electric car, we look for
03:30similarities to our previous experiences, and we make decisions about how to
03:34operate it based on our mental models.
03:37The car has no gas engine, and may not even have a key for the ignition, but it
03:41still has a steering wheel, accelerator, and brakes.
03:44So with a little exploration, and experimentation, we're able to drive this new
03:48type of car successfully too.
03:50We should consider people's mental models and existing concepts when designing
03:55new interfaces and devices to make it easier for them to understand it, use it,
04:00and gain benefit from it.
04:02An essential part of human cognition is our ability to identify patterns and
04:07make connections or associations.
04:10Each experience is not an isolated incident;
04:12we continuously look for similarities that relate our current experiences to
04:17our past experiences.
04:19We are excellent at finding trends and patterns in the information around us,
04:23and recognizing when we have seen a pattern or similar pattern before.
04:27We even see patterns and attribute meaning when there may actually be none.
04:33Associations are the connections between pieces of information, ideas, and experiences.
04:38Meaning arises from the connections we make, and our understanding of something
04:42gets better as the associations grow in number and strength.
04:46Like patterns, we continuously look for these connections.
04:49We build a library of memories, mental images, mental models, patterns, and the
04:54connections between them through our entire life, and this is how we find
04:58meaning, and understand the world around us.
05:01And we use all of this for our powers of reasoning and logic.
05:04We make decisions and solve problems based on what we know,
05:08our understanding of the world, the connections among information and ideas, and
05:13our expectations of what's likely to happen as a consequence of our actions.
05:17Everything we've ever done, seen, heard, experienced, learned, and even
05:21imagined, contributes to our future behavior; what will we do next?
05:26So we're not just designing for the specific moment of interaction; we need to
05:31consider what information and experience people bring with them, their
05:35understanding of their past experiences, and of their current situation, their
05:39needs, and their expectations of what will happen.
05:42When we design for this larger context, we can craft interfaces and experiences
05:47that fit their concepts, match their mental models, and meet their needs.
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Cognitive biases
00:00Unfortunately, cognition is not perfect, and we do not always arrive at the
00:04correct meaning or understanding.
00:06We actually have cognitive biases that affect our decision making and
00:10problem solving, so we don't always choose the ideal outcome, or act in the optimal way.
00:16A cognitive bias is a pattern of poor analysis and judgment.
00:19They're innate; simply part of our mental processes, and the even when we know
00:24they exist, they're difficult to avoid.
00:27These biases may occur because we're using a good cognitive process, but at the
00:32wrong time, or in the wrong situation.
00:35There may be survival benefits to acting quickly, than to making certain we're correct.
00:40There may be perceptual distortions, such as strong emotions that change how
00:44we allocate attention,
00:46and we may simply lack the time and ability to understand and act appropriately.
00:50Just as there are many aspects to cognition, there are also many cognitive
00:55biases, but we'll focus our discussion on only a few that are most relevant to
00:59interaction design.
01:00Some of the cognitive biases that are most relevant to our work include the
01:04framing effect, which explains why the way information is presented
01:08influences how we understand it, and the decisions we make. We'll talk more
01:12about this effect later.
01:14The isolation effect tells us that things which are unique or stand out from
01:19others are more likely to be remembered, and may be considered more important.
01:23The mere exposure effect explains our tendency to like things simply
01:28because they are familiar.
01:30There are dozens of cognitive biases and effects. Although we only have time
01:34to mention a few here,
01:35many are relevant to interaction design, and there are books and resources
01:38available from which you can learn more if you're interested.
01:42We can interfere with accurate cognition, and manipulate attention, memory,
01:47understanding, and decision making.
01:49We've already discussed how we can direct attention with color, how dark
01:53patterns can maliciously mislead people, and influence them to make bad
01:57decisions, and how ambiguous labels and content can lead to confusion and poor choices.
02:03We should know about cognitive biases, not because we want to manipulate people,
02:07but because we can identify situations where the biases may occur, and attempt to
02:12create designs that minimize them.
02:15If we know that people tend to fixate on a single piece of information, and that
02:19more recent information is considered more important, then we should be able to
02:23design interfaces that make it easier to make better decisions.
02:27Although we can make connections between interaction design, and the many
02:31facets of cognitive psychology, there are a few topics that are particularly
02:34relevant to our work.
02:36Let's start by focusing on representation of information, framing, mental models,
02:42and the concept of cognitive load.
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Communicating with labels and icons
00:00With digital interfaces, we need to communicate efficiently, because we have a
00:04limited amount of space available on the screen, so we need to carefully choose
00:08labels, and icons, and where they're placed.
00:10Labels include navigation links, button text, image captions, and headers, and subheaders.
00:16They communicate factual information, reflect the classification of that
00:20information, and reveal the organization of the Web site or application.
00:24Images and icons resemble, or portray the information and functionality they represent.
00:30We rely on our memory, language, pattern recognition, and associations to
00:34understand what we see and perceive.
00:37The navigation on a Web site is often hierarchical, and how the links and labels
00:42are presented influence how we understand that hierarchy.
00:45Two common techniques for representing this structure are indenting, and grouping.
00:52Grouping related items, and simply indenting them visually communicates the hierarchy.
00:57Labels and links that are indented below another are perceived as subordinate to it.
01:02The text labels we use for the navigation, links, and on tabs and buttons
01:07should be meaningful and unambiguous, and we should use active, direct
01:11verbs when possible.
01:13They should help people accurately predict what will happen, or where they will
01:17go, if they were to click or tap on it.
01:19For example, OK and Cancel are notoriously ambiguous.
01:24So use labels that directly correspond to what people are accepting or
01:29rejecting, such as yes, cancel my account, and no, I want to keep my account.
01:36The labels should also be consistent throughout the site or application.
01:40Do not change the labels from page to page when they go to the same place, or
01:44perform the same function, because when labels change, people think that the link
01:49or function has changed.
01:51One of the challenges when creating a navigation system is choosing
01:55categories with minimal overlap, and then assigning clear, unambiguous, and predictive labels.
02:01If people cannot determine which section of a Web site contains the information
02:06they seek, then there is likely to be a problem with either the underlying
02:10categories, such as too much overlap in the content, because they're not exclusive,
02:15or there's a problem with the labels; ambiguous or vague labels that make it
02:19difficult to predict where information may be found.
02:22Not all navigation relies on text labels;
02:25we also use small images, called thumbnails, and icons as links to content and functionality.
02:32Like text labels, icons and images need to be recognizable, and meaningful.
02:37One way to help people learn what icons represent is to use labels and tool
02:41tips in conjunction with them.
02:43Some Web applications give people the choice of displaying labels and tool tips.
02:48This is helpful for novices who are learning the tool, but expert users no longer
02:52need that assistance, and may be able to focus, and work more effectively, by
02:56turning off the labels and tool tips.
02:59While images are often photographs, or detailed illustrations, tend to be larger,
03:04icons tend to be smaller and more symbolic.
03:07Icons need to be identifiable, and unambiguously represent their content or function.
03:13Icons are metaphors;
03:15the image represents the information or action.
03:18Some icons are easily understood, because they correspond directly to what we
03:22know, and have experienced.
03:24For example, roadway signs visually warn us of falling rocks, slippery surfaces,
03:29and twisty corners, but some icons have learned associations, because they are
03:34abstract, arbitrary, or have lost their association with real experiences.
03:39For example, biohazard and radioactive symbols are abstract and arbitrary.
03:44We must actively learn what they mean, and make the association between the
03:48symbol, and what it represents.
03:50The Save icon in many software tools still looks like a floppy disk, even though
03:55floppy disks have mostly disappeared, and we increasingly rely on saving
03:59information to the cloud.
04:01This icon has lost its connection to the real world for many people, and so it
04:05must be learned as if it were a more abstract symbol.
04:09When an icon is abstract or arbitrary, it's important to use labels, and provide
04:14context to facilitate understanding, and set the correct expectations.
04:18Text labels for icons also need to be clear and unambiguous to avoid any
04:22confusion, misunderstanding, and incorrect choices or decisions.
04:27So, like text labels, images and icons are easiest to learn when they're
04:31meaningful and recognizable, and once they're learned, they provide a quick and
04:35efficient way to access content and functionality.
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Framing choices
00:00How information is presented influences how we process it, how we make meaning
00:05of it, and how we use it to make decisions and solve problems.
00:08This is called the framing effect, and it's one of the cognitive biases we
00:12mentioned just a moment ago.
00:14A famous example of the framing effect simulated how people on juries understand
00:19and make decisions about testimony they hear in court.
00:22Two groups of people were shown the same photo of a car accident, but given
00:26different verbal descriptions.
00:28The red car bumped into the blue car, versus the red car smashed into the blue car.
00:33People came to different conclusions about the severity and fault of the
00:37accident, based on the description they heard.
00:40The words bumped and smashed were used to frame the same photo in two
00:45very different ways, which led people to think about, and remember the
00:49photos differently.
00:50People who heard bumped described the accident as minor, but people who heard
00:55smashed described the accident as severe.
00:59Remember, they saw the same photo, and all other details were identical.
01:04One word changed how they thought about, and remembered the accident.
01:09The way we label things, the location and placement of content and
01:12functionality, and the images and information we include, all influence how
01:17people understand it, and the choices they make.
01:20Edward Tufte famously explained how the data and charts about the temperature
01:25and the safety of the fuel systems of the space shuttle Challenger were
01:28presented in a way that lead expert rocket scientists to make the wrong decision,
01:33and launch when they should not have.
01:36Although, most Web sites and mobile applications are not as mission critical as
01:41an interface for NASA, we still need to ensure that information and
01:44functionality are presented in ways that do not result in misunderstanding, and
01:49incorrect expectations or predictions.
01:52Clear, unambiguous labels, active verbs, and information in logical groups all
01:57enhance understanding, and improve decision making, but framing effects involve
02:01more than just labels.
02:02They occur from the combination of the situation, information, and the choices available.
02:08These effects are not simple, and they don't depend on a single design element, so
02:12they can be hard to detect.
02:14For example, if I've logged in to my brokerage to check on my retirement
02:18account, and I see that the stock market is down that day, that one of my
02:22mutual funds lost value, and the first action I see is to sell that fund, I may
02:27be more likely to sell it.
02:29If I don't see or realize that the stock market is only down slightly for the
02:33day, but is up for the year, and that my mutual fund has still gained value
02:37overall, then I may act based on what I see.
02:41My decision to sell is framed by the negative information about losses, and
02:45seeing the option to sell.
02:47This choice makes sense given the context and content.
02:51However, I may make a different decision if I had been shown the market
02:55trend over the time, the mutual fund value over the time, and if there were
02:59multiple actions available.
03:02We cannot always foresee when framing effects may occur, because context and
03:06content change over time, and from person to person, but as long as we
03:10remember that our understanding of information, and the decisions we make
03:14are relative, then we can strive to design for more clarity, and more
03:18objective meaning.
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Mental models
00:00A mental model is a person's internal representation of external reality;
00:05our understanding of how things work in the real world, and the
00:08relationships among them.
00:10We all have expectations based on our learning and experience, and we bring
00:13these mental models with us to every situation, problem, and interaction.
00:19Mental models have a structure that closely matches what they represent.
00:22They help us make predictions about what will happen next, and they're simpler
00:26than the real thing they represent, because they model the ordinary or typical
00:31thing, not every possible variation.
00:34You have in your mind a concept of a car, but it doesn't include detail about
00:38every car you've ever seen.
00:40This generic concept is a mental model.
00:43People plan their actions and make decisions based on their mental models.
00:47If their mental model closely matches the actual behavior of the device or
00:51interface, then people make accurate predictions, and correct decisions, and
00:56choose appropriate actions.
00:57But mental models are only part of the story.
01:00There are two other types of models we need to discuss.
01:03The mental model is in the mind of the person using the interface or device, but
01:08a conceptual model describes how the interface actually works.
01:13As designers, our mental models can influence the design process, so the
01:18conceptual model is a combination of design, and the technology of the device.
01:23The system model is how the interface or device actually works on the inside.
01:28For example, you have a mental model for how an address book works.
01:32You enter names alphabetically, and write down addresses and telephone numbers.
01:36If we design a digital address book, we could create an interface that allows
01:40people to enter information, search it, sort it, and maybe even share copies of it.
01:45Some of these actions could never be done with an old-fashioned paper address
01:49book, but the conceptual model for the digital version allows it.
01:53The system model describes the structure of the database, the search and sort
01:58algorithms, and the protocols for transmitting and receiving information.
02:02The system model should be invisible to the person.
02:05We rarely need to know how something works on the inside in order to use it.
02:10Most of us drive very effectively, yet we couldn't personally repair our car engines.
02:15As designers, we need to know about the system model, but the end user does not.
02:21Ideally, the conceptual model and the mental model should be very similar.
02:26When they match, people are able to quickly and easily learn how to use an
02:29interface or device.
02:31However, sometimes there's a difference between the designer's conceptual model,
02:36and the person's mental model.
02:38This may be due to different experiences, or simply because the designer knows
02:42more about the device or interface and the system model.
02:45In other words, the act of designing a device or interface helps us better
02:51understand it, which makes it seem easier and more obvious to us.
02:56This is experience and insight that other people don't have, so the device or
03:00interface seems more difficult, and less meaningful to them.
03:04Since we make design assumptions and choices based on our own experiences and
03:09understanding, it's important to test designs with other people.
03:14Many of us have had the experience of observing people in usability or
03:17prototype testing, and wanting to yell out, click on the big button right in front of you!
03:22It's the only big button on the screen, and it even has a perfectly clear label on it!
03:27Yet we watch people repeatedly look over it, and look right at it without acting.
03:33It's not because the button is hard to see, but because the person has a
03:36different mental model of how the process works,
03:40what they should be doing at that moment, and even what the action should be called.
03:44There are four main components to modeling interactions with devices and interfaces.
03:50Our designs need to make certain that information is presented in a way that's
03:53familiar and meaningful.
03:55We need to understand where people expect to find information on the device or
04:00interface, and we need to understand the sequence of events that will logically
04:04take them through the experience, without causing confusion, and which will
04:07produce the desired results.
04:09For example, if we're designing an e-commerce site, people have mental models
04:13about the cart, and the checkout process.
04:16This example closely matches our mental model; we expect to see a shopping cart
04:21or bag icon at the top of the page, and we expect to be able to start the
04:26checkout process from there.
04:29However, if we were to use an obscure icon, or unfamiliar label, omit important
04:34information, or place the feature in an unexpected location, then we would
04:38violate the mental model, slow people down, and cause confusion.
04:43Once we start the checkout process, we expect to tell the store where to send
04:47the items, and we expect to enter our payment information at the end, just
04:51before sending our order.
04:54If we ask for information in the wrong order, or ask for additional
04:58information that is perceived as unnecessary, such as gender, and birthday,
05:02then we violate the mental model.
05:05As designers, we strive to create experiences that closely match people's mental models.
05:10When a device or interface behaves the way people expect, it's easier
05:14to understand and use.
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Understanding cognitive load
00:00Thinking is hard, and people seek ease, and minimal effort.
00:04We need to craft designs that make it easier and simpler to understand
00:07information, and complete their tasks.
00:10We use the terms cognitive load, and cognitive friction when we're discussing how
00:14much effort people have to put into understanding information, making decisions,
00:19and solving problems.
00:20Not all cognitive load is bad; sometimes people really do need to think hard
00:25to understand something, and make good decisions, such as choosing a physician, or a college.
00:30But when we unnecessarily increase the load, and slow people down when something
00:35could be easier, then we've caused cognitive friction.
00:39Cognitive load is the level of effort associated with thinking, reasoning, and remembering.
00:44There's only so much information we can pay attention to, think about,
00:48and remember at a time.
00:50If we exceed a person's level of ability to process information, then some
00:55information gets overlooked, forgotten, or misunderstood.
00:58We have even coined the phrase information overload to describe those situations
01:03when there's just too much to think about.
01:05With this in mind, there are some things we can do to reduce cognitive load, by
01:11carefully managing the demands on attention, memory, and thinking.
01:15Attention is a limited resource.
01:18We cannot pay attention to everything around us all the time.
01:22We focus our attention on what we think is the most important, and we expend our
01:26cognitive effort on that.
01:27We get frustrated when something distracts us, because it steals our attention.
01:32When there's too much information, when it's disorganized, or unstructured,
01:36and when we cannot identify the priorities, or importance, then we have trouble focusing.
01:41This slows us down, and makes it more likely we'll overlook or omit something,
01:45make incorrect choices, or have incorrect expectations about the outcomes.
01:50Our short-term, or working memory, which is the memory for what we are actively
01:54thinking about at any given moment, also has a limited capacity.
01:59The amount of information we can keep in our minds, and think about at once, is constrained.
02:04Different studies have described these memory limits.
02:07Some have identified the limits in terms of the number of pieces or chunks of information.
02:12In 1956, George Miller concluded that we can keep about seven pieces of
02:16information in short-term memory.
02:18And in 2001, Nelson Cowan concluded that we can keep four chunks of information
02:23in short-term memory.
02:25Research by Alan Baddeley in 1992 concluded that working memory is limited to
02:30the amount of information we can rehearse in about two seconds.
02:35Despite the differences in research and theory, we need to acknowledge that our
02:39short-term or working memory is limited,
02:41and when we expect people to remember too much, we overload their memory, and
02:46some information will be lost.
02:49In order to make it easier for people to remember information, we need to
02:53understand the difference between recall, and recognition.
02:57Recall is what we traditionally think of when we describe memory.
03:01We store information in memory, and retrieve it when necessary.
03:05For example, what's your best friend's birthday? Who was your second grade teacher?
03:11You were not just thinking about those things, so you have to dig into your
03:15memory to find them.
03:17If you were able to access that information, then you successfully recalled it.
03:22Recognition is when we are asked to make a correct selection from a set of choices.
03:27We don't need to dig deep into our memory to find the information; we simply
03:31need to review some options, and decide which is best.
03:35For example, given a list of addresses, you could identify those where you have
03:39lived from those where you have not.
03:42You don't need to recall all of your past addresses;
03:45you only need to recognize them.
03:48Recognition is cognitively easier than recall,
03:51and luckily, many of our experiences with interfaces and devices involve
03:55selecting from choices, rather than actively recalling information.
04:00Still, we should design with memory limits in mind.
04:04Show people information and functionality when they need it.
04:07Don't make them remember it.
04:09Put information and functionality where people expect to find it.
04:13Don't hide it or make them go looking for it.
04:16Present information in meaningful ways, using good labels, and good icons.
04:21Don't make them stop and think, what does this mean?
04:24There are also a few things we can do to reduce cognitive load with smart defaults.
04:29Identify smart defaults based on context, usage patterns, and past behavior.
04:35Present smart defaults when they're likely to be correct, and make default
04:39choices easy to change when they're not.
04:43In this example, I've done a search for pizza on Google, but it has detected my
04:48location, and it automatically selects that, and it ranks the search results based
04:53on my location, yet it's easy to change my location, in case it's wrong.
04:58And it also understands that I'm likely to want a map to a location, and so it
05:03predicts my needs, and it presents this information automatically.
05:07This is very smart.
05:09Cognitive friction slows us down.
05:12It occurs when our thinking, reasoning, and memory encounter things that change
05:16over time, location, or context.
05:19When content and functionality change without purpose across a site or
05:23application, it slows us down.
05:26When content and functionality appear the same, and actually work differently, it slows us down.
05:33If the interaction and meaning were consistent, we would not need to slow
05:37down and think about it.
05:39Common interactions would be easier to learn, and would be more efficient, if they
05:43used the same mental models, and relied on the same design patterns.
05:47For example, search filters do basically the same thing.
05:51They narrow down a set of results, but they often work a little differently
05:55on different sites.
05:57So we experience some cognitive friction when we have to slow down, think about
06:01it, and learn how to use the filters from site to site.
06:04However, different contexts, different problems, and even different information
06:09may require different interactions.
06:12For example, buying a mutual fund is different than buying a pair of jeans.
06:17Even though these are both purchasing activities, we recognize that they have
06:21some differences, but we still expect the overall process to be similar.
06:26Choose a product, pay for the product, receive the product.
06:30We don't expect buying mutual funds to be just like buying jeans, so we're not
06:34surprised by the differences.
06:37However, there may be situations that appear similar on the surface, but have
06:41differences we do not notice, and then we encounter cognitive friction.
06:46We expect the interaction to happen one way, but when it differs, we need to
06:50slow down, think, and take the time to understand why it was different.
06:54For example, it may seem that paying bills online and making a bank transfer are
06:59basically the same thing, moving money from one account to another.
07:04But they're actually different processes, using different banking systems.
07:08Our mental model tells us it's the same, but the system models are different, and
07:13this can lead to different experiences that cause cognitive friction.
07:17This is contrary to our expectations, because the tasks appear similar, but they're not.
07:22There are a few things we can do to reduce cognitive friction;
07:27understand people's mental models, then make certain their expectations are
07:31aligned with the behavior and output of the interface; the conceptual model.
07:36Provide meaningful information to explain context and outcomes.
07:40Concise content, examples, and illustrations can help answer common questions.
07:46Help keep people focused on the end goal of the interaction;
07:49whether they're playing a game, listening to music, or working on a blog post,
07:54be clear about how to keep moving forward to the next level, the next song, or
07:58to the review and publish screen.
08:01Look for opportunities to simplify the interaction, and reduce cognitive load.
08:06Avoid presenting too much information at a time.
08:10Ask for only the information necessary, and break large tasks into smaller,
08:15more manageable steps.
08:17Provide access to help and instructions for new and complex interactions.
08:22Many applications on touch devices use instructional overlays the first time
08:27the application is run.
08:28This helps people understand where to touch, and what gestures to use;
08:32something that would be very difficult to communicate with written instructions.
08:37In this example, the Pulse newsreader shows a simple overlay the first time
08:41it starts, and it tells you how to navigate and select stories to read, tap, and swipe.
08:48And as soon as you begin interacting, the overlay goes away.
08:51Thinking and memory require effort, but we can design devices and interfaces that
08:56do much of the work for us.
08:58By understanding what increases cognitive load, and what causes cognitive
09:02friction, we can create conceptual models that match the mental models, and then
09:07only ask people to do the work that's necessary.
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10. Designing for Behavior and Interaction
Defining behavior for interaction design
00:00Interaction design isn't about the behavior of the interface or a device;
00:04it's about the behavior of people.
00:06It's not just about motions, transitions, and animation. These are helpful for
00:11attracting attention, making associations, and providing structure, but once
00:15we have their attention, how do we help them complete their tasks, or solve their problems?
00:20What should they do?
00:22First, let's define what we mean by interactions.
00:26We're referring to what people are doing while using a device or interface.
00:30We need to use an operational definition, that is, a definition based on what
00:35we're able to objectively observe and measure.
00:39We can operationally define interactions in terms of what people do, such as
00:43click, tap, and gesture.
00:46Our tools or devices like phones, tablets, and gaming devices, and since these
00:50are physical devices, our work may include ergonomics, human factors,
00:55industrial design, and technology to expand and broaden the design process
00:59beyond the digital interface.
01:02However, digital interfaces are really about interacting with information.
01:06Creating, modifying, and understanding are all cognitive processes,
01:11but these are difficult to observe and measure the way we could count clicks or taps.
01:16It's more difficult for us to define thinking about information, or extracting
01:21meaning from data as an observable behavior, because we cannot see these mental
01:26processes, but we can talk to people about them.
01:31We can observe for physical behaviors, and we can ask about cognitive processes,
01:36or sometimes infer those processes based on our observations.
01:39For example, when we see someone using the Back button repeatedly, we can infer
01:45that they're lost or uncertain, but we should confirm that by asking.
01:50Designing for behavior is more than just knowing where to place a button, or
01:54how to make it look clickable, and since we've already discussed many of these
01:57mental processes, let's focus on crafting interfaces that facilitate interactions.
02:03Let's design for behavior.
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Perceived affordances
00:00How do we know where to interact?
00:02Interfaces include both static information, and opportunities for interaction.
00:07Not everything is interactive,
00:08though in the digital world, it could be.
00:11When using this travel site, hipmunk, when we first look at it, we see some clear
00:16opportunities for interaction, because they look like buttons and tabs.
00:20But as we mouse around, we find additional interaction opportunities, because on
00:24rollover, information appears.
00:27In fact, we can even filter our search by dragging these bars on the sides.
00:33What we may think is just plain, read-only information is actually part of the
00:38interactive experience.
00:40We need to provide perceivable and noticeable cues for people to invite them to interact.
00:46Our understanding of how much of the physical world works seems to be innate.
00:51James Gibson used the term affordances to describe action possibilities that are
00:56latent in the environment.
00:58In other words, the physical characteristics of objects make possible what we're
01:03able to do, and we recognize when we're able to interact with that opportunity.
01:08Affordances are always relative to the individual, and their ability to interact.
01:12For example, on a sound mixer, the knobs look like they can be turned,
01:17buttons look like they can be pushed, and glides look like they can be moved along tracks.
01:22Affordances don't require conscious attention and thought, and we might not even
01:26recognize when our behavior is based on an affordance.
01:29Affordances seem to arise out of an intrinsic understanding of our physical
01:34relationship with the world around us.
01:36For example, when hiking, we may choose an uphill path that minimizes the effort
01:41necessary, without even realizing that we have chosen a path that optimizes
01:46distance, time, and energy.
01:48Digital interfaces, however, are not real physical objects;
01:52they're images, symbols, or representations of reality.
01:55A button on a Web page only resembles a physical button; it can't really be
02:00pressed, it doesn't really move, and it doesn't provide the same tactile
02:04and auditory feedback.
02:06A button on a Web page is just a projection; it's light on a screen,
02:11yet we still understand that this digital button presents an opportunity to
02:15interact, because the appearance of the button relies on a perceived
02:19affordance: it looks like a button, so we interact with it as if it were a real, physical button.
02:26Donald Norman introduced the concept of the perceived affordance.
02:29When people perceive a similarity between a digital representation, and an
02:33actual physical object, they understand that they may interact with this
02:37digital image in a similar way.
02:40This is a perceived affordance.
02:42A button on a Web site often has the appearance of depth, and looks like it can be
02:46pushed down, just as a physical button can.
02:49The physical button has an affordance, and the Web button, which is just an image
02:53made of light, has a perceived affordance.
02:56We can take advantage of affordances by creating interface objects that look
03:00like something with which we can interact.
03:02It might be an obvious and analogous relationship, like buttons and sliders, but
03:07it can also be more subtle, like textures.
03:10Since real world objects are three-dimensional, we can use common depth cues
03:14such as shadow, perspective, overlap, and blur.
03:18Textures invite interaction, because they look like something we could feel, like
03:22water, or grass, or sand.
03:25We treat the mouse cursor like an extension of our hand or finger, and we will
03:29often click or tap on things that have a textured appearance.
03:33For example, the thumb on a scrollbar typically has a few marks to indicate a grip zone;
03:38a texture we could feel with our fingertip on a real sliding button.
03:43The Microsoft surface lagoon is a successful demonstration, where a tabletop
03:48looks like water in a stream running over smooth rocks and pebbles.
03:52The image of the water has a perceived affordance for touch.
03:57This perceived affordance invites interaction, and people freely dip their
04:01fingers into the stream, and the water reacts as real water would, with ripples
04:05that flow around their fingers.
04:07It's just an image of water, a projection of light, and yet people behave the
04:11same way they would if it were a real stream: they touch it.
04:16So affordances arise from physical properties of real world objects, and
04:21perceived affordances arise when images have a similar appearance.
04:25If it looks like something we could interact with, if we have a mental model for
04:29the interaction, if the context is correct for interaction, and if we are able to
04:34interact with it, then we do.
04:37For example, if I'm listening to music, my context, and want to lower the
04:42volume, my need, I will look for a knob, or a sliding control: an expectation
04:47from my mental model.
04:49But if the digital interface controls volume with checkboxes, the conceptual
04:53model, I may fail at my task, or at least will be slowed down by cognitive
04:57friction while I try to find and understand how to control the volume.
05:02The experience will be confusing, and less enjoyable.
05:06But why do people press buttons on interfaces, even when those buttons lack
05:10depth cues, or barely resemble buttons?
05:13Because we learn from our experience. We transfer what we learn in one situation
05:18to other similar situations.
05:20We generalize what we've learned.
05:23If it looks enough like a button, we'll interact with it as if it were a button,
05:27even if the perceived affordances are weak.
05:31If you're designing an interaction that's new and unfamiliar, it would be
05:35more important to leverage perceived affordances, and maybe even explicit instructions.
05:40When drag-and-drop interfaces first appeared on Web sites, we had to use
05:44explicit instructions, and provide cues about what could be dragged, and where
05:48it could be dropped.
05:49But now that drag-and-drop is more familiar, and people have learned, we have
05:53simplified the experience with fewer instructions and cues.
05:57On touch devices, people assume that drag-and-drop is available, because moving
06:02icons with our fingers is even more like the real world.
06:06This is direct action, and we'll discuss it soon.
06:10If you're designing an interaction that is very familiar and common, you have
06:14more flexibility, and may be able to design an interface with fewer perceived
06:18affordances, because people will already understand the interface, and apply
06:23their past experiences to it.
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Inputs and sensors
00:00In the early days of computers, information was input with physical switches,
00:04papertape, and punchcards.
00:06Eventually, we moved onto keyboards and mice, which are still some of the most
00:10common ways we interact with interfaces today.
00:12Modern devices have moved beyond keyboards, mice, and touchpads to include
00:17touchscreens, spatial gestures, and voice.
00:21Data entry maybe explicit -- that is, we actively enter the information, and
00:25interact with the interface -- or implicit -- that is, sensors in the devices
00:30automatically detect and record information, often with little or no
00:33interaction on our part.
00:36Explicit interactions include typing, gesturing, and speaking.
00:40We choose or identify the information we want to add or modify, and then we take
00:44the time to enter it.
00:46We type e-mails, dictate text messages, take photos to upload or share, and even
00:51use gestures to play games.
00:53Implicit, or automatic data entry includes light sensors, GPS, and compasses,
00:59microphones, accelerometers, and other ways to detect and record information in
01:03the world around us.
01:05Light sensors are used to automatically adjust the brightness of a screen, GPS
01:10can identify our location and direction, and accelerometers detect the movement
01:14and rotation of the device.
01:17We don't need to tell our tablet computer to rotate the view of the screen;
01:21it does so automatically when we rotate the device, because it senses the
01:25movement and direction.
01:28Many interactions exist in a gray area between explicit and implicit.
01:33Digital cameras use face detection algorithms to identify people in the
01:37frame, and focus on them.
01:39We aim the camera, and it knows where to focus.
01:43The camera is the sensor.
01:44The explicit interaction relies on the person to choose the photographic
01:48subject, and say when to take the picture, and the implicit action uses
01:53algorithms to focus on it.
01:56Digital devices can make our interactions easier by automatically performing
02:00some of the steps in the task.
02:02The device becomes an extension of us.
02:05We need to understand what people want to control, and what they want to
02:09have done for them.
02:10But we also need to identify opportunities to do things for people by
02:15anticipating their needs, knowing what information is necessary to meet those
02:19needs, and being able to automatically collect some of that information,
02:23rather than ask for it.
02:24We can design smarter, more enjoyable experiences by doing the work that people
02:30don't need or want to do.
02:32For example, GPS navigation devices are very popular, because all a person needs
02:38to do is tell it where they want to go.
02:40The device detects their current location, and their direction of movement, then
02:44calculates the best route to their desired destination, and provides
02:48step by step directions.
02:50If the person misses a turn, the device automatically recalculates the route, and
02:55provides new directions.
02:57The person never has to request the next step, or a correction; once the device
03:02knows the destination, everything else is automatic.
03:05This reduces the cognitive load of the navigation task, provides structure and
03:10predictability, and tolerates errors.
03:14We can use mental models to help guide our decisions about how to reduce effort
03:18and cognitive load by reducing the amount of information we need to ask for.
03:24What information, or inputs, must be provided by the person, and how will they enter it?
03:30What information could be automatically gathered?
03:33How and where will information and feedback be displayed for the person?
03:38We can then design for specific behaviors by leveraging device sensors,
03:42contexts, and needs.
03:44A popular music service for mobile phones listens to songs, and tells the person
03:49the song artist, and title, and even offers to help them buy it.
03:53The interaction is simple;
03:55the person activates the application on their phone, and presses a Listen button.
03:59The application uses the phone's microphone to sample sound from the
04:03environment, and sends it to a server where it's analyzed and compared against a
04:07huge catalogue of music, and when a match is found, the information is sent
04:12back to the phone, and displayed as text and images; the song title, artist
04:16name, and the CD cover.
04:18The application uses implicit, or automatic sensing to detect sound.
04:22The person doesn't even need to tell the application when to stop listening.
04:26When enough sound has been sampled, the application automatically stops.
04:31The entire process closely matches our mental model for identifying
04:35and purchasing a song.
04:36Listen, think, recognize, and buy.
04:41The application performs a complex task for us, and the entire interaction is
04:46simple, and nearly effortless.
04:49So it's not necessary to ask people for everything.
04:53We can reduce effort by using sensors to automatically gather information that
04:57can help us design smarter experiences to do more of the work. Then we only
05:02need to stop and ask people for information when we can't gather or find it
05:07another way.
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Designing for clicks and taps
00:00Although touchscreens are popular, and have become quite familiar, the mouse and
00:04touchpad are still some of the most common ways to interact with an interface,
00:07especially for desktop and laptop computers.
00:10Even though they are different input methods, they do share some similarities.
00:14There are best practices that apply to both touch and mouse, with just a few
00:18adjustments for each.
00:20Using a mouse to control a cursor, or tapping on a screen, is called a
00:23ballistic movement.
00:25A ballistic movement starts with a general direction, accelerates toward the
00:29target, slows down and refines the aim as it approaches the target, and finally,
00:34acquires, or hits the target if it's accurate.
00:38If we approach a target too quickly, we're likely to miss and overshoot.
00:42If we don't accelerate enough, it may take too long to reach the target, or we
00:46may fall short of it.
00:48This type of movement has been studied and described mathematically.
00:51Both Fitts' Law and Meyer's Law can be used to calculate the time to reach a
00:55target, as a function of the distance to the target, and the size of the target.
01:01Simply put, it's easier to successfully hit targets that are close and large
01:06than to hit targets that are far and small.
01:09If you're concerned about efficiency -- that is, reducing time -- and accuracy -- that
01:14is, reducing errors -- then the distance to, and the size of a target are
01:19important considerations.
01:21For both mouse and touch, the farther we have to move to reach the target, the
01:26longer it will take.
01:28The easiest target is the one already under the cursor or finger;
01:32we don't need to move at all to hit it.
01:35When using a mouse, there are a few other places where targets are easy to acquire;
01:40the corners and edges of the screen.
01:42Most screens have bounded edges, that is, the cursor stops when it reaches them.
01:47This means that we can rapidly move or fling the cursor toward a target in a
01:52corner, or along an edge, and not worry as much about slowing down and refining
01:56our aim, because the edges will either funnel the cursor into the corner for us,
02:01or the cursor will stop automatically when it reaches the edge.
02:05As long as our initial direction is accurate, we can very quickly reach the target.
02:10Edges and corners are not as beneficial for touchscreens, though, because our
02:14fingers can move beyond and off the screen,
02:17we can still miss those targets.
02:20So how do we take advantage of the best target location?
02:24Although, we can't move buttons around the screen to match the cursor location,
02:28we can use contextual menus, tool tips, pop-ups, and heads-up displays to
02:34present information and functionality right where the cursor is.
02:38We can open menus and dialogs near the cursor, so that the person doesn't have
02:43to move the cursor, or their finger, very far in order to make a choice, and we
02:47can make these layers draggable, so people can move them out of the way when necessary.
02:53Size is also a factor;
02:55larger targets are easier to acquire, but since we have limited space on the
02:59screen, we need to balance the size of the interactive elements with other
03:03content and images on the screen.
03:05Operating systems and electronic devices all have human interface guidelines
03:11to set the standards for things like the size and placement of buttons, tabs, and icons.
03:16These standards ensure consistency and usability, and if you're designing for
03:20native applications, such as iOS, Windows, or Android, make certain you've read
03:26the guidelines for that system.
03:29Calculating target size is complicated by two things;
03:32pixel density, and physical dimensions.
03:35As screens become smaller, and higher resolution, the number of pixels increases.
03:41So a button that is 30 pixels square on a 1024 by 768 resolution monitor will
03:48need to be 44 pixels square on a 1600 by 1200 resolution monitor just to look the same size.
03:56And for touchscreens, we need to consider the physical size of the human finger;
04:01it's not measured in pixels,
04:02so we need to be able to convert the physical size of a finger into the pixel
04:06dimensions of a touch target on the screen.
04:09When the screen resolution and size change, we may need to recalculate the
04:13size of the touch target.
04:16Just hitting a target isn't always enough.
04:19When using a mouse, some navigational systems on Web sites, and some toolbars on
04:23applications, use nested flyout menus.
04:27As long as the cursor remains over the flyout menu, it remains visible.
04:32But if you need to move the cursor through a narrow channel into a submenu, it
04:36can be difficult to keep the correct, or any menu open.
04:40Keeping a menu or a layer visible based on the cursor location can be challenging.
04:46The more time and effort it takes just to move the cursor slowly for
04:49accuracy, the less time and cognitive effort people have available to think
04:54about the information, make correct choices, make correct decisions, and
04:58enjoy the interaction.
05:00Finally, we need to consider timing for the appearance of things that appear
05:04when the cursor moves over a target.
05:07Just because the cursor is near or over a target does not mean that the person
05:12wants or needs to see a new layer appear.
05:14They may simply be moving their cursor to another part of the screen, and
05:18unwanted layers, motions, and transitions that occur while they are moving the
05:23cursor are an unwanted distraction.
05:25Let's take a look at how a simple delay can prevent a navigation menu from
05:30opening when it's not necessary.
05:34As we move the cursor quickly across this navigation, it doesn't react to us.
05:39However, if I want to see what's in the navigation, I need only pause for a moment.
05:44This is convenient because if I'm moving the cursor from the body of the page to
05:49a link at the top of the page, the navigation system doesn't react, but when I
05:54need it, it appears quickly.
05:57If the delay before displaying something is 0 milliseconds, then any time the
06:02cursor appears the hot zone, the interface will react instantly.
06:07The simplest way to reduce the number of unwanted displays is to use a brief delay.
06:11For example, a delay of just 150 to 250 milliseconds before the interface reacts
06:18will help people moving the cursor over the hot zone to get to another part of
06:23the screen without triggering the interaction.
06:25But if someone wants to hit that target, then they will pause the cursor in the hot zone.
06:30The delay will elapse quickly, and the reaction will occur.
06:34We could also use a more elaborate system called hover intent, where we measure
06:39the velocity, acceleration, and deceleration of the cursor.
06:43If the velocity is constant, or the cursor speed is accelerating, then we can
06:49infer that the person is moving over the hot zone to go somewhere else.
06:54However, if the cursor is decelerating, and velocity approaches 0 over the hot
06:59zone, then we can infer that the person wants to hit the target,
07:03so we activate the display.
07:05Finally, remember that there is no hover on touchscreens,
07:09so touch interfaces need to be designed to rely more on explicit tapping and gestures.
07:16When designing for taps and clicks, we have the opportunity to reduce effort by
07:20making certain that things are easy to reach, by bringing content and
07:24functionality closer to the point of interaction, and by ensuring that the
07:28interface only reacts when people expect it, and need it.
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Providing opportunity for direct action
00:00As computer technology has evolved, we've moved from a very remote and symbolic
00:05form of interaction, to more direct action.
00:07In the early days, flipping switches to set binary values, and punching holes in
00:12cards, required making decisions, and coding data, and then waiting hours, or even
00:16days, to get the results.
00:18We were very far removed from the information we were trying to understand.
00:23The command-line interface, monitors, and terminals made things faster, and easier
00:27to correct, but we were still working with abstract representations of
00:31information and processes.
00:33The arrival of the graphical user interface, also called GUI, and the mouse
00:38suddenly made it possible to interact more directly with meaningful
00:41representations of information.
00:43We could drag pictures into photo albums, and documents to the printer.
00:48This was more like the real world, but we were still using a mouse out here to
00:53click a button over there to make something else happened somewhere else.
00:57Touch screens are getting us closer to direct action. We can now directly touch
01:02the article we want to read, the photo we want to see, the song we want to hear,
01:08and move solitaire cards with a gesture very similar to playing with real cards.
01:13Touchscreens and gestures are more direct than a mouse, because a mouse is a
01:17translated movement and action, but touch is direct.
01:22We can tap what we want, instead of moving a mouse to move a cursor, then
01:26clicking on what we want.
01:28Drag-and-drop for both touch and mouse is more direct; we don't need to select
01:33an object, then select an action for it.
01:36For example, when I rearrange photos in my Flickr account, I can simply click,
01:43and drag that photo to its new location, and as I move it, you can see that the
01:48grid opens up a place for me to drop that photo.
01:52Every time I move a photo, the grid rearranges itself, and it clearly communicates
01:57to me, this is an open and valid position; an excellent form of feedback.
02:04Layers of content are more direct, because they bring information and
02:08functionality to the person at the moment they need it, without disrupting
02:12context or flow, and they can give people a greater sense of control over the interaction.
02:18Sometimes the layer is displayed on demand, and sometimes the layer is
02:21automatically displayed, based on context.
02:25There are several advantages of direct action; the interface is often visually
02:29simpler, because the interactive objects are represented directly, and other
02:33content or functionality is presented only when needed.
02:38The interaction is easier to learn, because there are no layers of abstraction
02:42between the person and the information.
02:45The interaction is easier to remember, because it often corresponds more
02:49closely to our real world experiences.
02:52People make fewer errors, because the interaction is a closer fit to our mental
02:57models, and expectations.
02:59It encourages exploration; when people can interact with almost everything, and
03:05have relevant content and functionality brought to them at that moment, then
03:10they become discoverers, and they ask, oh, what can I do here? What will happen
03:15if I do this? Or that?
03:17The experience is more pleasing and satisfying, because it's easy, makes sense,
03:22and is more engaging.
03:24Although direct action isn't always possible, we should strive to not separate
03:29the action from the object.
03:31If you need to select an object in one place, and choose an action in another,
03:36or if the interaction does not map closely to our mental models, and feels like
03:40there are extra steps, then there are opportunities to simplify, and to be more direct.
03:47Take the time to critically review the interaction design, and the flow of the experience,
03:52because we sometimes make design choices based on the technology, rather than the
03:56person, and when we're designing for the efficiency of the machine, we fail to
04:01consider the expectations and experiences of the person.
04:05Direct action is becoming more important, and more available, because
04:08touchscreens and spatial gestures are changing the way people interact with
04:12information on their devices.
Collapse this transcript
11. Best Practices for Providing Feedback
Defining feedback for interaction design
00:00Feedback is the information we get about the results of our actions.
00:04It helps us understand if we are progressing toward our goal,
00:08if there have been any errors, where we are, and how to modify our future
00:12behavior to keep ourselves on track.
00:15Feedback may be obvious and attention grabbing, such as warning messages that
00:19cover the entire screen, or it may be subtle and nuanced, such as background color, or
00:24icons to communicate status.
00:27Feedback is actually a way to provide either reinforcement, keep doing that, or
00:32discouragement, stop doing that. It's essential to helping people understand
00:37the results of their actions, as well as helping them learn new interactions.
00:42Feedback provides information about place, to help us understand where we are;
00:48time, to help us understand what is currently happening, and what will or may happen;
00:53meaning, to help us understand the results or outcomes of our actions, and it
00:58helps us to establish context.
01:00We'll discuss each of these more in depth soon, but here's a quick introduction.
01:06Just as landmarks and signs give us a sense of place in the physical world,
01:11feedback and content cues give us a sense of place in the digital world.
01:15There is a scent of information that helps us establish a trail back to where
01:20we've been, and points us forward to where we may go.
01:24In the midst of interacting, we seek feedback about our progress, and what
01:28our devices are doing.
01:30It helps answer common questions, like, should I wait a little longer? Am I almost
01:34finished? What's going to happen next?
01:38When we've completed an action, we want to know if we have been successful; is
01:43the outcome what we expected?
01:45We look for connections between what we did, and the results.
01:49Feedback also helps decide if the outcomes are valuable, or worthwhile.
01:53Desirable and expected results increase the likelihood that we will perform
01:57those actions again in the future.
01:59We learn new behaviors when the results of our actions are rewarding, and benefit us.
02:04On the other hand, if the outcomes are undesirable, unexpected, or incorrect, then
02:10these negative results decrease the likelihood that we will perform those
02:13actions again in the future.
02:15We learn to stop, or avoid behaviors when the results of our actions cost us time and effort.
02:22Interaction design is a bit like physics:
02:24for every action, there should be a reaction.
02:28For most interactions, there should be some form of feedback: a noticeable and
02:32understandable reaction from the interface or device.
02:36We need to design ways to meaningfully acknowledge interactions.
02:41Failing to acknowledge an interaction can lead to unnecessary repetition of
02:45actions, and possibly even errors or mistakes.
02:49For feedback to be effective, it must be prompt, meaningful, and perceivable.
02:54We need to present feedback soon after the interaction has occurred, otherwise
02:58people will think their actions were not detected.
03:02Feedback must be meaningfully related to a person's actions, otherwise they may
03:06not understand why the interaction produced the results.
03:10And we need to draw or direct attention to the feedback, because people may not
03:14be focused on the interface, or the device, at the time feedback is presented.
03:19Finally, feedback should not interrupt the person's experience unless it is
03:23necessary to prevent errors.
03:26Feedback should complement the experience, not complicate it.
Collapse this transcript
Deciding on a feedback format
00:01Feedback that's not noticed is not useful.
00:04We need to deliver feedback in a manner that's both noticeable, and in
00:08the appropriate format.
00:09The vast majority of interfaces provide feedback visually, but we can also use
00:13sound, and tactile, or haptic, feedback.
00:17Location is important for visual feedback.
00:20We can get attention more quickly by placing feedback where the person
00:23is already looking.
00:25Remember, we are sensitive to change, and to certain colors, so presenting
00:29feedback in a layer with strong visual cues can easily attract attention.
00:34Color, icons, motion, and text can all be used to provide feedback visually, and
00:39this feedback may be direct, such as a message, ambient, such as color, or both.
00:45For example, a confirmation message that profile information has been
00:50updated uses all three.
00:52When Save is clicked, a new message appears near the top of the page.
00:57It has a different fill color to draw attention, and green communicates success.
01:02It contains an icon that illustrates success, a brief text message explains what
01:06was completed, and the entire message area may be timed to fade and collapse
01:11after a specific interval, to reduce interference.
01:15As we design for an increasing number of touchscreens, our fingers become an
01:19important way of receiving feedback.
01:22Vibration is the most common form of tactile, or haptic, feedback.
01:27Our mobile phones have been vibrating for years to alert us to phone calls, text
01:31messages, and status updates, but they also use vibration to provide feedback
01:35when typing, and pressing buttons.
01:38Another type of tactile feedback is force feedback, though we probably only
01:43encounter this with games, and training simulators.
01:46Force feedback is when a device or controller provides resistance to our
01:50actions, and that resistance can vary in intensity.
01:54For example, if a lever would be difficult to move in real life, then the
01:59joystick or lever controller in the game or simulator would also be difficult to move.
02:05This type of feedback is usually tied to real world physics, so it provides
02:09realistic feedback about how much effort we should expand.
02:13Sound can also be used to provide feedback. Beeps and bells often tell us that
02:19we need to pay attention to something, or that a process has started, ended, or
02:23encountered an error.
02:25Simple auditory feedback is used to acknowledge button presses and taps on
02:29touchscreens and kiosks.
02:31These sounds are often brief and subtle. They barely attract our attention, yet
02:36they provide important information.
02:39We can even mark progress with sound. The ticking of a mechanical timer tells us
02:44that the cake is still baking.
02:46Then it buzzes when the cake is finished.
02:49Elevators beep as they pass each floor, then they make a different sound when
02:54they arrive, and the doors open.
02:56Auditory feedback can be important when designing for accessibility;
03:01when sound must supplement what would typically be only a visual feedback.
03:06The sound itself may also convey meaning.
03:08Happy sounds indicate success, but unpleasant sounds indicate problems, or failure.
03:14Part of the positive or negative meaning of the sound comes from the quality or
03:18timbre of the sound itself.
03:21Irritating noises are naturally unpleasant and negative, like the wrong answer
03:26sound on game shows, but part of the meaning we attribute to sound comes from
03:31experience and learning.
03:33Desktop operating systems expose people to subtle sound cues and feedback every day.
03:39We learn what those sounds mean, and often we learn the meaning so well that we
03:43do not even need to look at the accompanying text message.
03:47And of course, games rely extensively on sound to add excitement and interest, as
03:51well as provide feedback about the game play.
03:55The topic of sound design is becoming increasingly important as our devices do
03:59more and more for us.
04:02One of the most challenging aspects of providing feedback is that touchscreen
04:06gestures and spatial gestures leave no trace.
04:10Once we have touched or gestured, it's up to us to remember what we did.
04:15Accidental touches and gestures may cause changes in the device or interface, and
04:19we may not know how or why it happened.
04:22The change is feedback that an interaction was processed and completed, but
04:27if the touch or gesture was unintentional, people may not know how to undo or repeat it.
04:33How do we tell people what they did?
04:36When typing, I see the letters appear for each keypress.
04:40When dragging, I see the new position of the object, but with many multitouch
04:44or spatial gestures, there is no visible or remaining record of my interactions.
04:50These are interaction design challenges we still face.
04:54Not only how to communicate which gestures will cause what actions before the
04:59interaction occurs, but how to represent which gestures were performed after the
05:04interaction occurred.
05:07One possible approach is to use overlays and animation to visually represent the gestures.
05:13Applications for touchscreen devices often use an overlay when teaching people
05:17how to use an application, and communicating which gestures are available.
05:23Feedback comes in many formats, and even subtle or ambient information is
05:28valuable to meaningful interactions, as long as it's prompt and relevant.
Collapse this transcript
Place, time, and meaning
00:01Some feedback is vitally important, like the warning that you're about to delete
00:04your entire music collection, or transfer all of your money out of your bank
00:08account, but most feedback is casually informative.
00:12It's simply keeping us aware of our place, and time, our progress, and helping us
00:17understand our context.
00:19We previously discussed effective navigation, and many of the techniques we
00:23described are based on delivering relevant and timely feedback to help
00:27establish a sense of place.
00:29One important, but often overlooked aspect of feedback for navigation are the
00:34active, hover, visited, down, and disabled states.
00:38These quickly and efficiently communicate both the opportunity for interaction,
00:42as well as confirmation of the action.
00:46The active state is the appearance of a link, button, tab, or icon before we
00:50interact with it; its appearance must communicate the opportunity to interact.
00:55The hover state changes appearance when we approach the element.
00:59The down state acknowledges that our click or tap was received.
01:04The visited state serves as a visual reminder that we have interacted with this
01:09element already, and the disabled state communicates that the interaction is not
01:13currently available, so that we avoid an interaction that will have no result.
01:19When people are engaged in interacting with a process or application, they
01:23want to know its status.
01:25Is it ready for me to interact?
01:27Graphics, text, and motion can easily communicate readiness, such as a blinking
01:32cursor, or a microphone icon labeled with, speak now.
01:36Is the process still going?
01:39Progress bars, spinning graphics, and text labels communicate progress.
01:44Has it frozen, or crashed?
01:45Should I be patient and wait, or worry and panic?
01:49The absence of motion, or prolonged waiting with no visible progress,
01:53typically causes concern.
01:55If a process will take a long time, that is, longer than people might expect, then
02:01warn them in advance, with an estimate of the amount of time.
02:05Has it finished? Can I continue?
02:08Confirmation messages, updated information, and returning the interface to a state
02:13of readiness for interaction, all signal that the process is complete, and the
02:17interface is ready to proceed.
02:20For some processes, we're able to calculate, or at least estimate, the time it
02:24will take, so we're able to communicate the progress, and time remaining,
02:28relatively accurately.
02:29For example, if we know the amount of data, and the transfer rate, we can provide
02:34an informative estimate of the time to complete the transfer, or the percent of
02:39the transfer that's complete.
02:41For these processes where we know time and amount, we should display a visual
02:45indicator of progress, and information about the process, such as percent
02:50complete or remaining.
02:52However, some processes are indefinite; we're not able to accurately estimate
02:57how long it will take, or how much has been completed.
03:00When we are unable to estimate duration, or communicate specific progress, we need
03:05to clearly communicate that the process is still active, and underway.
03:10For indefinite processes, we are often only able to show a repeating
03:14animation, and a message, such as a spinning indicator, with please wait while
03:19we complete your request;
03:20this may take a few moments.
03:23If it's possible to estimate the average range of time to complete a process,
03:27then include this information, so that people will know what to expect.
03:32Provide the ability to cancel a process without cost or lost whenever possible.
03:37Having an option to stop and recover can be reassuring if people know they have
03:42a way to try again safely.
03:45For long or complex tasks, indicate the successful completion of each step.
03:51In most cases, we simply need to acknowledge that the step has been completed, and
03:55not interfere with proceeding efficiently.
03:57We use inline messages, placed where people will see them; color, motion, and
04:02fading in and out can all direct and focus attention on the subtle feedback.
04:07However, sometimes we need the person to acknowledge the completion of an
04:11individual step, so we give them an informative message, and wait for them to
04:16dismiss it, or to act and move on to the next step.
04:20This may be important for unfamiliar or difficult tasks to help people
04:24understand what's been done, and why.
04:27This type of interim status message can also be used to reduce errors, such as
04:32the confirmation requests for actions that may be difficult to undo or correct.
04:39For example, are you sure you want to remove all eBooks from your Kindle? As with
04:43all feedback, it's really only useful when people notice it, and understand it.
04:49So don't hide confirmation messages behind clicks or taps, and don't remove them
04:53automatically without sufficient time for people to notice, and read them.
04:58When a process is complete, people expect a confirmation message, or action.
05:03It may be either a success, or a failure. Simply allowing a progress indicator to
05:08disappear may not be sufficient.
05:12Failures, or errors, often mean that the person needs to make a correction, and try again.
05:17We'll talk more about error handling, and error messages in a moment, because
05:21they are very important to eventual success.
Collapse this transcript
Error handling and messages
00:00We may not always understand why we get a desirable outcome; we're just happy
00:05with the positive results, but when something goes wrong, we are eager to know
00:09what happened, why it happened, and what to do about it.
00:13Error messages are a particularly important type of feedback, because they help
00:17us understand what went wrong, and how to improve our actions in the future.
00:22Error messages can also be difficult to design well.
00:25When errors occur, people become frustrated, and this interferes with their
00:30ability to focus on, understand, and resolve the problem.
00:34The best type of error handling is error prevention.
00:38If we can design to prevent errors, then we have a better design.
00:42However, no device or interface is perfect, so we still need to design effective
00:48feedback for those times when something fails.
00:51Let's start with the error message itself.
00:54Effective error messages have four characteristics.
00:57Use natural language, and never blame the person. Clearly describe what went
01:03wrong. Briefly explain why it went wrong, and recommend how to fix or resolve the error.
01:12Place error messages as near the error as possible.
01:16Many sites and applications use two types of error message: a generic message
01:21that errors have occurred, often placed near the top of the page or browser, and a
01:25specific message near the error itself.
01:29Use color, such as yellow, orange, or red, to draw attention, and indicate urgency.
01:36Subtle transitions, such as a fade, or changing the color from yellow to green, can
01:41be used to remove error messages after a correction has been made.
01:46Provide error messages as soon as possible.
01:50It's a better experience to correct an error immediately after it's occurred, and
01:55it's also easier to understand the error if it's caught right away.
01:59Form fields and inputs may be validated or checked for errors on a per field, or per page, basis.
02:07Validation per field means that each form field or input is checked for errors
02:13as soon as information is entered.
02:15This is more immediate,
02:17will only display one error at a time, and allows people to correct errors
02:21before they proceed too far.
02:23Validation per page means that multiple form fields are checked for errors only
02:29when the entire set is complete.
02:31This is less immediate, may display more than one error at a time, and may occur
02:37only after people have entered a lot of information.
02:40If there are multiple errors on a page, display them all, and allow people to
02:45make multiple corrections at once.
02:48It is a bad experience to display one error at a time when there are multiple
02:52errors on a page, because people will be returned to the same page repeatedly
02:57until all the errors have been fixed.
02:59This is frustrating, and often causes confusion.
03:03We also need to make a distinction between errors and mistakes.
03:07An error occurs when an action or process cannot be completed correctly, such as
03:12the inability to complete a transaction, because the credit card number was
03:16entered incorrectly.
03:18A mistake is an incorrect choice, or information that does not prevent the
03:23action or process from being completed, but the end result is not anticipated, or desired.
03:28For example, I may have intended to transfer $100 from my savings to my checking
03:35account, but I typed 1000.
03:38If my savings account has $1000 in it, then no error will occur.
03:42I'll have made a mistake, but the transfer will happen.
03:47Feedback should confirm the interaction, and the outcome, and when
03:51interactions are important, such as transferring money from your bank
03:55account, the action should be verified, and we should have the opportunity to
03:59correct or undo mistakes.
04:02When we make an error or mistake, the ability to undo can be very important.
04:07We may not understand why the mistake occurred, and we may simply want to go back
04:11to where we were, and try again.
04:14Remember, the best type of error handling is preventing errors in the first
04:19place, but errors do happen sometimes, so it's important to help people
04:23understand what happened, and how to fix it, without causing worry or frustration.
Collapse this transcript
Feedback cycle
00:00Feedback is a key component of the principles of interaction design, because
00:04it's central to how we gain experience, and learn from our interactions.
00:09Our interactions should lead to perceivable, noticeable feedback, and when we
00:13understand it, we learn from it.
00:15We use this information to learn, and practice, and get better, and we take what we
00:20learn, and apply it in other situations, for other interfaces and devices.
00:24The cycle continues, and before long, we have learned behaviors, and acquired
00:29expectations about how to interact with the digital world.
00:33Feedback provides information that helps us understand our experiences.
00:37It provides reinforcement that strengthens learning, and shapes our behavior.
00:42It motivates us to keep interacting, keep trying, and keep seeking new and
00:46different experiences, and it can even lead to moments of surprise and delight
00:50that bring us pleasure, and a sense of fun and play with unexpected successes, or
00:55confirmation of achievement.
Collapse this transcript
Conclusion
Reviewing the big picture
00:00We've covered many topics, and seen many examples in this course, but there is
00:04still so much more we can discuss.
00:06Interaction design is an ever changing field.
00:09Devices, technology, and expectations evolve, and there will always be a need to
00:13craft new interactions, and create new solutions, and best practices.
00:18Even though our designs may change, and technology advances, our brains still
00:23think, process, and remember information the same way.
00:26We learn new behaviors, and we have new expectations, but we can still rely on
00:31the five principles of interaction design to help us craft better designs, and
00:35solutions that make it easy for people to interact with interfaces and devices,
00:40no matter how complex the technology may become.
00:43Remember, these five essential principles all work together in a system.
00:48When we perceive the opportunity to interact, and predict that the outcome is
00:52desirable, we will interact.
00:55Meaningful feedback helps us understand and learn from our actions.
00:59As we practice and observe, our understanding grows.
01:03When we encounter similar consistent interfaces and devices, we are able to
01:07transfer what we have learned, and interact more easily.
01:11If we understand how people think, what they need and expect, how they learn and
01:16remember, what motivates them, and how they react and feel, then we can identify
01:21and deliver effective solutions.
01:24We still need to remain current and knowledgeable about technology and design
01:28practices, so stay connected and active in the interaction design community.
01:33Keep your skills polished and honed with books, videos, tutorials, seminars,
01:38conferences, and memberships in professional organizations. And remember,
01:43interaction design is not about the behavior of the interface; it's about
01:48the behavior of people.
Collapse this transcript


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