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Reading 9 - Interaction Design and Prototyping
Reading 9 - Interaction Design and Prototyping
Prototyping
Designing Interaction and
Micro-Interaction through prototype
Interaction Design
Disalin dari
https://www.interaction-design.org/literature/article/what-is-interaction-design
If this definition sounds broad, that’s because the field is rather broad: the interaction
between a user and a product often involves elements like aesthetics, motion, sound,
space, and many more. And of course, each of these elements can involve even more
specialized fields, like sound design for the crafting of sounds used in user
interactions.
As you might already realize, there’s a huge overlap between interaction design and
UX design. After all, UX design is about shaping the experience of using a product, and
most part of that experience involves some interaction between the user and the
product. But UX design is more than interaction design: it also involves user research
(finding out who the users are in the first place), creating user personas (why, and
under what conditions, would they use the product), performing user testing and
usability testing, etc.
Important questions interaction designers ask
How do interaction designers work with the 5 dimensions above to create meaningful
interactions? To get an understanding of that, we can look at some important
questions interaction designers ask when designing for users, as provided by
Usability.gov(2):
● What can a user do with their mouse, finger, or stylus to directly interact with
the interface? This helps us define the possible user interactions with the
product.
● What about the appearance (color, shape, size, etc.) gives the user a clue about
how it may function? This helps us give users clues about what behaviors are
possible.
● Do error messages provide a way for the user to correct the problem or explain
why the error occurred? This lets us anticipate and mitigate errors.
● What feedback does a user get once an action is performed? This allows us to
ensure that the system provides feedback in a reasonable time after user
actions.
● Are the interface elements a reasonable size to interact with? Questions like
this help us think strategically about each element used in the product.
● Are familiar or standard formats used? Standard elements and formats are
used to simplify and enhance the learnability of a product.
Design strategy
This is concerned with what the goal(s) of a user are, and in turn what interactions are
necessary to achieve these goals. Depending on the company, interaction designers
might have to conduct user research to find out what the goals of the users are
before creating a strategy that translates that into interactions.
This again depends on the job description of the company, but most interaction
designers are tasked to create wireframes that lay out the interactions in the product.
Sometimes, interaction designers might also create interactive prototypes and/or
high-fidelity prototypes that look exactly like the actual app or website.
Micro Interactions
Disalin dari https://www.nngroup.com/articles/microinteractions/
Definition: Microinteractions are trigger-feedback pairs in which (1) the trigger can be
a user action or an alteration in the system’s state; (2) the feedback is a narrowly
targeted response to the trigger and is communicated through small, highly
contextual (usually visual) changes in the user interface.
● Communicating brand
To keep track of day-to-day tasks, I use the task-management tool Asana. There are a
few aspects of the tool that I especially enjoy, like the tags and the visual design. But
by far, my favorite aspect of Asana is the sporadic flying unicorn that soars across my
browser when I complete a task. This interaction is an example of a microinteraction.
When a user marks a task as complete, a small dialog box appears in the bottom left
corner of the page. This dialog provides system feedback that the task has been
marked completed and an error-prevention option to undo this action in case it was a
mistake. About a split second after this box appears, a unicorn flies across the bottom
left quadrant of the browser in celebration of a job well done. In this case, there are
two microinteractions: the utilitarian dialog box and the gamification-inspired unicorn
animation
If you’ve ever used a task-management tool, you probably know that there are a lot of
options to choose from — Asana, Jira, Trello, or Wrike, to name a few. These products
have a lot in common. They share features like the ability to assign tasks to team
members, create boards, or integrate with other products. However, the differences
between these products become quite clear when analyzing the microinteractions
embedded throughout the experience. In Trello, moving a task to the Done column
generates no extra fanfare. And, for many people, that perfectly meets expectations.
Me, I crave the positive reinforcement of completing a task and hoping that I see the
unicorn.
However, microinteractions do more than just make users feel good. Microinteractions
convey system status, support error prevention, and communicate brand. These use
cases add significant value, thereby making microinteractions a key way to
differentiate your product from competitors. Microinteractions provide feedback to
keep users informed and engaged, and without them, your customer experience will
suffer.
Other Examples
In the LinkedIn app, when users pull-to-refresh their newsfeed, a progress indicator
communicates that the system is working on the request.
iOS uses a microinteraction (shaking of the app icons) when a user presses-and-holds
an app to communicate that the system is waiting for additional input.
Google Home lights up upon hearing the trigger Hey Google, in order to communicate
that the device is on standby and waiting for a command from the user.
What is Prototyping?
Prototyping is an experimental process where design teams implement ideas into
tangible forms from paper to digital. Teams build prototypes of varying degrees of
fidelity to capture design concepts and test on users. With prototypes, you can refine
and validate your designs so your brand can release the right products.
“They slow us down to speed us up. By taking the time to prototype our ideas,
we avoid costly mistakes such as becoming too complex too early and sticking
with a weak idea for too long.”
— Tim Brown, CEO & President of IDEO
3. Show the prototype to your users so they can give you their feedback to help
pinpoint which elements/variants work best and whether an overhaul is
required.
4. Have a tool to experiment with associated parts of the users’ needs and
problems—therefore, you can get insights into less-obvious areas of the users’
world (e.g., you notice them using it for additional purposes or spot unforeseen
accessibility issues such as challenges to mobile use).
Low-fidelity
Cons: Lack of realism, so users might have a hard time giving feedback; hard to apply
results from crude early versions; may be too basic to reflect the user experience of
the finished product; can oversimplify complex issues; lack of interactivity deprives
users of direct control; users must imagine how they would use the product.
High-fidelity
Pros: Engaging—all stakeholders have the vision realized in their hands and can judge
how well it matches users’ needs and solves their problems; testing will yield more
accurate, more applicable results; versions closest to the final product enable you to
predict how users will take to it in the marketplace.
● Adobe XD
● Figma
● Webflow
● Sketch
● Marvel
● InVision