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Practical Interaction Design
      For Developers
David Ortinau
@davidortinau
http://davidortinau.com

15 yrs web, interactive, mobile.

Flash, iPhone, Android, WP7

BA English,
Maryville University
interaction design
        Interaction Design (IxD) defines the structure and
        behavior of interactive systems. Interaction Designers
        strive to create meaningful relationships between people
        and the products and services that they use, from
        computers to mobile devices to appliances and beyond.




http://www.ixda.org/
“Interaction design is concerned with
  describing possible user behavior and
  defining how the system will
  accommodate and respond to that
  behavior.”




Bill Moggridge - IDEO
“In traditional software development,
  the discipline involved in creating a
  structured experience for the user is
  known as interaction design.”




Jesse James Garrett - Adaptive Path
“The big difference that’s arisen in this new
  agile world is how integrated the team is.
  No longer is UX design owned by the UX
  designers: everyone on the team now has
  design responsibilities. That means that
  everyone needs to be informed about
  what the design is trying to do.”




Jarod Spool - UIE
Bill Verplank’s Three Questions




“Designing Interactions”, Bill Moggridge (http://www.designinginteractions.com/interviews/BillVerplank)
“Wheel. Telescope. Astrolabe.
   Compass. A ship’s a ship.”




Captain Avery
Doctor Who: The Curse of the Black Spot
Text
Mental Models



Susan Carey (1986), Don Norman (1988), Alan Cooper (1995) and IBM (1992)
“A mental model represents a person’s thought
  process for how something works (i.e., a person’s
  understanding of the surrounding world). Mental
  models are based on incomplete facts, past
  experiences, and even intuitive perceptions. They
  help shape actions and behavior, influence what
  people pay attention to in complicated situations,
  and define how people approach and solve
  problems.”




Susan Carey (1986)
Mental models
• [photo of photos in a box]
•
Mental Models
• [photo of desktop, filing cabinets]
via @iamFinch




“About Face 3: The Essentials of Interaction Design “, Alan Cooper
User Feedback
http://www.alistapart.com/articles/inline-validation-in-web-forms/
(my) Real World IxD
A User Story

Face Identification
The application has automagically found faces in
the user’s photos, and has created unknown
people. The user needs to identify these
unknown faces by creating people profiles and
associating them with the faces. This will in turn
help the facial recognition to learn and match
these without user intervention.
A Use Case
1. User selects one or more face thumbnails from a list of unknown
      faces.
2. User selects an existing person they have already identified to
      associate the selected faces with.
   2.1.User may opt to enter a name not previously created. This will
         create a new person profile and add it to the list of known
         people.
   2.2.User may select or add a person before selecting thumbnails.
3. User clicks save to commit the selections.
4. The application saves the data, and refreshes the thumbnail list
      removing the selected faces.
prototyping demo
Actionable
• Consume solid IxD and UX principles daily.
  • Books, Twitter, Presentations, Discussions
• Build relationships with your team around how you
      can help.
•   Advocate for IxD and UX principles.
•   Don’t fall for the quick hack; Do what’s right.
•   Use your apps daily.
•   Increase your exposure to users using your apps.
“Exposure hours. The number of hours
  each team member is exposed directly to
  real users interacting with the team's
  designs or the team's competitor's designs.
  There is a direct correlation between this
  exposure and the improvements we see in
  the designs that team produces.”




Jarod Spool - UIE
Contact Me

@davidortinau
http://davidortinau.com
dave@davidortinau.com

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Practical IxD for Developers

  • 2. David Ortinau @davidortinau http://davidortinau.com 15 yrs web, interactive, mobile. Flash, iPhone, Android, WP7 BA English, Maryville University
  • 3.
  • 4.
  • 5.
  • 6.
  • 7. interaction design Interaction Design (IxD) defines the structure and behavior of interactive systems. Interaction Designers strive to create meaningful relationships between people and the products and services that they use, from computers to mobile devices to appliances and beyond. http://www.ixda.org/
  • 8. “Interaction design is concerned with describing possible user behavior and defining how the system will accommodate and respond to that behavior.” Bill Moggridge - IDEO
  • 9. “In traditional software development, the discipline involved in creating a structured experience for the user is known as interaction design.” Jesse James Garrett - Adaptive Path
  • 10.
  • 11. “The big difference that’s arisen in this new agile world is how integrated the team is. No longer is UX design owned by the UX designers: everyone on the team now has design responsibilities. That means that everyone needs to be informed about what the design is trying to do.” Jarod Spool - UIE
  • 12.
  • 13. Bill Verplank’s Three Questions “Designing Interactions”, Bill Moggridge (http://www.designinginteractions.com/interviews/BillVerplank)
  • 14.
  • 15. “Wheel. Telescope. Astrolabe. Compass. A ship’s a ship.” Captain Avery Doctor Who: The Curse of the Black Spot
  • 16. Text
  • 17.
  • 18. Mental Models Susan Carey (1986), Don Norman (1988), Alan Cooper (1995) and IBM (1992)
  • 19.
  • 20.
  • 21. “A mental model represents a person’s thought process for how something works (i.e., a person’s understanding of the surrounding world). Mental models are based on incomplete facts, past experiences, and even intuitive perceptions. They help shape actions and behavior, influence what people pay attention to in complicated situations, and define how people approach and solve problems.” Susan Carey (1986)
  • 22.
  • 23.
  • 24. Mental models • [photo of photos in a box] •
  • 25. Mental Models • [photo of desktop, filing cabinets]
  • 26.
  • 27.
  • 28. via @iamFinch “About Face 3: The Essentials of Interaction Design “, Alan Cooper
  • 30.
  • 31.
  • 34. A User Story Face Identification The application has automagically found faces in the user’s photos, and has created unknown people. The user needs to identify these unknown faces by creating people profiles and associating them with the faces. This will in turn help the facial recognition to learn and match these without user intervention.
  • 35. A Use Case 1. User selects one or more face thumbnails from a list of unknown faces. 2. User selects an existing person they have already identified to associate the selected faces with. 2.1.User may opt to enter a name not previously created. This will create a new person profile and add it to the list of known people. 2.2.User may select or add a person before selecting thumbnails. 3. User clicks save to commit the selections. 4. The application saves the data, and refreshes the thumbnail list removing the selected faces.
  • 36.
  • 38. Actionable • Consume solid IxD and UX principles daily. • Books, Twitter, Presentations, Discussions • Build relationships with your team around how you can help. • Advocate for IxD and UX principles. • Don’t fall for the quick hack; Do what’s right. • Use your apps daily. • Increase your exposure to users using your apps.
  • 39. “Exposure hours. The number of hours each team member is exposed directly to real users interacting with the team's designs or the team's competitor's designs. There is a direct correlation between this exposure and the improvements we see in the designs that team produces.” Jarod Spool - UIE

Hinweis der Redaktion

  1. \n
  2. \n
  3. \n
  4. when we were kids.\nInvincible\npretty sure adults were wrong about physical laws like gravity\n
  5. Let’s get over it. We aren’t just programmers and designers when we decide to freelance. We are business owners. We have a brand, identity, and we have a roster of services.\n
  6. but as we’ve gotten older we’ve realized you weren’t wrong about everything just as we weren’t right about everything. Innovation must coexist with usability and standardization.\n
  7. \n
  8. \n
  9. \n
  10. \n
  11. otherwise we design from our own experiences and expectations. Although valid, they are often not usually inclusive of our true target audience and demographic.\n
  12. \n
  13. \n
  14. What sort of ways do you affect the world: poke it, manipulate it, sit on it? \n
  15. \n
  16. How do you get/give feedback through sensory channels? \n\npen and ink study of facial expressions done by Charles Le Brun (1619-1690), one of the premier artists of the French baroque\n
  17. Maps and Paths, Signposts and Cues\n\nMap gives an overview of how the system works\nPath shows what to do, moment by moment\n\n
  18. \n
  19. this is how the technology actually works\n
  20. how the user thinks the application will work\n
  21. Harvard, Cognitive Science and Science Education\n
  22. design model\n\n
  23. mental models - shopping, shopping cart\n
  24. \n
  25. when implementing mental models we generate the Design Model. And it should be consistent!\n
  26. \n
  27. \n
  28. \n
  29. \n
  30. Button States: Up, Over, Down (Disabled)\n\n
  31. progress, activity\n\n
  32. Form validation and feedback\nDo it\nProvide clear instructions on what went wrong, where, and how to remedy\nDon’t remove previous work\n\n
  33. \n
  34. \n
  35. \n
  36. \n
  37. Fail early and often\n\n
  38. \n
  39. \n
  40. \n