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A FIELD GUIDE TO 
INTERACTION DESIGN 
BY JAMES CARUSO, EXPERIENCE LEAD
W H A T I S I N T E R A C T I O N D E S I G N ? 
Interaction design is about shaping digital things for human 
use. Engaging, well thought-out interfaces allow us to 
interact with digital things by understanding and predicting 
our behaviors. Through this understanding, interactions 
align to expectations and digital things made easier to use. 
/// Page 1
H O W I S I T U S E D ? 
Interaction design is used to execute “ideas that do,” 
or more precisely, “ideas that enable people do things.” 
/// Page 2
W H Y I S I N T E R A C T I O N 
D E S I G N I M P O R T A N T ? 
Interaction design is a big part of how we make things usable 
and enjoyable. As digital things become more and more 
prevalent, ease of use becomes more and more expected. 
/// Page 3
Tools 
USE THE RIGHT ONES FOR THE JOB
A X U R E / / / P L A N 
Plan your flows, create sitemaps, chart user journeys, and 
develop interactive wireframes with this planning tool. 
/// Page 5
S K E T C H / / / D E S I G N 
Craft your user interface, build from your wires, and refine 
your interaction points with this design tool. 
/// Page 6
F R A M E R / / / R E F I N E 
Prototype, explore, and refine complex and nuanced 
interactions with a physics-based framework. 
/// Page 7
ETHOS 
Each step of the process informs the other, both 
forward and backward. This is a fluid process based around 
the idea of continual refinement. 
/// Page 8
GOALS 
I N T E R A C T I O N 
D E S I G N 
JOURNEY E X P E R I E N C E 
/// Page 9
/// Page 10 
I N T E R A C T I O N 
D E S I G N 
Our choices in designing 
interactions are shaped by the 
confluence of these basic 
components.
GOALS 
To craft ideas that do, we must 
first know the goals of the thing 
and the people using it. 
C L I E N T G O A L S 
B U S I N E S S G O A L S 
U S E R G O A L S 
P L AT FORM GOA L S 
/// Page 11
JOURNEY 
For a journey to be successful, 
it must tell a story—one with 
the user at its heart as the 
protagonist. This story can be 
both finite and infinite. 
GOA L M A P P I N G 
U S E R F LOWS 
E X P E R I E N C E M A P S 
/// Page 12
E X P E R I E N C E 
The best experiences engage 
users by anticipating needs, 
understanding behaviors, and 
moving to fulfill them. 
D E F I N E F O R M 
A N T I C I PAT E N E E D S 
UNDER S TA N D B E H AV I O R S 
C R E AT E D I A LOGUES 
/// Page 13
Interactive Wires 
A key component and pertinent starting place for great 
interaction design are interactive wireframes. 
/// Page 14
MEDIUM 
Since we are designing digital things, working within a 
digital medium will yield the truest representation of the 
product, interface, or interactions. 
/// Page 15
A T R U E E X P E R I E N C E 
Interactive wires are built to get as close to the final user 
experience as possible. From function to journey, things 
actually work. 
/// Page 16
S O L V I N G R E A L P R O B L E M S 
When you build with interactive wires, you are beginning to 
solve for real interactions. It’s a different thing to annotate 
how a search feature will work than it is to actually build it 
out and take that journey. 
/// Page 17
M A L L E A B I L I T Y 
With interactive wires the distance between idea and 
execution is greatly reduced. Interactive wires are pliable, 
flexible, adaptable, and testable. 
/// Page 18
C O M P L E X I T Y 
When deciding how far to take the level of interaction, it’s 
best to make only the most crucial or complex features 
interactive. This is important when designing or planning 
for complex flows or user journeys. 
/// Page 19
B U I L D B I G , P L A N S M A L L 
As you design your core interactions, plan your 
micro-interactions. These are the small details that 
surprise and delight users. 
/// Page 20
Wires Inform Design 
Your wireframes will directly influence and inform your 
design decisions. 
/// Page 21
S U B T R A C T I O N 
Wires force you to pare your ideas and assumptions down 
to their most basic forms. 
/// Page 22
Design Informs Interaction 
It is through visual language —colors, typography, spacing— 
that design shapes and refines our interactions. 
/// Page 23
R E F I N E M E N T 
Through design we continual plan for and refine our 
interactions. The more our ideas stew, the better they 
become and better we can execute them. 
/// Page 25
Interaction Informs Experience 
As your interactions are refined through design, you’ll notice 
the overall experience beginning to change. 
/// Page 24
MATURATION 
It’s here that our ideas are transformed. Where visual play 
gives way to insight and epiphany. And where epiphany is 
sanded down and sculpted into something new, enticing, 
beautiful, and usable. 
/// Page 25
/// Page 26 
Motion 
ANIMATION & INTERAC T I V I T Y
TRANSFORMATION 
Our interfaces should be able to change and adapt to meet 
user needs. When components change from one state to 
another, those changes need to feel fluid and natural. 
/// Page 27
T R A N S I T I O N S 
Well-designed transitions can help users through 
a long flow or process by guiding them 
and never letting them feel lost or confused. 
/// Page 28
C O N S I S T E N C Y 
Consistency is key for maintaining and guiding user focus, 
as incoming and outgoing elements 
enter and exit the screen. 
/// Page 29
D E S I G N 
Design helps us build continuity in transitions through the 
use of design patterns and persisting elements. 
/// Page 30
UNDERSTANDING 
Through well-choreographed transitions and 
coordinated design, users begin to understand the design 
and grow with the experience. 
/// Page 31
S E Q U E N C E A N D T I M I N G 
Sequence and timing are important factors 
in deterring the choreography of transitioning 
and transforming components. 
/// Page 32
T I M E A N D R E S P O N S E 
How long things take to respond can make an interface feel 
snappy or sluggish. Think about timing as you would think 
about using white space in a design or silence in a piece of 
music or film. 
/// Page 33
S T O R Y , O R I G I N , & H I E R A R C H Y 
The order in which transition or transformation occur 
can tell a story, show a point of origin or 
communicate hierarchy. 
/// Page 34
A T T E N T I O N 
Motion allows us to direct users’ attention 
to support our goals. 
/// Page 35
D I S T R A C T I O N 
Use motion judiciously and refrain from drawing unwanted 
attention to areas of the experience that aren’t important or 
that will break continuity and cause confusion. 
/// Page 36
FOCUS 
Attention can best be held by allowing users to focus on one 
primary action at a time. That element entices the user, 
taking hold and maintaining their attention. 
/// Page 37
F E E D B A C K 
Feedback is a crucial component of interaction design. It’s 
how users know that what they’re interacting with does 
something—by reacting to their input. 
/// Page 38
R E S P O N S I V E N E S S 
Components should respond when interacted with, 
whether it’s through touch, click, tap, voice, or gesture. 
User-initiated events need strong visual connections to the 
epicenter of the interaction to provide adequate feedback. 
/// Page 39
O V E R S T I M U L A T I O N 
Animating everything, and providing feedback for every 
interaction can become annoying to users. Be judicious in 
your application of movement, focus, and feedback. 
/// Page 40
C R A F T I N G D E L I G H T 
We can achieve delight by creating interactions 
that add clarity, guide attention through cleverness, and 
surprise users. 
/// Page 41
/// Page 42 
C L O S I N G T H O U G H T S 
Interaction design is the culmination of the experience, of 
the design, of the choreographed transitions, of 
transformations — it is the sum of all of these things. 
Interaction design is really the design of ideas that enable 
people do things.
Thanks! 
James Caruso (james@prpl.rs) 
PRPL HQ 189 S. Orange Ave., Suite 2020 Orlando, FL 32801 
QUESTIONS? Tweet #prplwebinar 
Follow PRPL 
@prplrckscssrs 
fb.com/prplrckscssrs 
www.prpl.rs

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A Field Guide to Interaction Design (IxD)

  • 1. A FIELD GUIDE TO INTERACTION DESIGN BY JAMES CARUSO, EXPERIENCE LEAD
  • 2. W H A T I S I N T E R A C T I O N D E S I G N ? Interaction design is about shaping digital things for human use. Engaging, well thought-out interfaces allow us to interact with digital things by understanding and predicting our behaviors. Through this understanding, interactions align to expectations and digital things made easier to use. /// Page 1
  • 3. H O W I S I T U S E D ? Interaction design is used to execute “ideas that do,” or more precisely, “ideas that enable people do things.” /// Page 2
  • 4. W H Y I S I N T E R A C T I O N D E S I G N I M P O R T A N T ? Interaction design is a big part of how we make things usable and enjoyable. As digital things become more and more prevalent, ease of use becomes more and more expected. /// Page 3
  • 5. Tools USE THE RIGHT ONES FOR THE JOB
  • 6. A X U R E / / / P L A N Plan your flows, create sitemaps, chart user journeys, and develop interactive wireframes with this planning tool. /// Page 5
  • 7. S K E T C H / / / D E S I G N Craft your user interface, build from your wires, and refine your interaction points with this design tool. /// Page 6
  • 8. F R A M E R / / / R E F I N E Prototype, explore, and refine complex and nuanced interactions with a physics-based framework. /// Page 7
  • 9. ETHOS Each step of the process informs the other, both forward and backward. This is a fluid process based around the idea of continual refinement. /// Page 8
  • 10. GOALS I N T E R A C T I O N D E S I G N JOURNEY E X P E R I E N C E /// Page 9
  • 11. /// Page 10 I N T E R A C T I O N D E S I G N Our choices in designing interactions are shaped by the confluence of these basic components.
  • 12. GOALS To craft ideas that do, we must first know the goals of the thing and the people using it. C L I E N T G O A L S B U S I N E S S G O A L S U S E R G O A L S P L AT FORM GOA L S /// Page 11
  • 13. JOURNEY For a journey to be successful, it must tell a story—one with the user at its heart as the protagonist. This story can be both finite and infinite. GOA L M A P P I N G U S E R F LOWS E X P E R I E N C E M A P S /// Page 12
  • 14. E X P E R I E N C E The best experiences engage users by anticipating needs, understanding behaviors, and moving to fulfill them. D E F I N E F O R M A N T I C I PAT E N E E D S UNDER S TA N D B E H AV I O R S C R E AT E D I A LOGUES /// Page 13
  • 15. Interactive Wires A key component and pertinent starting place for great interaction design are interactive wireframes. /// Page 14
  • 16. MEDIUM Since we are designing digital things, working within a digital medium will yield the truest representation of the product, interface, or interactions. /// Page 15
  • 17. A T R U E E X P E R I E N C E Interactive wires are built to get as close to the final user experience as possible. From function to journey, things actually work. /// Page 16
  • 18. S O L V I N G R E A L P R O B L E M S When you build with interactive wires, you are beginning to solve for real interactions. It’s a different thing to annotate how a search feature will work than it is to actually build it out and take that journey. /// Page 17
  • 19. M A L L E A B I L I T Y With interactive wires the distance between idea and execution is greatly reduced. Interactive wires are pliable, flexible, adaptable, and testable. /// Page 18
  • 20. C O M P L E X I T Y When deciding how far to take the level of interaction, it’s best to make only the most crucial or complex features interactive. This is important when designing or planning for complex flows or user journeys. /// Page 19
  • 21. B U I L D B I G , P L A N S M A L L As you design your core interactions, plan your micro-interactions. These are the small details that surprise and delight users. /// Page 20
  • 22. Wires Inform Design Your wireframes will directly influence and inform your design decisions. /// Page 21
  • 23. S U B T R A C T I O N Wires force you to pare your ideas and assumptions down to their most basic forms. /// Page 22
  • 24. Design Informs Interaction It is through visual language —colors, typography, spacing— that design shapes and refines our interactions. /// Page 23
  • 25. R E F I N E M E N T Through design we continual plan for and refine our interactions. The more our ideas stew, the better they become and better we can execute them. /// Page 25
  • 26. Interaction Informs Experience As your interactions are refined through design, you’ll notice the overall experience beginning to change. /// Page 24
  • 27. MATURATION It’s here that our ideas are transformed. Where visual play gives way to insight and epiphany. And where epiphany is sanded down and sculpted into something new, enticing, beautiful, and usable. /// Page 25
  • 28. /// Page 26 Motion ANIMATION & INTERAC T I V I T Y
  • 29. TRANSFORMATION Our interfaces should be able to change and adapt to meet user needs. When components change from one state to another, those changes need to feel fluid and natural. /// Page 27
  • 30. T R A N S I T I O N S Well-designed transitions can help users through a long flow or process by guiding them and never letting them feel lost or confused. /// Page 28
  • 31. C O N S I S T E N C Y Consistency is key for maintaining and guiding user focus, as incoming and outgoing elements enter and exit the screen. /// Page 29
  • 32. D E S I G N Design helps us build continuity in transitions through the use of design patterns and persisting elements. /// Page 30
  • 33. UNDERSTANDING Through well-choreographed transitions and coordinated design, users begin to understand the design and grow with the experience. /// Page 31
  • 34. S E Q U E N C E A N D T I M I N G Sequence and timing are important factors in deterring the choreography of transitioning and transforming components. /// Page 32
  • 35. T I M E A N D R E S P O N S E How long things take to respond can make an interface feel snappy or sluggish. Think about timing as you would think about using white space in a design or silence in a piece of music or film. /// Page 33
  • 36. S T O R Y , O R I G I N , & H I E R A R C H Y The order in which transition or transformation occur can tell a story, show a point of origin or communicate hierarchy. /// Page 34
  • 37. A T T E N T I O N Motion allows us to direct users’ attention to support our goals. /// Page 35
  • 38. D I S T R A C T I O N Use motion judiciously and refrain from drawing unwanted attention to areas of the experience that aren’t important or that will break continuity and cause confusion. /// Page 36
  • 39. FOCUS Attention can best be held by allowing users to focus on one primary action at a time. That element entices the user, taking hold and maintaining their attention. /// Page 37
  • 40. F E E D B A C K Feedback is a crucial component of interaction design. It’s how users know that what they’re interacting with does something—by reacting to their input. /// Page 38
  • 41. R E S P O N S I V E N E S S Components should respond when interacted with, whether it’s through touch, click, tap, voice, or gesture. User-initiated events need strong visual connections to the epicenter of the interaction to provide adequate feedback. /// Page 39
  • 42. O V E R S T I M U L A T I O N Animating everything, and providing feedback for every interaction can become annoying to users. Be judicious in your application of movement, focus, and feedback. /// Page 40
  • 43. C R A F T I N G D E L I G H T We can achieve delight by creating interactions that add clarity, guide attention through cleverness, and surprise users. /// Page 41
  • 44. /// Page 42 C L O S I N G T H O U G H T S Interaction design is the culmination of the experience, of the design, of the choreographed transitions, of transformations — it is the sum of all of these things. Interaction design is really the design of ideas that enable people do things.
  • 45. Thanks! James Caruso (james@prpl.rs) PRPL HQ 189 S. Orange Ave., Suite 2020 Orlando, FL 32801 QUESTIONS? Tweet #prplwebinar Follow PRPL @prplrckscssrs fb.com/prplrckscssrs www.prpl.rs