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Interaction Design Basics

The design process and the practical basics of structuring usable interactions — what design is, the process, knowing your user, scenarios, navigation, screen layout, affordances, and prototyping.


What is Design?

Design = achieving goals within constraints.

  • Goals — purpose: who is it for, why do they want it.
  • Constraints — materials, platforms.
  • Trade-offs — balancing conflicting requirements.
  • Golden rule: understand your materials — for HCI this means:
    • understand computers (limitations, capacities, tools, platforms);
    • understand people (psychological, social aspects, human error);
    • and understand their interaction.

Human "Error" is Normal

Accident reports often blame "human error," but consider: a concrete lintel breaks under too much weight and we blame design, not the lintel. We know how concrete behaves under stress. Human error is equally normal — we know how users behave under stress, so design for it. Treat the user at least as well as physical materials.


The Process of Design

        ┌─────────────── evaluation ───────────────┐
        │                                          │
 requirements → analysis → design → prototype → implement & deploy
   (interviews,        (principles,      (iteration)
    ethnography)        guidelines,
                       dialogues,
                       notations)
  • Steps: requirements (what is there & what is wanted) → analysis (ordering/understanding) → design (what to do & how to decide) → iteration/prototyping (getting it right & finding what is really needed) → implementation & deployment.
  • Limited time ⇒ trade-offs: usability vs feature completeness; finding and fixing problems; deciding what to fix. "A perfect system is badly designed" — too much effort spent perfecting is itself a design failure.

User Focus

You are probably not like your users — talk to them, watch them, use your imagination.

Persona

  • A description of an example user; not necessarily a real person; used as a surrogate ("what would Betty think?").
  • Details matter — they make the persona "real" and keep design grounded.
  • Example: Betty, 37, Warehouse Manager for 5 years, no university but evening business diploma, two children, slightly restricted right-hand movement after an accident, enthusiastic but threatened by yet another new system. A persona like this surfaces accessibility, training, and motivation issues that abstract "the user" hides.

Scenarios

  • Stories for design: rich, step-by-step walkthroughs of what users want to do — what they see (sketches/screenshots), what they do (keyboard/mouse), what they think.
  • Purposes: communicate with others (designers, clients, users); validate other models (play the scenario against them); express dynamics (appearance + behaviour).
  • Linearity — pros & cons:
    • Pros: life/time are linear; natural and easy to understand; concrete (fewer errors).
    • Cons: no choice, no branches, no special conditions; misses the unintended.
    • So: use several scenarios and several methods.
  • Scenarios explore depth: interaction (what happens when), cognition (what the user is thinking), architecture (what is happening inside).

Levels of Navigation

  1. Widget choice — menus, buttons, etc.
  2. Screen design — within a screen.
  3. Application navigation design — movement between screens.
  4. Environment — relationship to other apps / OS / the web.

Think Structurally

  • Local: from one screen looking out (goal-seeking with local knowledge).
  • Global: between screens within the application (hierarchical diagrams of functional separation).
  • Wider still: relationship with other applications / the web / external links.

Four Golden Rules of Navigation

  1. Know where you are.
  2. Know what you can do.
  3. Know where you are going (or what will happen).
  4. Know where you have been (or what you have done).
  • Breadcrumbs: show path through the site hierarchy; current page is not a link; live links go to higher levels. Beware the "big button trap" — large buttons whose destination is unclear.
  • Hierarchies: deep is difficult; misuse of Miller's 7±2 (that is about STM, not menu size); better to have many items per screen but structured within the screen.
  • Network diagrams: show different paths/branches (e.g. main screen → add user → confirm), more task-oriented than hierarchy.
  • Dialogue (computer "dialogue" = pattern of interaction between user and system, like the marriage-service script — generic flow with blanks filled per instance).

Screen Design and Layout

Available Tools

  • Grouping of items
  • Order of items
  • Decoration — fonts, boxes
  • Alignment of items
  • White space between items

Grouping and Structure

  • Logically related items ⇒ physically grouped. Example: Billing details (Name, Address, Credit card no) vs Delivery details (Name, Address, Delivery time, Order details). Put them in separate boxes.
  • Order of groups and items: think about natural order (should match screen order); use boxes/space; set tab order right; beware the "cake-recipe syndrome" (instructions in the wrong order, e.g. "mix milk and flour, after beating them add the fruit").

Decoration

  • Use fonts for emphasis/headings — but not too many.

Alignment

  • Text: left-align (for LTR languages) — easier to scan than centred special effects.
  • Names: scanning for surnames ⇒ Dix, Alan (surname first) reads better than Alan Dix.
  • Numbers: think about purpose — visually, long number = big number is a false cue. Align decimals or right-align integers so magnitude is comparable.
  • Multiple columns: scanning across gaps is hard; use leaders or greying (vertical too) to aid grouping.

Space Layout

  • Space to separate, to structure, and to highlight.

Physical Controls

  • Same principles apply: grouping, order, decoration (e.g. different colours for functions; lines around related buttons like temp up/down), alignment (centred text in buttons is harder to scan).

User Action and Control

  • Knowing what to do: what is active vs passive, where to click/type; consistent style helps (underlined links, bold = current state/action); standards for common actions; clear labels and icons.
  • Affordances: a psychological term for physical objects — shape/size suggest actions (a mug handle "affords" grasping; a button "affords" pushing). For screen objects: a button-like object affords a mouse click; icons afford clicking (or even double-clicking — a computer-use convention, not like real buttons). Affordance is cultural + learned.

Appropriate Appearance

  • Aesthetics and utility: aesthetically pleasing designs increase satisfaction and productivity — but beauty and utility may conflict. Mixed-up visual styles make items easy to distinguish; an all-clean design with little differentiation can be confusing. Backgrounds behind text look good but hurt readability. In consumer products, aesthetics are a key differentiator (e.g. iMac).
  • Colour and 3D: both often used badly. Colour: use sparingly to reinforce other information; beware colour-blindness. 3D: good for physical information and some graphs, bad for text in perspective or 3D pie charts.
  • Localisation / internationalisation: changing interfaces for cultures/languages. Globalisation: choose symbols that work everywhere (use a resource database instead of literal text — but this changes sizes and LTR/RTL order). Deeper: cultural assumptions — e.g. tick/cross mean +/− in some cultures but "mark this" in others.

Prototyping

  • Cycle: prototype → evaluate → (re)design → … → done. You never get it right first time.
  • Pitfalls: moving little by little without knowing where you're going (Malverns or the Matterhorn?) — you need (1) a good start point and (2) understanding of what is wrong.
  • Design inertia: early bad decisions persist; diagnose real problems, not symptoms.
  • Types and techniques (see Ch4 for fuller treatment): throw-away, incremental, evolutionary prototypes; storyboards (need not be computer-based, can be animated); limited-functionality simulations; Wizard of Oz (designer simulates system behaviour behind the scenes).

Design Trade-offs in Practice

Good interaction design is mostly the management of competing goals. Common tensions:

TensionOne extremeThe otherTypical resolution
Learnability vs efficiencyverbose prompts/guidanceexpert shortcutssupport both: visible-by-default, accelerators for experts
Consistency vs noveltyfamiliar, predictabledistinctive, delightfulnovelty only where it doesn't break learned behaviour
Flexibility vs simplicitymany options/pathsminimal, guidedsensible defaults + advanced mode
Control vs automationuser in chargesystem does it for youuser-initiated automation with undo
Standardisation vs contextone rule everywhereadapt to culture/deviceresource-based localisation (Ch3)

These trade-offs recur in every chapter that follows — principles (Ch4), evaluation (Ch5), and patterns (Ch9) are all tools for resolving them deliberately rather than by accident.

Summary

  • Design is goal-directed work under constraints; the golden rule is to understand both computers and people.
  • Use personas and scenarios to keep the real user present; navigate with explicit local/global structure and the four golden rules.
  • Layout is grouping + order + decoration + alignment + white space; affordances and aesthetics matter but must serve usability.
  • Prototype and iterate — but guard against design inertia and symptom-chasing.