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).
Navigation Design
Levels of Navigation
- Widget choice — menus, buttons, etc.
- Screen design — within a screen.
- Application navigation design — movement between screens.
- 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
- Know where you are.
- Know what you can do.
- Know where you are going (or what will happen).
- Know where you have been (or what you have done).
Navigation Aids
- 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 thanAlan 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:
| Tension | One extreme | The other | Typical resolution |
|---|---|---|---|
| Learnability vs efficiency | verbose prompts/guidance | expert shortcuts | support both: visible-by-default, accelerators for experts |
| Consistency vs novelty | familiar, predictable | distinctive, delightful | novelty only where it doesn't break learned behaviour |
| Flexibility vs simplicity | many options/paths | minimal, guided | sensible defaults + advanced mode |
| Control vs automation | user in charge | system does it for you | user-initiated automation with undo |
| Standardisation vs context | one rule everywhere | adapt to culture/device | resource-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.