Interaction design basics organization

Interaction design: the design of the process of interaction and communication between people and products (systems/applications/services, etc.); whether the product's input method is intuitive, simple, clear, and safe; and whether the product's output method is adaptable in different environments, and is easy to be understood when it is formulated in terms of human and cultural perspectives.

The knowledge system that interaction design needs to understand includes: control, layout, journey; users, goals, scenarios; user research, competitor research, design methodology, design psychology; expanding knowledge: psychology, economics, sociology, marketing, operation ......

Ease of use includes: easy to understand, easy to learn, easy to operate.

-Easy for users to understand: clear hierarchy; clear delineation of functional blocks; distinction between interactable and non-interactable elements; the entrance should be clear and prioritized;

-Easy for users to operate: in line with the conventional operation process; in line with the interactive characteristics of the platform; the consistency of the product's own operation; timely feedback; shorter interaction paths; reduce user memory; reduce the number of inputs, help users make choices; error-proofing to help users make choices. Help users make choices; error-proof & fault tolerance (unavailable grayed out, format restrictions, revocable);

1.state visibility principle

2.environmentally relevant principle?

3. undo redo principle

4. consistency principle?

5. Error-proofing principle

6. Ease of access principle

7. Flexibility and efficiency principle

8. Ease of scanning principle

9. Fault-tolerance principle?

10. Humanized help principle

Experience goals / instinctive level - - want to give the user / what the user wants to feel (stimulate emotion, awaken some kind of memory, visual / auditory / olfactory stimulation brought about by the emotion

Final goal / behavioral level --What the user wants to do (purpose of using the product)

Life goal/reflection level - what the user wants to be (brand image)

Reduce user input/avoid repetitive and excessive operations (reduce page jumping; important information front-loaded - can be seen without clicking; revealing part of it first, expanding it after clicking, making the jumping process more natural and smooth;)

Distinguish clearly between interaction design elements and non-interaction design elements

Error-proofing & error-tolerance

Help users to memorize

Guide appropriately, provide help

Interaction paths Clear, let users know where they are

Consistency

Copy is clear and easy to understand

Intuitive design

NetEase Designer: 4 Steps to Rapidly Mastering the Interaction Design Body of Knowledge | Uisdc.com - UISDC

Occam's Razor: Don't add entities if you don't need them.

Fitz's Law: The time to get to the target is proportional to the distance traveled and inversely proportional to the size of the target.

Hick's Law: The more choices you have, the longer it takes to choose. For design, you can help the user to choose (default choice, gray out the unselectable), reduce the number of options, or categorize the options, differentiate the weight, let the user step by step to choose and so on. Let the user face fewer options at a time.

Tesler's Law: The Law of Conservation of Complexity. The complexity of a product is constant, and to make it simple for the user to use it, you need to shift the complexity to the program to handle it, reduce the number of actions the user has to take, increase the efficiency of the inputs, and let the person do the simple things such as making decisions, but having control over them.

The beauty-is-good effect: when a product is beautiful and attractive enough, users can tolerate some operational inconvenience. It is more suitable for literary and slow life products. Not intentionally made difficult to use, but in the design decision, can be for the sake of aesthetics sacrifice some operational efficiency, such as increasing the white space / display area will make the browsing efficiency.

Doherty threshold: the system/product for the user's operation response time <400ms, in order to allow users to remain focused, improve immersion and efficiency. On the one hand, for dynamic design, the time needs to be controlled, not too long. On the other hand, for the network, device performance and other causes of waiting time is too long, you can consider the use of transition mode (transition animation, placeholder) to slow down the user's anxiety.

Jacob's Law: Consistency with mainstream products or similar methods will help users get started faster. When there is no better way to interact, it is easier to use a common approach.

The Law of Simplicity: The human brain simplifies, summarizes, and filters external information to make it easier to understand the external world quickly and easily.

Principle of Proximity & Similarity: Objects that are close in distance/characterized by similarity are considered a group. Distances within and between modules, and consistency/differences in style will distinguish different modules.

Pareto Principle: The Law of Two or Eight. For most events, 80% of the impact is caused by 20% of the factors.

Parkinson's Law: Any task is delayed until all available time is used up.

The principle of homography : Elements are considered as a group when they are in an area with a clear boundary. Similar to the card style, the content within a card is considered a group.

Miller's law: short-term memory, the average person can remember 7 ± 2 items. For information display, it is important not to show too many items at once.

The von Restorff effect: When there are multiple similar objects, the one that stands out is easily remembered. For design, this is where the "design point" comes in. Highlight what's really important.

The Zeigernik effect: People remember unfinished tasks better than finished ones. For the design of the task, we need to pay attention to both the completed and uncompleted, and motivate people to complete the uncompleted task.

People, actions, tools or media, purpose and scenarios constitute the five elements of interaction design

- Understanding

- Abstracting

- Architecture

- Presentation

- Details

The theory that the main elements of the task interaction design by the people centered around the product (PEOPLE), people's actions (ACTIVITY), and people's behavior (ACTIVITY).

The Elements of User Experience

NetEase Designer: 4 Steps to Rapidly Master the Interaction Design Knowledge System | UISDC

About Face 4: The Essence of Interaction Design

Interaction Design: From Physical Logic to Behavioral Logic

Answers to the professional science classes! What does a complete interaction design process look like?

Leaves PMs speechless! The most professional interaction design process possible

Jingdong internal materials: super good use of the user experience enhancement model

Elderly home health care product interaction design research

Make the design more convincing 20 classic principles: Tesler's law - UISDC

Make the design more convincing 20 classic principles: the beauty of the good use of the Effect - UISDC

20 Classic Principles for Convincing Design: Dougherty's Threshold - UISDC

20 Classic Principles for Convincing Design: Hick's Law - UISDC

20 Classic Principles for Convincing Design: Jacob's Law - UISDC

20 Classic Principles for Convincing Design: Jacob's Law - UISDC

20 Classic Principles for Convincing Design: Jacob's Law - UISDC

20 Classic Principles for Persuasive Design: The Law of Simplicity - UISDC

20 Classic Principles for Persuasive Design: The Pareto Principle - UISDC

20 Classic Principles for Persuasive Design: Parkinson's Law - UISDC

20 Classic Principles for Persuasive Design: The Law of Simplicity - UISDC

The Law of Simplicity - UISDC

20 Classical Principles to Make Design More Persuasive: Von Restorff Effect, Zeigernike Memory Effect - Ushio.com - UISDC