Interaction Theory 2012 spring

10 usability Heuristics – Neilson’s
1 Visibility of system status – proper bathroom sign
2 Match btw system and the real world – stove, shows time, temporal
3 User control and freedom – give user ‘undo’
4 Consistency and standards 
     a) Internal -adobe similar short cuts.
     b) external – designing conventions that cross cultures. if it already exists, use it. like Lisa( Y studio, sf ) said “Traditional + new”
5 Error prevention – light button vs call button in airplane, usb front/back same
6 Recognition rather than recall – lexus button graphic
7 Flexibility and efficiency of use –
8 Aesthetics and minimalist design – can be subjective but when it’s minimalist, it’s easier to find what to interact
9 Help user recognize, diagnose, and recover from errors
10 Help and documentation – document for themselves?
Mental model
Parameters to consider
1 Public or private
2 Body position – e.g. i-pad on bed
3 Physical requirements(sight, hearing, coordination)
4 Collaborative or independent
5 Ultimate purpose
6 Input modality
7 Output modality
8 Push or pull – Does users pull the contents or the provider pushes?
9 Size of interactive
10 First order
11 Second order

: a way to visualize the whole system at once,
 language for thinking about the future.
1. Elemental
2. Temporal
3. Relational
4. Modal
5. Attitudinal
[ Framework for prototyping behavior ]
Inspire > Evolve > Execute
1) Inspire – what could be
2) Evolve – what should be
3) Execute – what will be
Wireframes focus on

  • The kinds of information displayed
  • The range of functions available
  • The relative priorities of the information and functions
  • The rules for displaying certain kinds of information
  • The effect of different scenarios on the display[
Stories : 5 elements
Plot – set the scene > rising action > conflict > resolution
Human-computer interaction is about paying attention to people and their relationship with computing.
Information architecture is about making things findable.
Interaction design is about making things usable.
Content strategy is about making things meaningful.
Experience design is about making things seamless.
Persuasive design is about making things influential.


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