Thursday, February 10, 2011

Chapter Three Reading

Elements of Interaction Design

Motion



-Anything that interacted by a user is using a motion.

Space



-Is 2D and 3D for interaction designers. A product or the area of a building gives space which provides motion to the users.

Time



-Interaction designers control the rhythm of time. Designers need to make sure that the time is not slow in their products. Battery life is important.

Appearance



-Is one major source to the design of a product. It needs to appeal to the user by showing how to interact with the object. Some of the variables that designers should alter to let their users know how to use the product is by alternating the proportion, structure, size, shape, weight, or color.

Texture



-Is another source to the design of the product. The feel of the product to the user can change the emotion of that user. Designers can work in vibrations and heat to signify actions.

Laws of Interaction Design

Moore's Law



-The law predicts that every two years the number of transistors on integrated circuits will double. Designers can conceive the devices to make them faster,smaller, and more powerful.

Fitt's Law



-States that the time it takes to move from a starting position to a final target is determined by two factors: the distance to the target and the size of the target. Fitt's law has three implications for designers: clickable objects need to be a reasonable size, edges and corners are excellent places to position things, and pop-up menus are faster.

Hick's Law



-That the time it takes the users to make a decision is determined by the number of possible choices they have. Designs need to be unorganized a little bit.

The Magical Number Seven



-Is about the human mind is best of remembering information in chunks of seven items. Designers should not put no more than seven items advertising their product or it is an overload for the user.

Tesler's Law



-Is about all the processes having a core of complexity that cannot be overcome only moved to different places.

The Poka-Yoke Principle



-Is where certain products prevent errors by making the users correctly execute an operation by forms of signs, people, and procedures.

Direct and Indirect Manipulation



-Direct Manipulation is where a digital object can be changed to the user's preferences. Easily learned. Indirect Manipulation is where the user is not using the object, but keys that could do something to it. Designers need to choose what they want to use.

Feedback and Feelforward



-Feedback is an indication that something has happened. Designers need show how quickly it will respond and in what matter. Feelforward is where that user knows what happens before they perform the action.

Characteristics of Good Interaction Design

Trustworthy



-Means that any product or service needs to show that it will cradle the user safely without fear.

Appropriate



-Means that designers need to pay attention to the culture's religion, complexity and similarity, sexuality, and their meanings to colors.

Smart



-Means that whatever we design it needs to be smarter than us to solve our problems.

Responsive



-It means the designer needs to give the user attention to make their product faster to their users within less than a second or the designer will lose their users and money.

Clever



-Means to make sure that the product or service is clever by making the users happy with the way it solves the problems that the users have on daily basis.

Ludic



-Means that the product or service needs to be playful to users by making the environment and the means comfortable to them.

Pleasurable



-Means that each product and service needs to look pleasing and work properly.

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