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Interaction Design and User Testing: Principles and Best Practices

This agenda covers the importance of interaction design and user testing in creating highly usable experiences. It explores elements of good design, such as goal-oriented design, clear visibility, natural mappings, and reducing mental load. It also discusses the use of mental models, constraints, and feedback in enhancing user experiences. The agenda concludes with a focus on prototyping and user testing as essential steps in the design process.

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Interaction Design and User Testing: Principles and Best Practices

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  1. user testing & interaction design

  2. agenda • Interaction design • User testing

  3. Use Usability Meaning

  4. How are these broken?

  5. What makes a good, highly usable experience?

  6. Good interaction design should … • Let you easily figure out what to do to reach your goal • Tell you what is going on • Let you enjoy the experience

  7. Elements of good design • Be designed to meet specific goals • Make it easy to determine possible actions to get to those goals • Make things visible • Make it easy to evaluate current state • Follow natural mappings • Reduce mental load and increase delight

  8. What’s the goal here?

  9. What’s the goal here?

  10. Identifying goals 1. Interviewing Imperatives

  11. Elements of good design • Be designed to meet specific goals • Make it easy to determine possible actions to get to those goals • Make things visible • Make it easy to evaluate current state • Follow natural mappings • Reduce mental load and delight

  12. What is it? How does it work?

  13. How did you figure that out?

  14. What is this?

  15. How can you figure it out? • Transfer knowledge based on something similar you dealt with in the past: mental models • Take signals from product of how it should be used: affordances and constraints • Read instructions 

  16. How does this work?

  17. How does this work?

  18. How do the elements work?

  19. Affordances How properties of an object give clues as to it’s use

  20. How does this work?

  21. How do you put this together? • Come get a lego set • Spend the next five minutes putting it together • Try to do it withoutlooking at the pictureOR the instructions

  22. How did you figure out how the pieces fit together?

  23. Types of constraints • Physical: Shape of legos

  24. Types of constraints • Physical: Shape of legos • Semantic: Meaning of the situation controls outcomes

  25. Types of constraints • Physical: Shape of legos • Semantic: Meaning of the situation controls outcomes • Cultural: Symbols and expectations

  26. Types of constraints • Physical: Shape of legos • Semantic: Meaning of the situation controls outcomes • Cultural: Symbols and expectations • Logical: No other solution

  27. Constraints Limit the possible actions that can be performed on a system

  28. How does a Bing Li work in China?

  29. Mental Models People understand and interact with systems based on mental representations developed from experience. How system actually works vs. How user thinks the system works

  30. Interaction model for brakes On slick surface: • Depress brake pedal smoothly • Pump breaks to prevent lock up • Do not steer while braking except to counter steer • Noise and vibration = BAD

  31. Model for ABS brakes On slick surface: • Depress brake pedal fast and hard • Do not pump breaks • Steer while breaking • Noise and vibration = System is working!

  32. ABS brakes No reduction in frequency or cost in traffic accidents 

  33. Mental models Match expectations of user AND communicate how system works

  34. Refrigerator control

  35. Mental Models Model A

  36. Mental models Model A Model B

  37. What’s the mental model? Storyboarding Imperatives Prototyping User testing

  38. Elements of good design • Be designed to meet specific goals • Make it easy to determine possible actions to get to those goals • Make things visible • Make it easy to evaluate current state • Follow natural mappings • Reduce mental load and increase delight

  39. When is the toast done?

  40. What just happened?

  41. Visible (obvious) feedback When you or the system does something, there is a logical response: • Sight • Sound • Touch • Motion

  42. Elements of good design • Be designed to meet specific goals • Make it easy to determine possible actions to get to those goals • Make things visible • Make it easy to evaluate current state • Follow natural mappings • Reduce mental load and increase delight

  43. Is this document saved?

  44. What is going on here?

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