Microinteractions
Spreker: Gaitri Biharie
Het ontwerpen van interactieve pro-ducten die de manier van dagelijkse communicatie en interactie van de gebruiker ondersteunt.
“
..behalen van bepaalde doelen of taken van de gebruiker.
navigatie interface, verschillende functionaliteiten, widgets of bedieningen
Details aren’t just details; they are the design
- Charles Eames
Kleine functionaliteit die alleen één ding doet en om één gebruikersmoment draait.“
Welke design principes bieden een ondersteuning voor de interaction designer om microinteractions in een ontwerp te implementeren?
Don NormanThe design of everyday things
Design principles
Affordance
Signifier
Mapping
Feedback
Contrains
Mental models
Welke design principes bieden een ondersteuning voor de interaction designer om microinteractions in een ontwerp te implementeren?
A way to design and dissect microinteractions:
STRUCTURE OF M.I.
TRIGGER
the physical / digital control or condition(s) that begins a microinteraction
“TRIGGER
Make the trigger something the target users will recognize as a trigger in context
TRIGGER
TRIGGER
Have the trigger initiate the same action very time
TRIGGER
TRIGGER
Bring the data forward
TRIGGER
TRIGGER
if it looks like a button..
SIGN IN
TRIGGER
it should act like a button.
SIGN IN
TRIGGER
SIGN IN
Don’t break the visual affordanceand don’t make a false affordance
TRIGGER
TRIGGER
Mircrointeractions that most people do, most often, should be highly discouverable.
Mircrointeractions that some people do, somewhat often, should be easily discouverable.
Mircrointeractions that few people do, infrequently, should take some searching to find.
Golden rules by Scott Berkun“TRIGGER
TRIGGER
TRIGGER
Add a label only if it provides information that the trigger itself cannot
TRIGGER
The more the microinteraction is focused on the goal rather than the steps, the more succesful the microinteraction is liked to be.
“RULES
RULES
Don’t start from zero
RULES
Tesler’s law:There is a point beyond which you cannot simplify a process any further.
“
RULES
RULES
RULES
Remove complexity, reduce options
and make smart defaults
RULES
A B
RULES
RULES
Poka-yoke:
Products and processes should be designed so that it’s impossible for users to commit an error
“
RULESRULES
RULES
Prevent errors, make human errors impossible
RULES
Tap next to continue
RULES
Continue
Next
RULES
RULES
Keep it short
RULES
You have no mail.Please enjoy your day!
FEEDBACK
Never overburden users with feedback
FEEDBACK
Feedback provides character,personality of the microinteraction“
FEEDBACK
FEEDBACK
Use the overlooked as a means of message delivery
FEEDBACK
Settings mode
LOOPS & MODES
LOOPS & MODES
Avoid modes;
The fewer modes, the less chance of confusion
LOOPS & MODES
LOOPS & MODES
A cycle that repeats, usually for a set of duration“
LOOPS & MODES
LOOPS & MODES
Carefully consider the parameters of loops to ensure the best user experience
LOOPS & MODES
Wat heb jij eraan?
LOOPS & MODES
LOOPS & MODES
LOOPS & MODES
LOOPS & MODES
Why make good design, if you can make great design?
LOOPS & MODES