02 Understanding Interaction Flashcards
Foundations of interaction design
Affordances Visibility Feedback Mapping Constraints Consistency Metaphors
What do most foundations of interaction design use?
Knowledge in the world
Affordance definition
Property of an object, which allows an individual to perform an action
- actions that the design of an object suggests to the user
- can be substituted with “is for”
Affordance physical examples
Chair: affords sitting and leaning back, stepping on it, moving it
Door knob: Push on handle, Pull handle, Push handle from the front
Teacup: Handle can be grasped, rotate cup
Subway door button: button can be pushed, slide door
Affordance bad examples
Faucet: rotate? push? maybe a sensor?
Instead of instructions, _ can provide strong clues
Affordances
Types of affordances
Real affordances: physical objects: grasp, push, pull -> Perceptually obvious
Perceived affordances: learned conventions of arbitray mappings
Affordance virtual examples
Scrollbar: move up and down
Trash paper bin: put objects inside
Button: to be pushed
Post-It: write on it, move and remove it
Visibility: Users should always be aware of … by ….
what is going on by providing visible clues, using knowledge in the world
Visibility is a major concern when
number of possible actions exceeds number of controls
there are invisible functions
there is a need for a reminder what can be done
Feedback definition
Information for the user about the current system state,
what has been done,
and current interaction possibilities
Feedback includes:
sound
highlighting
animations
haptic feedback
Subtle feedback for …
small, short, frequent interactions (key press, menu selection)
More noticeable feedback for …
main, long, infrequent interactions (saving, copying files)
examples for icons using feedback
folders that show if they contain files, recycler, …
Bad feedback example
wi-fi in iphone, which is not really turned off
feedback should be
meaningful and responsive
What opens the Gulf of Evaluation?
bad responsiveness