Module 5 Flashcards

1
Q

Interactions and micro-interactions

A

Interaction: intent + action = results

Example signing up for a Gmail Account

INTERACTION

Intent: To get a new Gmail Account
Action: Fill out ‘Create an Account form’
Result: New Gmail Account

MICRO-INTERACTION
Filling in Gender field

Intent: tell Google my gender
Action: Select gender from dropdown
Result: input field is populated with what user has chosen

Common interactions are composed of many micro-interactions

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Interactions

A

Intent to do something
Action to make it happen
result which is either successful or unsuccessful

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Anatomy of an interaction

A

DIAGRAM from video

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Controls

A

Controls are objects that allow us to control a product

E.g: Tabs, radio buttons, check boxes, buttons, switches, input fields, dropdowns, pickers

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Rules

A

Macro rules: Big rules that are made up of smaller rules

Example form:

Macro rule: All the fields must be filled in correctly in the form to submit it and proceed to the next step

Micro rules: Rules specific to each field within the form e.g - credit card fields accept a maximum 16 digits

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Rules define:

A
  1. How the interface works
  2. What it can and cannot do
  3. Success and failure
  4. What feedback is given to users after each action it taken
  5. Rules define what data is used to complete a transaction / proceed and where this data comes from (e.g user must provide email address and password to login)
  6. Rules define what data is produced and where that data goes (e.g a confirmation number is produced at the end of the transaction and sent to the user’s email)
  7. Rules define what happens next after a user completes an action
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Creating rules

A
  1. Use IF statements

Example Logged in user:

IF the user is logged in, display a “Hello XXXX” welcome message in the navigation bar

IF NOT logged in, naviagtion bar with the option to sign in is displayed

Example Kindle/Kindle App:

IF… the user is logged in, check to see if they have read ahead on another device and display message checking if they want to continue reading from there

IF NOT … do. nothing

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Rules for users

A

For users rules must …..

  1. Be easy to understand
  2. Be easy to learn
  3. Must facilitate the overall flow
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

When creating rules

A

Must be clear to the product team how the rule is suppose to work

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Feedback

A

Communicates to the user what is happening within the product - acts as a confirmation when a user has interacted with something

Feedback must be polite and helpful and use language that the user can understand - poor feedback can contribute to a poor user experience

Macro interactions such as transactions completed or an error message has occurred require feedback

As well as micro-interactions such as a field populated incorrectly

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Feedback Summary

A

Feedback:

  1. Confirms an action has taken place
  2. Communicates results
  3. Tells us what (if anything) to do next
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Defining an interaction

A

Interaction Design

As a UX designer one must define:

1.How the system behaves
2. How the system responds to actions
3. How the system communicates results
4. How it helps fulfil intentions

All this information must be communicated to the developer through design annotations

How well did you know this?
1
Not at all
2
3
4
5
Perfectly