35 questions, all multiple choice
3 views - behaviorsit, social, etc
The figure about differences of different disciplines
Hicks law
Skip sand map and sketches
Stakeholders - chapter 2
All the questions come from
• Designing for Interaction: Creating Innovative Applications and Devices (2nd ed.)
chapter 1, 6, 7
• About face: the essentials of interaction design (4th ed.) chapter 2 (pages 32-33, 40-41,
44-56), chapter 3(pages 66-72, 76-78, 82-86), and chapter 4(pages 116-117), chapter 19,
chapter 20
• And slides and articles on Canvas
Here’s a more concise version of your study guide:
You've asked a comprehensive set of questions about interaction design. Let's address each one using the provided sources and our previous conversation.
1. Explain what are interactions and interaction design. What are the three ways of looking at interaction design?
Interaction = A transaction between two entities (people, machines, or systems) that typically involves exchanging information, goods, or services.
Interaction Design (IxD) = Designing digital or physical experiences that enable smooth, effective interactions between users and technology.
Coined by Bill Moggridge, it aims to make technology usable, useful, and enjoyable.
Technology-Centered View
IxD makes digital technology useful, usable, and enjoyable.
Focuses on shaping engineers' work into user-friendly products.
Behaviorist View
Defines IxD as shaping how products behave and respond to user actions.
Focuses on functionality and feedback (e.g., a phone vibrating for a notification).
Social Interaction Design View
Sees IxD as primarily about human communication rather than technology itself.
Prioritizes social connection and interaction over features.
Solves problems by making products easier and more enjoyable to use.
Removes small frustrations in daily life (e.g., making a website easier to navigate).
Improves communication between people using technology.
2. What are the differences between information architecture, industrial design, visual design, user experience design, and interaction design?
Focuses on structuring and organizing content so users can easily find what they need.
Especially important for websites with many interconnected pages.
Involves labeling, categorizing, and navigation design.
Concerned with the form and function of physical objects (e.g., furniture, appliances).
Ensures that objects look intuitive and work well.
In embedded systems, integrates hardware and software for user interaction (e.g., physical buttons instead of touchscreen controls).
Creates a visual language to communicate content.
Includes fonts, colors, layouts, and UI design.
Used in both digital interfaces and printed materials.
Looks at the overall experience of a product, ensuring different design elements work together.
Includes visual design, interaction design, sound design, and more.
An umbrella term for multiple design disciplines.
Focuses on how users interact with a product or service.
Defines the behavior of digital and physical systems.
Aims to make technology usable, useful, and enjoyable.
As Figure 1.15 in source illustrates, information architecture, visual design, industrial design, and interaction design often fall at least partially under the umbrella of user experience design. Interaction design is distinct in its focus on the behavior and responsiveness of systems to user actions.
3. What are the products of interaction design?
Wide range of products: Websites, software, electronics, robots, mobile devices, medical tools, and interactive environments.
Can be digital, physical, incorporeal (gestural interfaces), or a combination.
Often, products are part of larger services, forming sequential, parallel, or nonlinear processes that create value for users.
Service Design: Focuses on designing resources, channels, and touchpoints that connect people and technology.
Services can involve people-to-people, people-to-machine, or machine-to-machine interactions.
The outcome—whether a physical product or a service—is still considered a “product” in interaction design.
Personas: Fictional user models based on research, representing typical users and their goals.
Scenarios: Stories describing how personas interact with the product.
Task Flows: Diagrams outlining the steps a user takes to complete a task.
Wireframes: Structural blueprints of an interface, showing layout, navigation, and key elements.
Prototypes: Early product versions used for testing and refining the design.
Service Blueprints: In service design, these function like wireframes, mapping interactions between users and service components.
4. What are iterations and why are they critically important in design?
Definition: A cyclical process of designing, prototyping, testing, analyzing, and refining a product. Each iteration builds on previous insights.
✅ Early Problem Detection
Testing prototypes helps identify usability issues early.
Fixing problems early = less costly & time-consuming.
✅ User Feedback Integration
Continuous feedback ensures the final product meets user needs.
✅ Refinement & Improvement
Each cycle simplifies & enhances design.
Senior designers prioritize simplicity & efficiency.
✅ Adapting to New Insights
Research & testing help designers adjust based on user needs.
✅ Managing Complexity
Smaller cycles = easier to manage complex projects.
Reduces major errors late in development.
💡 Key Concept: Iteration = Continuous Improvement
Learning to design better products requires iteration.
Testing multiple prototypes at different fidelities reflects this process.
5. Understand the core concepts of interaction design. Given examples of good and bad interfaces, explain why in each case.
Measures how well users achieve goals (effectiveness, efficiency, satisfaction).
Good design prioritizes ease of use.
Helps users understand where they are & how to move.
Mobile navigation is tricky due to limited screen space.
Web design relies on clear navigation structures.
Confirms an action has been registered.
Should be immediate, clear, and frequent (e.g., button changes color when clicked).
Visual cues indicate how an object is used (e.g., door handle = pull).
Controls should guide user interaction.
Familiar design patterns make interfaces easier to use.
Breaking conventions = confusion & frustration.
Easy to understand & use designs are best.
Tesler’s Law: Some complexity is unavoidable, but it should be well-managed.
Focus on why users take actions, not just how.
Tasks are steps toward achieving goals.
Design should fit the environment where it will be used.
Embedded systems should be tailored to their specific use cases.
Good Interface (Mobile Calendar App) | Bad Interface (Outdated Microwave) |
Uses swipe gestures (follows standards) | Too many unlabeled buttons (confusing) |
Tapping a date shows events (good feedback) | Minimal feedback (unclear settings) |
Easy-to-tap buttons (affordance + Fitts’s Law) | Controls are inconsistent, requiring a manual |
Intuitive, supports user’s goal | Frustrates the goal of quickly heating food |
💡 Tip: Good design = intuitive, consistent, and user-focused!
6. What is direct and indirect manipulation? How to differentiate them?
Dragging & dropping files
Resizing a window by dragging
Swiping to scroll
Selecting “File > Save”
Typing in a text field
Adjusting settings with sliders
Feature | Direct Manipulation | Indirect Manipulation |
Interaction | Physical & intuitive | Uses commands/controls |
Feedback | Instant & visual | May be delayed |
Examples | Dragging, swiping | Menus, text inputs |
7. What are feedback and feedforward? How to differentiate them?
Feedback:
Definition: An indication that something has happened after a user action.
Purpose: Confirms the action and shows its result.
Example: Clicking "Save" shows a message like "Document saved."
Feedforward:
Definition: Information provided before an action to guide the user.
Purpose: Helps users understand what they can do and what might happen if they do it.
Example: A button label says "Upload File" before you hover over it, indicating its function.
Key Difference:
Feedback = Reactive: Happens after an action.
Feedforward = Proactive: Happens before an action.
8. What are “metaphors”? Why are they important in interaction design?
Definition:
Metaphors link familiar real-world objects or actions to digital representations, helping users understand new interfaces.
Why They Are Important:
Reduce Learning Curve: Familiar metaphors make interfaces easier to learn (e.g., "desktop" metaphor with files, folders).
Improve Usability: Predictable metaphors lead to smoother interactions.
Enhance Memorability: Metaphors help users remember how to use features.
Communicate Functionality: Metaphors quickly show the purpose of interface elements.
Caution:
Poorly chosen metaphors can confuse users. Sometimes, direct representations or novel approaches may be better.
9. When to follow interface standards and when to break them?
Reasons for Following Standards:
Users expect certain elements to be in familiar locations (e.g., logo top left).
Conventions make interfaces easier to use by reducing the need for new learning.
Ignoring standards can lead to user frustration.
Experts like Jakob Nielsen stress following standards.
Reasons for Breaking Standards:
Break standards cautiously, as new patterns require user learning.
Consider breaking standards when:
The standard harms usability or doesn't fit the context.
A new pattern offers a significant improvement.
User research shows users can easily adapt.
The product introduces a new interaction paradigm.
Prioritize familiar experiences to leverage existing user knowledge.
10. What predicts Fitts law? Design implications.
Fitts's Law – Study Guide
What it Predicts:
The time to move to a target depends on the distance to it and its size. Larger and closer targets are quicker to reach.
Design Implications:
Target Size Matters: Buttons and clickable objects should be large enough, especially on touchscreens.
Edges & Corners are Good Placement: Screens' edges and corners make great targets since the cursor stops there, making them easier to click.
Proximity Improves Speed: Controls near the user's current task (e.g., context menus) are quicker to access than those farther away (e.g., pull-down menus).
Applying Fitts's Law helps create more efficient and user-friendly interfaces.
11. What predicts Hick’s law? Design implications.
Hick's Law – Study Guide
What it States:
Decision time increases with the number of choices. People group options and eliminate half with each step.
Design Implications:
Fewer choices lead to faster decisions, but too many options can cause "cognitive overload."
Avoid overwhelming users with unfamiliar items or requiring them to remember too many things at once.
The "Magical Number Seven" suggests users can only hold about seven items in short-term memory.
Careful balance of choices and simplicity improves user decision-making.
12. Identify both the basic controls and non-traditional controls that interaction designers can use.
Visible Controls – Study Guide
What it States:
Interaction designers use visible controls (like dials and sliders) to allow users to manipulate product features.
Voice and gestural interactions are exceptions and considered non-traditional controls.
Key Point:
Most basic controls provide standard feedback to show user actions have been registered.
13. What is a strong design problem statement?
Design Problem Statement – Study Guide
A strong design problem statement:
Frames the problem concisely and uniquely.
Explains how users currently solve the problem and where it falls short.
Indicates what will be done to provide a better solution.
Acts as a living document that evolves with new insights from user research.
Format:
_____ (user) needs to (need) because (insight).
14. What are the characteristics of a good design problem statement?
A good design problem statement should be:
Human-centered
Broad enough for creative freedom
Narrow enough to be solved by a design solution
15. Differentiate qualitative and quantitative data in design research.
Quantitative vs. Qualitative Research – Study Guide
Quantitative Research:
Answers "how much" or "how many" questions.
Involves numbers and statistics.
Considered objective but can be open to interpretation.
Qualitative Research:
Answers "what," "how," and "why" in rich detail.
Helps understand context, user behaviors, and product fit.
Identifies patterns, user attitudes, and product usage.
Often faster, cheaper, and provides deeper insights into user needs and experiences.
16. Why is user research of critical importance in interaction design?
User Research in UX Design – Study Guide
Importance of User Research:
Helps understand users' tasks, needs, behaviors, pain points, and environments.
Bridges business goals with user goals, improving usability and relevance.
Provides insights into what problems users want solved and which features are most important.
Competitive Analysis:
A part of user research that analyzes competitors' features, functions, and user experiences.
Helps identify gaps and design superior products or experiences.
Why It Matters:
Users have different experiences and expectations, making it crucial to understand their perspectives, not just assume your own.
17. Why important is involving stakeholders to design? How are stakeholder interviews conducted? Stakeholder types.
User Interviews – Study Guide
Purpose:
Gather qualitative data on users’ goals, behaviors, and motivations.
Ethnographic interviews focus on understanding user rituals, behaviors, and the "why" behind their actions.
Timing:
Conducted early in the project (exploratory), middle (pattern identification), and late (confirmation and refinement).
Process:
Early interviews: Broad domain knowledge gathering.
Middle interviews: Identify patterns and connections.
Late interviews: Confirm patterns and refine assumptions.
Team Involvement:
Primarily the design team, with two designers per interview: a moderator and a note-taker.
Stakeholders may assist in connecting with users.
Competitive Research:
Iterative, ongoing throughout the project to continuously understand user needs.
18. Analyze user interviews: the aim, in which development phases can be applied, who is involved, what is to prepare for the interview, what questions to avoid, what outcomes can be obtained.
User Interviews – Study Guide
Purpose:
Gather qualitative data on users’ behaviors, goals, and motivations.
Ethnographic interviews focus on understanding the "why" behind users' actions, looking at their rituals and behaviors.
Timing:
Conducted early, middle, and late in the project:
Early: Exploratory, gathering broad domain knowledge.
Middle: Identify patterns and connections.
Late: Confirm and refine patterns, roles, and behaviors.
Process:
Develop a persona hypothesis based on likely behavior patterns.
Create an interview plan considering demographic, behavioral, and environmental factors.
Team Involvement:
Design team, ideally with two designers: one moderator and one note-taker.
Stakeholders may help connect with users.
What to Avoid:
Leading questions or hypothetical scenarios.
Asking binary questions (yes/no) without elaboration.
Questions about what others might do or think.
Outcomes:
Qualitative data on behaviors, attitudes, and motivations.
Insights on user needs, pain points, goals, and how they currently solve problems.
Identify user behavior patterns to create personas.
Understand product constraints and user environment.
Key Principle for Ethnographic Interviews:
Conduct interviews where the interaction happens to understand real-world contexts and constraints.
19. Understand how to conduct focus group, contextual inquiry, and card sorting.
Research Methods – Study Guide
Focus Group:
Gather a diverse group of representative users.
Ask a structured set of questions with predefined choices.
Low-cost, typically used for requirements gathering.
Contextual Inquiry:
Follows a master-apprentice model where the user (master) is observed and questioned by the interviewer (apprentice).
Four principles:
Context: Conduct interviews in the user's normal environment.
Partnership: Collaborative exploration of user tasks.
Interpretation: Analyze and verify facts to uncover design insights.
Focus: Direct the interview to capture relevant data.
High-cost method used for deeper design insights.
Card Sorting:
A low-cost design phase method.
Users categorize topics or features into meaningful groups, informing information architecture and navigation.
20. Tell the differences between contextual inquiry and ethnographic interviews.
Contextual Inquiry vs. Ethnographic Interviews – Key Differences
Interview Length:
Contextual Inquiry: Typically full-day interviews.
Ethnographic Interviews: Can be as short as one hour.
Team Size:
Contextual Inquiry: Involves larger teams conducting multiple interviews in parallel with full team debriefing.
Ethnographic Interviews: More effective with smaller teams (2-3 designers), with sequential interviews allowing direct interaction with users.
Focus:
Contextual Inquiry: Task-focused, emphasizing how users perform tasks.
Ethnographic Interviews: Prioritize understanding user goals before tasks.
Context:
Contextual Inquiry: Focuses on understanding the user in their natural environment, primarily within a business context.
Ethnographic Interviews: Study user behaviors and rituals interacting with products more broadly, not limited to business contexts.
Vocabulary:
Contextual Inquiry: Often assumes a business product and corporate environment.
Ethnographic Interviews: Applicable in consumer domains with a slightly different questioning focus.
21. Why is it important to involve “extreme users” in the design process?
Involving extreme users is important because they reveal issues and opportunities that regular users might not. They push product limits, helping designers create more inclusive and robust solutions for a wider range of users.
22. Explain how to do affinity diagram.
An affinity diagram is a method used to organize and make sense of large amounts of data. Here’s a simple breakdown:
Gather tools: Use sticky notes, markers, and a large flat surface (or digital tools for remote work like Miro or Google Slides).
Write down ideas/observations: Record all research findings or ideas on separate sticky notes.
Post notes: Stick them on the surface for visibility.
Group similar notes silently: Team members silently group related notes into categories.
Create duplicates if necessary: If a note fits into multiple categories, make copies.
Handle unclear notes: Move unclear notes to a “?” category for later discussion.
Sort into subcategories: Refine and organize categories into subcategories.
Summarize and present: Summarize each category and share with the team.
Determine priorities: Optionally, prioritize themes through voting.
This process helps identify patterns and insights from a lot of information.
A user journey map is a visual representation of a user’s experience with a product or service, showing their actions, thoughts, emotions, and pain points throughout the journey. It typically has three main zones:
Zone A: Defines the persona ("who") and the scenario ("what") of the user’s journey.
Zone B: Visualizes the user’s actions, thoughts, and emotions during their journey, often supplemented with research insights like quotes or videos.
Zone C: Highlights insights, pain points, and potential opportunities for improvement.
When to use a user journey map:
After user research and persona creation.
To understand the user experience across different stages of interaction with a product or service.
To identify pain points and areas for improvement or new opportunities to focus on.
24. User role vs persona
A user role is a simplified abstraction that represents a group of users with similar tasks, needs, and behaviors. It is often task-focused and maps to job descriptions in business contexts, making it an easy starting point for identifying user types. User roles are typically presented with a list of attributes but don’t delve deeply into human motivations or contexts.
A persona, on the other hand, is a more detailed and narrative-based model derived from user research. Personas go beyond just demographics and describe users’ goals, behaviors, and motivations in a way that helps designers understand the impact of design decisions on real people. They explore a range of behaviors and are often based on ethnographic data, rather than abstract or generalized user roles.
In short:
User roles are more abstract and task-focused, useful early on or in business contexts.
Personas offer a richer, more human-centered understanding of users, based on real data and behaviors.
25. What are the three types of user goals?
Don Norman's Emotional Design highlights three levels of cognitive and emotional processing that influence how users interact with products, each corresponding to different aspects of user goals:
Visceral: This level relates to immediate, instinctive reactions to a product's appearance and sensory qualities. It focuses on first impressions, like whether something looks appealing or feels safe. The goal here is to design for an immediate emotional connection through the senses, such as visual design and tactile feedback.
Behavioral: This level involves our more conscious, everyday interactions with products, like how easy or intuitive they are to use. It affects user behavior through functionality and usability. When designing for this level, the goal is to create seamless, efficient experiences that help users complete tasks with minimal effort.
Reflective: At this level, users reflect on their experiences with a product over time, considering its meaning and value in their lives. This involves deeper emotional connections and long-term associations. Designing for this level involves creating a product that aligns with users' personal values and fosters a sense of pride or satisfaction.
26. Explain different sections of design requirements.
Design requirements, derived from personas' needs and context scenarios, are essential for guiding the design process and ensuring the final product aligns with user goals and business needs. These requirements can be broken down into several categories for clarity:
Data Requirements: These focus on the objects and information that must be represented in the system. For example, things like accounts, people, documents, and their attributes (e.g., status, dates) need to be captured and displayed.
Functional Requirements: These outline the actions or operations that must be performed on the system’s objects. This translates to what users can do with the product, such as editing, deleting, or sharing data. They also specify how information should be organized and presented.
Contextual Requirements: These describe the relationships or dependencies between objects in the system. For example, which objects need to be displayed together to meet user goals or to ensure a smooth workflow. This also considers the physical environment where the product will be used and the personas' skills.
Business Requirements: These cover stakeholder priorities, timelines, budgets, and constraints. They include the broader goals for the business, ensuring that the design can meet both user needs and business objectives, such as profitability, marketability, and compliance.
Brand and Experience Requirements: These define the experience and emotions the product should evoke, ensuring the product aligns with the brand’s identity and values.
Technical Requirements: These deal with technical constraints, like platform choice, size, power limitations, and hardware compatibility. They ensure the design is feasible within the given technological context.
Customer and Partner Requirements: These focus on factors like ease of installation, maintenance, and support, ensuring the product is manageable from an operational and customer-service standpoint.
27. Understand the basic layout patterns for phone format mobile devices – vertical stack of UI elements and screen carousels.
For mobile devices with tall, narrow screens (typically 4 to 6 inches), two basic layout patterns commonly used are:
Stacks: This is the most common layout for non-game mobile apps. It involves a vertically organized structure with content presented in a list or grid format. The layout typically includes a top and/or bottom bar for navigation and function access. This pattern is often used in apps across iOS, Android, and Windows Phone, providing an easy-to-navigate interface that makes the most of the limited vertical space.
Screen Carousels: This layout is ideal for dashboards or scenarios where the user needs to quickly navigate between multiple instances or variants. A swipe gesture lets users move horizontally between screens or cards, such as in the iOS Weather app where users can swipe between different locations. A page marker widget is often included to indicate the user's current position. Carousels are designed for circular flow, allowing navigation from the last screen back to the first, ensuring a smooth and continuous experience.
28. Understand the basic layout patterns for tablet format mobile devices – stacks and index panes, as well as pop-up control panels.
Tablet apps, with their larger screens, use layout patterns that take advantage of the extra space to improve user experience and streamline navigation:
Stacks and Index Panes: Tablet apps still use the stack layout for organizing primary content vertically. However, the additional screen space allows for supporting panes, often an index pane that displays content (like emails or search results). The main content is shown in detail, while the index allows for quick selection without drilling down. In portrait mode, index panes may overlap the content area and can be accessed via a button, while in landscape mode, the index pane often becomes a permanent adjacent section.
Pop-up Control Panels: With more screen real estate, tablets can accommodate pop-up panels that appear over part of the screen without obscuring the entire content. These control panels often allow users to adjust parameters or settings related to a specific item (like a button or content object) without navigating away from the current view. This reduces task flow interruptions and retains the user's context.
29. Explain the common design patterns on mobile devices to browse and select content – lists, grids, content carousels, swimlanes, and cards. Given an example, you are able to tell which pattern is employed in the system.
Mobile apps often use design patterns optimized for browsing content, making the most of limited screen space and user interaction. Here are some common patterns:
Lists: A key pattern for organizing content, lists typically display items with text, controls (like buttons or checkboxes), and sometimes images or thumbnails. Tapping an item usually drills down into more detailed content. Example: An inbox app showing a list of emails.
Grids (Gallery View): This pattern organizes content into rows and columns, often used for apps, thumbnails, or icons. It's commonly seen on home screens, displaying app icons in a grid format. Example: The home screen of a smartphone.
Content Carousels: Horizontal swipe gestures are used to navigate between similar full-screen layouts, typically presenting media like photos or videos. A visual cue like a cut-off row can hint at additional scrollable content. Example: An app showing featured articles, with users swiping horizontally through titles and images.
Swimlanes: A hybrid of the carousel and grid, swimlanes present horizontally scrollable content in rows. Example: An e-commerce app displaying categories like "New Arrivals" or "Featured Items" in horizontal scrolling rows.
Cards: These are rich-media chunks that include text, images, web links, and social interactions. Cards are often displayed in a vertical list but can also appear in grids, carousels, or swimlanes. Example: Social media apps like Facebook or LinkedIn, where each post is shown as a card containing content and interactions.
30. What are the mechanisms for navigating to the different functional and content areas of handheld mobile apps? Given an example, you are able to tell which navigation control is employed in the system.
For handheld mobile apps, effective navigation is key to a seamless user experience. Common navigation mechanisms include:
Tab Bars: Found at the bottom of iOS screens or at the top in Android and Windows Phone apps, tab bars feature buttons with text and/or icons. Tapping on a tab switches between different views or sections of content, while maintaining the state of each view. Example: A music app with tabs labeled "Albums," "Artists," and "Songs."
Nav Bars (Navigation Bars) and Action Bars: Positioned at the top of the screen, nav bars typically include a back button (on the left) and the title of the current screen (centered). On Android, this is called the action bar, which combines navigation with quick access to functions. Example: In a news app, the nav bar would show the back button and the name of the selected category.
Drawers (Navigation Drawers): Often accessed by swiping from the left (or right) edge of the screen, drawers slide out and display a menu of primary navigation options. The "hamburger menu" icon is commonly used to indicate the drawer's presence. Example: Many Android apps utilize this feature to provide links to sections like "Profile," "Settings," and "Help."
Other navigation mechanisms include:
Tool Bars and Palettes: These bars hold buttons for executing functions related to the selected content and are typically found at the bottom of the screen. In Windows Phone, this is referred to as the app bar.
Tap-to-Reveal Controls: Interaction elements appear when an object is tapped, giving users access to additional functionality without cluttering the interface.
Gestures: Swiping can be used for various actions like switching tabs, opening/closing drawers, or navigating forward/backward between screens.
31. What is the drawer idiom and how to use it? What are the drawer behaviors to avoid?
The drawer idiom (also known as a navigation drawer or side navigation) is a versatile UI pattern for mobile apps, often used to provide quick access to a range of navigation options or functionalities without cluttering the main screen. Here's how to use and avoid common pitfalls with drawers:
For Primary Navigation: Drawers are ideal for apps with a complex set of features, as they allow you to hide the bulk of navigation options off-screen, giving the main interface more space for content.
Example: In apps like Google Drive, a side navigation drawer can organize documents, folders, and other features.
Hierarchical Organization: You can use a drawer to house a hierarchy of options, making it easier for users to swipe open the drawer and quickly tap through a list of navigation items.
Example: A music player might have options like "Albums," "Artists," and "Playlists" nested inside the drawer.
Secondary Functionality: Besides primary navigation, drawers can also house secondary features that don’t need to be as immediately accessible but are still part of the app’s functionality.
Example: Path app used the drawer for secondary functions like messaging friends.
Indicate Scrollability: If the drawer contains many items, you can show some items slightly peeking out from the initial view to hint that the drawer is scrollable.
Improving Discoverability: Using a text button (e.g., "Menu") alongside the hamburger icon can improve the discoverability of the drawer. This approach is helpful for users who may not recognize the hamburger icon as a navigation trigger.
Hiding Navigation Behind a Single Icon: Hiding a full navigation hierarchy behind an icon (like the hamburger menu) can be problematic if users don't recognize the icon. It can discourage engagement with the app’s navigation.
Solution: Consider pairing the hamburger icon with a text label such as "Menu" to make it more intuitive.
Over-Reliance on Drawers: Relying on drawers for all functions in an app, especially when users need frequent access to different sections, adds unnecessary extra steps compared to persistent navigation (like tabs).
Solution: For apps with frequent, repeated actions, use tabs or other navigation methods that keep core features within easy reach.
Drawers in Casual Apps: Drawers may not be the best solution for apps that are used casually, as users might forget the features hidden inside the drawer.
Solution: For apps used infrequently, tabs or other persistent navigation methods are more user-friendly and visible.
Item-Level Drawers: Some apps use drawers that slide out from individual list items to reveal actions. This can hinder discoverability and conflict with standard horizontal gestures (like swiping to go back).
Solution: If using item-level drawers, ensure strong visual cues and explanations, but be mindful of their effectiveness as they may still be difficult for users to discover.
While the navigation drawer can be a powerful tool for organizing complex apps, it’s important to use it thoughtfully. Consider how your app’s users will interact with the content, whether it's frequently or casually accessed, and ensure that essential features are always easy to find and navigate.
32. When to show welcome and help screens to the user? What are the design principles
Welcome screens and help screens are crucial for guiding users through an app, especially when they first interact with it. These screens help users understand the app’s functionality and learn how to navigate it efficiently. Below are the key types of welcome screens and the design principles for creating effective ones:
Guided Tours:
Description: A carousel of cards that shows users specific functions of the app. These cards typically include text and images or videos to illustrate key features.
Usage: Best used when introducing the app for the first time or when new features are introduced after an update.
Best Practices: Allow users to skip or exit the tour from any card, ensuring they can quickly move on if they don’t need the information.
Overlays:
Description: A semi-transparent layer that covers the screen with instructions, often using arrows or hand-drawn elements to indicate gestures or highlight specific controls.
Usage: Overlays are effective in showing users where to tap or swipe to perform actions, helping orient them right away.
Best Practices: Ensure users can dismiss the overlay with a simple tap, making the experience less intrusive.
ToolTip Overlays:
Description: A single overlay screen that provides tooltips for all primary functions of the app.
Usage: This works best for more complex apps where there are many functions to explain.
Best Practices: Keep it concise and don’t overwhelm the user. Consider using this as a help screen rather than a welcome screen.
Help screens provide the same functionality as welcome screens but can be accessed on demand. They can be placed in:
Settings Dialog: A help option in the settings menu.
Help Button: A dedicated help button within the interface.
Navigation Bar Menu: An option in the app’s main navigation menu.
Simplicity and Focus:
Reason: Mobile screens have limited space, so keep the content clear and concise.
Tip: Avoid long, static tutorials that might overwhelm the user.
Explicate Gestures:
Reason: Gestures have no visible affordance and need explicit guidance.
Tip: Use overlays to demonstrate common gestures, like swiping or pinching.
Guided Tours for First-Time Users:
Reason: New users need orientation to understand the app’s core features.
Tip: Provide step-by-step guidance, but allow users to exit the tour at any time.
Educate in Context:
Reason: The app experience should focus on helping users understand actions as they need them.
Tip: Show relevant information based on the user's current activity and where they are in the app.
Segmented Help Information for Complex Apps:
Reason: Complex apps may have multiple features, each requiring specific guidance.
Tip: Consider organizing help information into sections for better accessibility and relevance.
Easy Exit:
Reason: Users should feel in control of their experience.
Tip: Make it easy for users to exit the welcome or help screens whenever they wish.
Consistency with Current Gesture Patterns:
Reason: Familiarity is key to user comfort.
Tip: Align the app’s gesture and interaction patterns with industry standards to make the experience more intuitive.
Welcome and help screens are essential for guiding users through the app, teaching them how to use gestures and navigate the interface. By following these design principles and using the appropriate screen types, you can create an onboarding experience that is both informative and seamless for users.
Key Takeaways:
Good interaction design makes products sensible, usable, useful, and engaging, improving the overall user experience.
Each design discipline has a unique focus, but they often overlap and work together to create better user experiences.
Interaction design isn’t just about screens and interfaces—it includes designing entire experiences that connect users with technology and services.
Iteration is the foundation of good design, allowing for constant learning, refinement, and adaptation to create better user experiences.
Good interaction design ensures usability, clarity, and efficiency by applying these principles, leading to better user experiences and satisfaction.