Check-ins, reflections

Are there any open questions from last session? Anything you've been thinking about?

Overview

Monday was about aesthetics & art theory. Today considers the corollary we'll explore: design & systems. We'll develop both a vocabulary and a foundational lens to view experiences through a design and systems lens. We'll then apply this vocabulary and lens to the analysis of historical and contemporary works.

Interaction Design Foundations

Design Principles

Visibility

The more visible a function or control is, the more likely a user/participant will know about it and use it.

Feedback

After an action has been taken, a system should provide information back that communicates that an action has been taken along with any additional information about what has been accomplished.

Constraints

User/participant interaction should have an appropriate boundary for a specific action taken such that users/participants have suitable guidance (e.g., a volume knob can only turn so far).

Mapping

Controls should have a clear relationship to the real world.

Consistency

Similar controls should operate similarly; avoid creating entirely new types of controls for similar operations.

Affordances

Attributes of a physical or digital control should give an indication of how it should be used.

Interaction Models

Interactive