Definition (min 1 paragraph) in your own words.
To me, interactive design is known to being a very simple and useful concept that designers confide in to reveal the importance in its components within users and products. From everything from a simple button to a link to a form field is part of interactive design. There are many facets of these particular designers that have evolved over the decades, that there is always an expectation to be able to perform some form. The main goal of interaction design in the end is to create products that enable and facilitate the user to achieve their objective in the best way possible.
Examples (min 3 precedents with screen grabs and explanation).
Mini Cooper is a website for a branded European car, which shows the model Mini Hatch in a very creative and user friendly way, through the use of kicking various buttons to your own desire to reach to a point of personal preference. In terms of the website and how it has been designed, is quite sophisticated that presents the way how they have advertised the Mini Hatch, through the use of colour and photography. Also, it allows users to pick and choose a complete design of how they would like their very own Mini Cooper to be like. To gain that very experience and interaction as it enables them to either click on various buttons to be taken to a desired option or even to test drive what they have created themselves.
Fit Bit App
The Fit Bit App is an app about having purpose for every part of your day through being fit. It engages the users by indicating what its used for such as activity and workouts, motivations and friends and weight and nutrition. Also, offers the various types of fit bits available for you to use and then connect through to your app so it is an ‘on the go’ procedure. Most of the users to be able to interact with it as well as it is quite simple use of illustrations and graphics and with parallax scrolling. As you scroll down the page, you can see (shown in the picture below) all the various options given that will help assist users to interact with not just themselves but others as well.
Zazzle is an interactive website app is aimed at designers to sell their products on this website. It engages the users by filling it with different products in an organised manner organised to make it much more easier for users. Being able to buy other designers works and pieces for pleasure and inspiration or for those who are creative lovers of the art life. Once you enter, it again has that parallax scrolling method allowing easy access for users, with clear imagery and type alongside the colours of white and blue for contrast.
Definition (min 1 paragraph) in your own words.
As for instructional design, its known for the process by which instruction is improved through the analysis of learning needs and efficient development of learning experiences. There are many facets of these particular designers that have evolved over the decades, instructional designers often seen using technology and multimedia as tools to enhance instruction. Furthermore, information design is known for embracing approaches and methodologies that go beyond purely visual design. The main goal of information design as a final result is the effective presentation of information and the skill and practice of presenting information so that people can use it efficiently. Plus, the main goal of instructional design as the outcome is the analysis of learning needs and systematic development of instruction designed and delivered.
Examples (min 3 screen shots with screen grabs and explanation).
Logical Harmony – Tashina Combs
Logical Harmony is a website that was created by Tashina Combs, which showcases the intended users tips and trends to do with makeup to skincare and hair, in regards to bringing you the best in beauty, lifestyle, fashion, health and diet. The content focuses on vegan beauty and the promotion of a healthy and animal-friendly lifestyle. A very simple instructional design, once you open up this website users can easily navigate themselves through the site without any issues as it is quite a straight forward process, by providing simple navigations such as a drop down bar and buttons. The look and feel within is quite sophisticated and enlightening, using 2 colours; such as grey and black.
Throughout Lecture Pod 7: User interface visual design patterns, it delivers some common navigation patterns and clearly identifies how it can be mistaken for how the website or app looks; more so the graphic design part to it.
In particular, for the UI visual design patterns both user experience and user interface come into play especially how interactive they are. Some things to consider are the aesthetics, how effortless it is and how they blend well with each other with the interactivity to initially guide the user through the experience. The first impression and the lasting either makes a web feel helpful, visible or in fact forgettable. Additionally, the main thing that is acknowledged when designing is the user experience, as in the end you want them to have a good one whether it is on an app or even a website. It’s all about getting that motivation right to guide the user interface design for them to accomplish their goals, plus the look, feel and usability are all things to contemplate as it will get noticed no matter what.
Furthermore, the navigation of your site is significant especially things that provide various functional aspects. The items listed below are all necessary for a functional site and are needed to achieve the look and feel of a site as well. Such as; common navigation patterns, (tabs, menus, jumping in hierarchy and contents) drop down menus, drawer menus, search bar with drop down, big footer, home, breadcrumbs, carousel and tags. The above are all necessary for a functional site and are needed to achieve the look and feel of a site as well.
Therefore, from this lecture I acquired the concept of UI visual design patterns and how providing the correct amount of information is a must. From what is being initiated to do as that portrays the knowledge that is partaken by the user. The context plays a major part which qualifies the audience to recognise the project, what it’s about and whether or not the design has approval from the audience.
Within Lecture Pod 6: User Scenarios, it indicates a brief introduction into user’s scenarios and examples of user personas being applied to a scenario. A user scenario is the story that your persona acts out how certain type of users will interact with your website or project to complete your goal.
Based on thought exercises and are represented visually facilitating you to understand what your future users will look for when trying to complete tasks on time. This is enabling to test site structure before they do. This is then outlining the who, what, when, where and how and these are a great method of achieve and to get to the core of what is needed, that particular usage.
However, when creating personas, it is important to remember to generate them quite accurately especially with goals and scenarios describing the type of interaction the user will have. From there you can then explore the range of scenarios that are available to then progress to the steps and methods being broken down. In having specific instructions, it makes it easier for you when it is being created plus the context that it will be used and this can again be portrayed in the persona.
They are neither predictions nor forecast, but rather attempts to reflect on or portray the way in which a system is used on the context of daily activity. Once personas are identified they create plausible scenarios for the interactions they will have with the product.
Thus from this lecture, I attained the importance of personas; the scenarios in place and the context they will be used in. Alongside the questions that are provided that play a part in the reality of actual situation and possible interactions. Furthermore, the significance of creating the persona and what goals you have for it and instructions should be used to provide the accurate scenario for the context it will be used in and needed for.
In Lecture Pod 5: Personas, it covers a brief introduction to the differences of user personas and artefact personas. As for user personas, they have been integrated within the user experience documentation ever since the 1990’s. Being a solid representation of the goals and behaviour of a hypothesised group of users. These all being synthesised from the amount of data collected from the various interviews with users. In terms of skills, attitudes and most importantly context.
Alan Cooper, who developed a concept of personas, from 1995 he became with how specific rather than a generated user would use the interface with the software. According to his book, ‘The Inmates are Running the Asylum’ – 1999, he indicates “…general characteristics uses and great practices or the personas”. Other factors include age, sex, occupation, hobbies, likes and dislikes in which form and establish that mindset and desire; from a large based to a small based audience. Due to a universal design being a concept you are designing for virtually any and all people, such as Ebay. Thus, when defining a persona, we need to always ask ourselves, what are the tasks you users are trying to perform. As there will always be questions that will be needed to be answered. Such as the various tasks for various personas plus the tasks matching with the user base.
With this situation comes the what and how, what in terms of the devices, the cross platform experience, especially the mobile usage experience. The how in terms of the mindset, those users who want to browse versus those who want specific content. This all depends again on your users and their mindsets when landing on a page, whether it affects a tiny or big audience. Mental modes also fit into the thoughts that people from around an idea or activity illustrating how your user or users approach a particular problem, plus unveiling the expectations of them. An artefact persona relates to the project or product being conducted not the user, as a way of thinking about the prosed visual design of the product. An example of this can be seen through the process in developing the product or in this case, artefact. Such as a medical device to help elderly patients to manage their health care within their homes. With positive first expressions being refined to clarify meaning.
Hence, from this lecture I learned that personas are a great way of putting you design into perspective with different imaginary users through your personas to portray different stories. There are many different questions to consider for example age, sex and skills which are helpful in bringing your persona to life. Once that is done we move on questions like what devices and what are the age of the users. All this helps us in designing for our audience and cater to all different needs to personalities.