Throughout Lecture Pod 3: Design Patterns, it states the different types of basic design patterns for screen and how and where they are used within a website plus what each of them mean. In terms of the conventions that have developed; user interface and page composition.

According to Christopher Alexander, he refers to it as design patterns in interactive design go above and beyond style plus visual repetition. Having similar and reusable solutions that have a working function often seen in screen design. Whilst User Interface Design Pattern Library states that, design patterns can be defined a recurring solution that solve common design problem.

Using responsive design has some side effects, due to other sites being similar also the increase of WordPress sites and theme provided. Because of the way the we’ve altered and consumed the web, resulting a large of common user interface design patterns and therefore have little way for innovation for user interface patterns.

Patterns used within a website:

  • The Hamburger Menu – has three parallel horizontal line; saves space
  • Account Registration – e.g. found whenever users register for a site.
  • Long Scroll – works well for sites, wanting to lure users through storytelling and mimic multipage site.
  • Card Layouts – presents information invite and perfect for scanning; easy to rearrange.
  • Hero Images – one of the fastest ways as it grabs the user’s attention
  • Animation – used to enhance the sites storytelling, more interactive/entertaining for user’s experience.
  • Material Design – uses shadow effects, movements and depth, showing a realistic design to the user.
  • Responsive Design –relatively simple and cheap way for businesses to build a fully functional mobile friendly website.
  • Flat Design – compatible with other trend.

Animation include:

  • Loading animations
  • Navigation and menus (non scrolling) Animation
  • Hover Animations
  • Gallery and Slideshow Animation
  • Motion Animations
  • Scrolling and Background animations/videos


Therefore, from this lecture I absorbed the patterns mentioned within symbolising its various uses however, not all of them should be used and therefore, should be only incorporated to suit your website. Also, the context within should enable the audience to understand what your project is about and whether or not the audience is satisfied with the design.





Throughout Lecture Pod 2: Process and Context, it covers the fundamental briefing introduction to the concept of context being an important components consider as interactive designers when designing interactives. Alongside this, there are 2 parts into the process; one being the design process overview.

The procedure can be best described, Bill Verplank identifies up to 8 distinct phases that can be seen in the interactive design process below which including the following.

  • process

Therefore, based on this theory, it indicates that being interactive designers, we can use many tools and techniques to assist our minds to generate vital and potential solutions. Most processes are very low-tech based processes that started with pencil and paper to help us understand, define and frame the problem. In saying so, it shows that direction and steps in facilitating the missing information about the problem, being solved and achieved. Alongside this process, personas are created to better understand people and conduct task analysis to know what is being done.

As designs progress we need detail, as mentioned above from pen to paper to pixels on screens but the majority of time should be spent with multiple sketches and solving the issues as is. Learning from people with real situations, such a ethnography, surviving and focus groups. To facilitate design ideas  and generate decisions, including  precedent resource, which is studying existing products, observe  people and test prototypes.

Furthermore, as for the context, there are two parts, contexts for or of use. All surrounding questions as to what, how and where the uses are made. Various context of use and for use are due to the different devices and urgencies. Also, personal behaviour based on type of context scenario.

The following questions are to be asked based understanding the needs and wants and the circumstances can we then successful interactions:

  • What is the situation?
  • Who will be using the device or interface?
  • How long will the interface be used?
  • Does the experience need to be extremely simple?
  • What are the person’s needs and goals?


Therefore, from Lecture 2, I learned the essentials in the fundamental to the concept of context being an important component to consider as interactive designers when designing interactive. Whether its regarding ideas and thoughts, alongside the context towards the project, being a good or bad design.



Lecture Pod 1: Introduction to Interactive Design, covers the basics around what interaction and interactive design is from a broad spectrum.To sum this procedure, it is based on 3 stages, Bill Verplank clarifies this throughout an interview that iconic pioneer of interaction design work is where the interaction designer needs to answer three questions, about how people act, how they feel, and how they understand. This also leads to knowing where an interactive designer sits, in terms of that spectrum of design, its roles and processes.

Clement Mok, expresses his thoughts in saying that its useful in portraying the interactive design that is relative to the other rules via this diagram. This can be seen in the image below. It doesn’t happen as it is without options such as information design, architecture, graphic or interface to clearly indicate the more focused aspects of the profession. Idealistically there are disciplines and practices that certainly contribute to interactive design, enclosing the task in a way so that the contributes all have different approaches.

Furthermore, interactivity is taken from the adjective word interactive, which comes in various meanings. As for ‘What is Interaction Design’, it can be answered in several ways as there are a numerous ways of interaction that happens, throughout our day to day lives as each of them shows different levels of engagement and reactions. According to Sharp, Rodgers and Preece (2002) they state that “interactive design refers to designing interactive products to support people in their everyday and working lives”. It is a phrase that reflects to a specific program that responds to user activity capable of acting or influencing each other.

Gillian Crampton Smith, answers the same question by defining it as “shaping our everyday life through digital artefact for work and for play and for our entertainment”. Smith, also mentions that it requires a mixture and not just have visual and sound but a combination of things that occurs eventually and therefore attracts existing disciplines in making a new form of design, which is therefore interaction design.

Lastly, there are five key designs areas within interaction design contributing to the design of interactive products, such as interactivity, information architecture, time and motion as well as interface.


The concept of experience design, is a primary way of thinking of interactivity that consists of data, information, knowledge and wisdom within producers, consumers, experience, stimulus and understanding. This image can be in the image below.