Prototyping interaction design

  • Paul Robertson
  • Sr. Experience Developer, Adobe
  • @probertson
  • paul@probertson.com
  • http://probertson.com/

Notes for viewers

Be sure to check out the source (index.html) to see my speaker notes explaining most of the slides.

This presentation was given on August 5, 2013 at the 360|Stack conference.

Except where otherwise noted, the contents of the presentation Copyright © 2013 Paul Robertson. This work is licensed under a Creative Commons Attribution-ShareAlike 2.0 Generic License.

Introductions

Raise your hand if you...

...consider yourself a designer of any sort

...write code for things that people view, use, or interact with

...get specs, wireframes, mockups, etc. from a designer, showing you what to build

Now...

Keep your hand up if you never have to:

guess what the designer means

make any sort of interpretation of the design

or change the design in any way while you're building it.

(You can put your hands down now)

Who am I?

Outline

Not covered

Why did Adobe decide to stop making perpetual release (“Creative Suite”) software?
Does the “Creative Cloud” version of Photoshop run in a web browser?
Is Flash dead?

What else is left?

(A brief intro to) Interaction design principles
My design workflow
Design techniques (emphasis on prototyping)

Interaction design principles

Interaction Design is:

  • “The practice of designing interactive digital products, environments, systems, and services”
  • “How specifically to design the behavior of complex interactive systems”
  • Concerned with form, but first and foremost with the design of behavior
Image credit: About Face 3 by Alan Cooper (Wiley)
“We’ve found that when a designer focuses on people’s goals—the reasons why they use a product in the first place—as well as their expectations, attitudes, and aptitudes, they can devise solutions that people find powerful and pleasureable.”
Image credit: About Face 3 by Alan Cooper (Wiley)

Microinteractions

A microinteraction is:

  • “A contained product moment that revolves around a single use case—a tiny piece of functionality that only does one thing.”
  • “The functional, interactive details of a product”
Image credit: Microinteractions by Dan Saffer (O’Reilly)

Microinteractions examples

Microinteractions examples

Image credit: Little Big Details

Microinteractions examples

Four parts of a microinteraction

  • Trigger: initiates the microinteraction
  • Rules: define how the microinteraction works
  • Feedback: helps you understand the rules of the system
  • Loops and modes: meta rules of the microinteraction
Image credit: Microinteractions by Dan Saffer (O’Reilly)

Trigger

Initiates the microinteraction

Rules

Define how the microinteraction works

Feedback

Helps you understand the rules of the system

Image credit: Little Big Details

Loops and modes

Meta rules of the interaction

Design workflow

Ideation

  • Research
  • Brainstorming: ideas, questions, constraints
  • Sketching: small, as many as possible

More detail

  • More sketching: larger, with greater detail
  • Modeling: wireframes or interactive prototypes

Evaluation

  • Testing
  • Presentation
  • Critique

Why prototype?

  • Shared communication
  • Working through a design
  • Selling your idea internally
  • Usability testing
  • Gauging technical feasability and value
Image credit: Prototyping: A Practitioners Guide by Todd Zaki Warfel (Rosenfeld Media)

You prototype the things you don't think are possible

– Kristopher Joseph (@dam)

Design techniques

Guiding principles for prototyping

  • Understand your audience and intent
  • Plan a little—prototype the rest
  • Set expectations
  • You can sketch
  • It’s a prototype—not the Mona Lisa
  • If you can’t make it, fake it
  • Prototype only what you need
  • Reduce risk—prototype early and often
Image credit: Prototyping: A Practitioners Guide by Todd Zaki Warfel (Rosenfeld Media)

You can sketch

I got paid to draw this

Aside

A note on fidelity

Design (artifacts) are about communication

Research and ideation

Sketching

Sketching inspiration

  • Analyze others’ work
  • “Sketchnotes”
Image credits: Sketchnotearmy.com: (1) Caroll Lewis; (2) Jurgen Appelo

Wireframing

(this slide intentionally left blank)

Modeling

Tangible or interactive prototypes

Paper as prototype

Prototyping on Paper by Woomoo – http://popapp.in/

Structured

Focus on traditional app and navigation; also team/collaboration tools

General-purpose animation tools

Flash Pro, Fireworks, Edge Animate

Demo: Edge Animate Prototyping

Thank You

  • @probertson
  • paul@probertson.com
  • http://probertson.com/

Bibliography

Tools

Inspiration (1/2)

Inspiration (2/2)

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