Date: Dec. 04, 2008
Time: 4:44 pm
Throughout this course, I have learned about the most important and fundamental principles concerning interaction design. Interaction design is the discipline of behavior of products/ systems that people interact with; all products are designed for the purpose of communication, effective and easy communication produces successful products. In this class, we considered interaction design theories and in-depth analysis of case studies of objects and websites.
In website designs, subjectivity of design is highly important factor as it adds to its success. Principles such as hierarchy and consistence of style, color, font and grid are key factors in the online world of designs. Moreover, defining the purpose of design/ service and knowing the market need are fundamental and initial steps before initiating a design, Bill Moggridge says in his “Designing Interactions”, “All the successful designs have this in common: first they tried thinking about what people wanted and could use and what would be really valuable for them…”, “Considering the priority of the design purpose, or in other words “what people really need”, rather than focusing on the art or the aesthetic side of the design is highly important, “Is design an expression of art (an art form)? The design is an expression of the purpose. It may (if is good enough) later be judged as art”, (Moggridge, 2007, p. 648). Also, knowing the target audience (demographics and user psychology) is crucial to succeed in designs.
Other important interaction design theories were been considered in-depth and applied to case studies such as “Simplicity vs. Complexity”, “People’s Engagement”, “Design Usability”, “Design Psychology” and “Design Constraints”. Learning that good designs recognize all possible/ relevant constraints such as price, size, time or mobility etc. is king and a key factor in the creativity of the design, “Good design comes from the successful synthesis of a solution that recognizes all the relevant constraints, and the nature of the constraints defines the difference between design disciplines”, (Moggridge, 2007, p. 649).
In this class, I have built a solid ground in flowchart, sitemap, wireframe and storyboard creation; flowchart shows the user pathways through different elements present in the website while sitemap is the website structure in which it shows information and navigation. A storyboard shows the path that a user will follow through a website by showing screen by screen shots. Wireframe is the layout of fundamental elements in the interface; it is a naked working model with text only and without graphic details.
Exploring the world of video games and closely examining the usability of the most significant games in this industry add to my understanding of interaction design. The significance of a product/ video game must be clearly communicated by design, advertising and packaging. Moreover, a good design achieves contents highest levels of clarity and consistency as seen in Xbox 360 case. One of the fundamental aspects of outstanding success is considering the hierarchy of the game processing before going public; for example, building the website must be the last step after the branding and packaging processes. Not only designs of video games were considered, but also other innovative design objects, websites, mobile phone application and other significant platforms/ software. Overall, this class is a winner as I have learned about the primarily steps/ principles of achieving successful and usable designs.