Designing for Interaction, Chapter 6, by Dan Saffer
Interface design is a component of interaction design, and represents what the user sees and experiences. Saffer likens the user interface to “the tip of the iceberg” of the overall interaction design, as the majority of interaction occurs behind the scene. While it is only a single component of the overall interaction design, it is a critical piece as the interface design gives a “voice” to interaction design. In fact, if users do not find the interface comprehensible, usable and pleasurable, they will not reap the benefits of the functionality afforded by the device.
Visual interface design consists of two parts: visual organization and personality. Interface design should “inspire user input and guide system output”. It involves devising a layout that provides structure and hierarchy and identifies what is important to the user. It involves creating a visual flow that directs the users eyes in a logical progression. Some tips for directing user attention is using contrasting fonts or colors or positioning and aligning related objects together. Visual designers must choose appropriate typefaces and follow typographical guidelines for legibility and style, and use color to provide cues for users while creating personality and tone. The bottom line is designers should find the right affordances in elements of design so that users know what to do.
Saffer does an excellent job of describing the interplay between interaction design and interface design. We all have visited websites that display information in the form of a lengthy page of text. In these cases I do not bother to read the text or continue exploring the information available. If the information isn't organized in a way that allows users to access what they need, when they need it, users won't stick around to try to find the answer. This renders the information almost meaningless and underscores why good interface design is so critical.
Saffer describes interface design as enabling this "visual organization" of information. Isn't this also known as information architecture in other articles we've read? Do some authors use these terms interchangeably?
Information Design IV:"Designing Interfaces" by J. Tidwell
Overview /About Patterns:
Patterns are defined as physical or functional features that improve the usability or comprehensibility of a tool. Patterns are likened to best practices for designers to alleviate tensions which negatively impact user experience. An example of a pattern or solution to a design problem is using a card stack to present a lot of information in a small space or to use a pan and zoom feature to show the “big picture” as well as details on demand. Sets of patterns make up a pattern language.
Patterns are used in a particular progression where decisions regarding scope are made first (i.e. information architecture), followed by page design (i.e. interface design) and then details of interaction with forms (i.e. interaction design).
Information Design IV:
"What is a sign," by C. Pierce
In this excerpt the author provides an explanation of signs as belonging to one of three universal categories: icons, indices, and symbols. Icons serve to convey a likeness to the things they represent by imitating them. Indications, or indices show something about things, on account of their being physically connected with them, like a guidepost, which points to the road that should be taken. Symbols are arbitrary signs, which have become associated with their meanings by usage such as language. In all reasoning, we have to use a mixture of icons, indices, and symbols. In fact, reasoning is defined as an interpretation of signs of some kind.
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