Introduction
Interaction design principles are best described as the rules that determine how users will engage with a given digital product or service. When these principles are enshrined in their design, it is easy to make users have a pleasant, simple and successful experience. These principles also inform the designers when constructing designs- usability and aesthetic, navigational and guessable within the boundaries of the intended users. With comprehension of such principles, it is possible for designers to leverage the experiences to bring about user satisfaction.
Affordances:
Guiding Users to Actions Affordances are functions embedded within objects that help in determining their usage. They act as wayfinding devices and are used to direct users in the appropriate use of and within a product interface. When such affordances are incorporated in products by design, the intended actions can be clear to the users which allow for the effective use of the products. For instance, certain characteristics of the button, for example, color, shape and size imply that that button can be clicked. The horizontal position of a slider suggests that it can be pulled back and forth. Visual aids together with common sense enable users to perform certain types of tasks that do not require disclaimer explanations.
Effective affordances are not just about making graphic elements appear clickable or drageable. Their design should serve a purpose and be appropriate within the contexts. For instance, a button shaped like a trash cast may be assumed to be used for deleting some elements from a basket. But that button may turn out to be useless if placed in a context where it is not likely that deletions will ever be needed.
While it is typical to use pictures or visual cues to convey an affordance, there are other ways to convey such an idea. These include but are not limited to haptic feedback, sound, or tooltips. A button may, for example, make a quick bulging movement in response to being pressed, or a message box may appear near it if the cursor is held over the button itself. Such cues may be used to give more information to the tactual actions and other behavioral awareness.
Visibility:
Making Elements Assailable Visibility is one of the cardinal aspects in the design of an interface for using a product. This guarantees that the users readily locate as well as comprehend the elements of a given product. In other cases, clear explanation, consistent location of the components and hierarchy in the graphics are paramount to the capability of a product in the market.
The use of adequate labels is imperative as it provides the functionality of each element. They should be informative, straightforward and short enough to be read. If users know consistently where to expect particular components, it decreases the cognitive load and increases the efficiency. Proper use of visual hierarchy concentrates or draws attention on aspects like size, color, space among others.
Instead of eliminating visibility, designers should emphasize it, as this makes the interfaces easy to use, efficient and nice to interact with. A designer has to ensure that such information or action is easily accessible to the user without causing any undue stress or confusion to user.
Feedback:
Responding to the User While They are Still Active Feedback is one of the active components in providing an uninterrupted and smooth user experience. It lets the user know about the outcome of its actions thus making the user feel in control and comprehension. Feedback spans over visuals, sound and even motion and it ought to be quick, focused and to the point.
Visual feedback may involve alterations in the color, shape or size of objects, as well as graphics or movements. To illustrate a point, the individual could see a button turning or changing shape while mousing over it or filling a progress bar with an animated graph during a task. Visual feedback clarifies to users the current status of the system and the effects of their actions on the system.
Aural feedback may consist of sounds, tones, or voiceovers. For example, if a task was completed by the user, there might be an audible confirmation sound. If there was an error made, there could be audible alerts as well. Auditory feedback is used to provide supplementary information and keep the users focused.
Haptic feedback makes use of sensations that the user can feel while using the device, for example, vibrations or pressure. For example, the phone vibrates when an incoming notification arrives. Pressing a button may also feel different with the change in area.
Feedback in a timely manner, relevant both to users and contexts, ensures the users remain focused and comprehend what is going on in the system. It also lessens perplexity and dissatisfaction thereby rendering the experience enjoyable. Designers always wish to achieve the level of intuitiveness in their products regardless of the types of information targeted by the users. Feedback is key here.
Consistency:
Providing the Same User Experience People generally prefer the same level of consistency and predictive level for the users’ experience as it is when designing applications. Hence all the design elements, words used and interactions must maintain a manner in which a user is able to orientate him or herself around the given product.
Constraints:
Making Users Not to Make all Possible Moves Constraints make the users take the right actionsMake mistakes because this pertains to errors that are economically and socially costly. The factors also help the users by limiting the number of design options and hence the number of decisions that they have to make.
Mental Models:
User’s Expectation Framework Mental models serve as the product internalisation of an end-user’s understanding of a product. Designers need to make every effort to develop products in line with the consumers’ human internal models, where the interface is self explanatory.
Usability testing:
testing the confidence in design decisions Usability testing refers to watching the users use the product in order to find out the problems in terms of use and to elicit their feedback. Using usability testing helps product designers improve their products to satisfy the expectations and the needs of the users.
Accessibility:
Everyone is a potential target or an end-user Accessibility involves making products usable by disabled people. Following these guidelines, the products which the designers create may be used by more people because they are designed towards diversity.
Human-Computer Interaction (HCI):
Closure of the circle HCI deals with how computers affect people and how people interact with computers and use information available in computers. Armed with this knowledge about the human behavior and cognition, a designer develops systems that are effective and enjoyable.
User Experience (UX) Design:
Making Remarkable Experiences Last UX design is the process of ensuring that users have meaningful experiences. It includes the whole range of interaction a user executes starting from the first use of a product or service to their complete engagement. The role of a UX designer encompasses delivering products that satisfy functional needs, usability, fun, and are in accordance with users’ desires. With the emphasis on ensuring that users enjoy the interaction with the system and the product, the UX designers make the product a success, help in customer retention, and create satisfaction amongst the users.
Comparison Table:
Basic Interaction Design Paradigms Principle Definition Example Affordances Perceptible parts of an object that hint at its potential usage E.g., a window on the screen meaning there is an opening that allows someone to enter by clicking the icon on the screen Visibility A quick assembly or discovery of the elements and information A concise informational and logical a taxonomy and linear navigation. Feedback Direct outcomes of actions that are reported to the system’s user E.g., a notification for a message received or an action completed. Sound signals. Consistency Difference in the usage of common aspects in the design, lexicon, and actions. E.g., if some plans adopt Sullivan & Cromwell style button, all rest plans do the same or go by similar BCD styles. Constraints A restriction imposed on the user’s options in terms of available actions. E.g., a combobox allows only choosing one option from a list as opposed to enclosing the user into making choices.
Mental Models Users’ mental models regarding how a product in question is expected to function. E.g., for example, once you click on the shopping cart, items would be contained in it.
Usability Testing Examination of how appropriate previous design decisions made during the design process were by having users in real life visually demonstrated. E.g., letting the user perform tasks with the in-use design prototype.
Accessibility
Addendum considering the disabled Designing images with alternative texts. HCI Interaction between human being and machine. Creating effective and user-friendly interfaces. UX Design This is the general impression of the user. Designing solutions which are fulfilling and worth to the users.
FAQs
Q: What is the difference between affordances and visibility?
A: Affordances give directions on how an object is to be used whereas visibility provides the means of locating and understanding elements. As an example, a photograph of a button (an affordance) provides visual information hey I can be clicked but only if that photograph of the button is placed, that is a visibility.
Q: Why is consistency important in interaction design?
Consistency helps to create a baseline user experience that is non-complicated and tempts the user reducing frustration and thereby enhancing the product usability. Adherence to design principles and correct application of design terms can create an environment in which users frequently feel at ease and do not harbor any doubts.
Q: How can usability testing improve the design of a product?
Usability testing is useful as it helps the designers understand user behavior and interaction with a product finding areas that can be improved. Understanding how users will interact with a product is essential for the designers to make desirable products that users will appreciate.