Interaction Design, Patterns & Behavior

Designing interactive experiences before you build them

What we will learn:

  • Foundations of interaction design
  • Analyze user behavior
  • Recognize common design patterns
  • Design behavior before the visual design
  • Prototyping interactive thinking

Chapters

  • Foundations of Interaction Design
  • Design patterns
  • Improving wireframing and in function of interactions?

Part 1

Basic principles of Interaction Design

What is Interaction Design?

Designing the dialogue between:

  • User
  • Interface
  • System

Formula

User → Action → Reaction

Focus of Interaction Design

Not:

  • Visual

But:

  • Behavior
  • Actions
  • Reactions

Why Interaction Design is important

Users visit products because they:

  • Want to achieve goals
  • Want to solve problems
  • Want to complete tasks

Examples of goals, problems, tasks?

Examples:

  • Listening to music
  • Sending messages
  • Buying products
  • Signing up for events
  • ...

What does the user want?

User goals are crucial for designing interactions.

User goals

Desired result?

  • Needs
  • Motivation
  • Result
  • Value

Examples of products and their purpose?

Spotify

  • Listening to music

Instagram

  • Viewing content
  • Sharing content

Notion

  • Organizing information

Examples of products and their purpose?

Spotify

  • Listening to music

Instagram

  • Viewing content
  • Sharing content

Notion

  • Organizing information

User actions

Behavior performed to achieve goals.

  • Input
  • Behavior
  • Interaction

What do you do to achieve a goal with a digital device?

Examples of user actions

  • Clicking
  • Scrolling
  • Searching
  • Swiping
  • Dragging
  • Typing

Examples of user actions

  • Clicking
  • Scrolling
  • Searching
  • Swiping
  • Dragging
  • Typing
  • ....

System reaction

Reaction of the interface.

Goal:

Communicating status changes.

Examples of a system reaction?

After clicking:

  • Menu opens
  • Form appears
  • Content loads
  • Button changes

Feedback loops

What is feedback?

The system communicates results.

  • Self-confidence
  • Trust
  • Clarity

What types of feedback exist?

Types of feedback

Success

  • Completed

Warning

  • Attention required

Error

  • Problem occurred

Loading

  • Processing

Feedback loop model

User action

System reaction

User interprets

Next action

Good design

Clear loop

Bad design

Interrupted loop

Recap: Summary of Interaction Design

User

  • Goal

Behavior

  • Action

Interface

  • Reaction

Communication

  • Feedback

Result

  • Goal completed

Recognizing Interaction Design

Action → Reaction mapping.

Analyze an application of your choice, document at least 5 interactions.

Document

Action

Reaction

Questions

  • What happened?
  • Was the feedback visible?
  • Was the feedback clear?
  • Could it be improved?

Part 2

Design patterns

Go look for at least 5 interactions online.

When looking at Interaction Design, it is noticeable that most interactions are similar, one could almost say identical.

What examples of common interactions can you think of?

What is a design pattern?

Reusable solution for recurring problems. Users do not want to have to relearn every interface.

  • Familiarity
  • Expectations
  • Recognition

Recognition > learning.

Why do patterns exist?

  • Faster learning
  • Less confusion
  • Better usability

Examples:

  • Top navigation
  • Search icon
  • Shopping cart
  • Login button
  • ...

Why do design patterns work?

1. Mental models

The user's internal expectation of how something works. The design must therefore align with these expectations.

Example

Shopping cart

People expect:

  • Add item
  • Save item
  • Checkout

2. Familiarity

People prefer familiar solutions.

  • Comfort
  • Recognition
  • Simplicity

Benefits

  • Faster decisions
  • Less cognitive load
  • Higher self-confidence

3. Consistency

Elements behave similarly throughout the entire product.

Consistency applies to

  • Layout
  • Navigation
  • Buttons
  • Forms
  • Animations

Benefits

  • Trust
  • Predictability
  • Learning efficiency

Types of patterns

  • Navigation patterns
    • Help users navigate through content.
  • Search patterns
    • Help users find information.
  • Form patterns
    • Guide through completing tasks.
  • ...

Exercise

Pattern hunt

Find 4 examples for each category:

  • Navigation patterns
  • Search patterns
  • Form patterns

Discuss

  • Why do they work?
  • Why do users understand them?
  • What movement supports them?

Examples

  • Top navigation
  • Sidebar navigation
  • Hamburger menu
  • Tab navigation
  • Search bar
  • Search suggestions
  • Filters
  • Sorting
  • Labels
  • Validation
  • Progress indicators
  • Confirmation messages

Patterns and movement

Interaction requires movement

Examples:

Navigation

  • Open menu

Search

  • Display results

Forms

  • Success states
  • Error states

Recap: Design pattern

Mental models

User expectations

Familiarity

Known behavior

Consistency

Predictable behavior

Patterns

Reusable solutions

Part 3

Wireframing for behavior

What is a wireframe?

Blueprint of an experience. Content is very important, but now we are only wireframing the interaction.

Not:

  • Colors
  • Branding

But:

  • Structure
  • Behavior
  • Functionality

Designing before visual design

Design the look first.

Better approach

Goal

Behavior

Structure

Visual design

Wireframing for behavior

Ask questions

  • What can users do?
  • Where can they click?
  • What changes?
  • What happens next?

Focus

Interaction possibilities.

Prototype in
Figma

Challenge: Overview

Running event platform

Create

  • Homepage
  • Event details page
  • Registration flow

Limitations

  • No color
  • No branding
  • No visual styling

Focus only on behavior.

Thinking about the homepage

Questions

  • What information appears first?
  • What should users do?
  • How are events discovered?

Keywords

  • Discover
  • Browse
  • Search

Thinking about event details

Questions

  • What information is most important?
  • Where is the registration action?
  • How can motivation be increased?

Keywords

  • Information
  • Decision
  • Conversion

Registration

Questions

  • Steps?
  • Forms?
  • Confirmation?

Keywords

  • Progress
  • Completion
  • Feedback

Exercise

Design

  • Homepage
  • Detail page
  • Registration flow

Submit

Paper sketches with a Wireflow or Figma Prototype

Evaluate

Can users easily complete tasks?

Interaction Design, Patterns & Gedrag

By Lecturer GDM

Interaction Design, Patterns & Gedrag

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