Showing posts with label Interaction design. Show all posts
Showing posts with label Interaction design. Show all posts

Sunday, 5 December 2021

Step-by-Step Guide: Become an Excellent Interaction Designer

In recent years, with the rise of the Internet industry, designer quickly became a popular profession. The thriving designer career trends attract more people to join in the industry; especially the excellent designers are hot needed. According to the different job descriptions, designers are divided into several categories, such as interaction designers, visual designers, user experience designers, web designers and so on. Today, our protagonist is the interaction designer.

What is Interaction Design?

The interaction design was put forward by the founder of IDEO, Bill Mogridi, in 1984. At the beginning, it’s called Softface, and then renamed "Interaction Design", that is what we called the interaction design today. An interaction designer is a profession that focuses on the interaction mechanism between product and the user. That means with the help of interaction designer, it will allow users to use the product simpler and easier, experience the product more intuitively, and ultimately feel the value of the product.

Interaction Design

In the process ofinteraction design, designers will be responsible for creating compelling pages and UI by the consideration of logical operation and thoughtful action. A successful interaction designer is the one who good at using technology and good interaction rules to create an ideal user experience.


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The Composition of Interaction Design

Bob Baxley divided the interaction design into 5 parts in his "Introducing of Interaction Design":

Human/machine communication - the transmission and translation of information between equipment and users.

Operation and feedback - this requires the designer to understand and anticipate how interactions unfold over time, designing for the wide range of permutations that can occur.

Status - the presence of a different state to ensure users understand what is happening, and why the application gets into this state.

Workflow - let the user understand who can do what, and what will happen next.

Failure - failure is bound to occur, it must be considered within.

Interaction Design



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Abilities of Interaction Designers Needed

User research
Product (concept / function) design
Interactive Design
Visual design
Engineering technology

From the point of the current trend, interaction designers should have composite skills, not only to produce prototypes/wireframes with Axure or Mockplus. The interaction designer is a character across design, development, creative and marketing teams. He will help with these teams to build design strategies, establish key interactions for products, create the concept for prototyping test, maintain technical updates, and ensure that products keep up with the latest trends.

Interaction Design




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Thursday, 11 November 2021

10 Technical Skills for UX Designers

 

Top skills for UX designers

Updated: 12 July, 2024

Remember when Elon Musk said, "any product that needs a manual is broken"? This quote pretty much summarizes which type of UX design skills you should master.

To put it simply, User Experience (UX) refers to any user's interaction with apps or websites. More than aesthetically pleasing, the point is to create a smooth and intuitive experience for the user. When the user needs a manual to understand how to purchase a shirt on a clothing app, then they will probably look for another shirt in a different app.


Table of Content 


  • Why Are UX Design Skills Important?
  • 10 Technical Skills For UX Designers 
    • UX writing
    • Research on User Persona
    • Wireframing & Prototyping
    • Mockup & Client Stream 
    • Information architecture
    • Visual plan and plan programming
    • Client examination and convenience testing
    • Application development
    • Data Engineering 
    • Agile

  • Last Thoughts On UX Design


Why Are UX Design Skills Important?


UX design skills are important to satisfy the user's needs. The scope is to create a positive experience to build a loyal audience and increase a company's leads. In short, users have a good experience when they feel as if they have always been using that website or app. 


Just think about it. People go on apps and websites to accomplish a certain action with the minimum effort. When completing a step becomes too complex, 90% of users stop using the app looking for alternatives. Pioneer in User Experience and Information Architecture Peter Morville isolates seven principles to create a great user experience: Useful, Usable, Findable, Credible, Desirable, Accessible, and Valuable.


The core idea behind these principles is that the aesthetic of the app or website is strictly related to its usability. In other words, an app is beautifully made when colors and features make the users' life as simple as possible. 


Let's look at the 10 technical UX design skills anyone needs to create a smooth and interactive experience for users.



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10 Technical Skills For UX Designers 


1. UX writing

UX writing includes every visual feature on the interface. From headings, microcopies to buttons and menu bars, UX designers take care of everything. Based on users' feedback and responses, the writing process aims to improve the usability and readability of the interface. Each element is created to guide users from the beginning to the end, encouraging them to stay on the page and complete different actions. 



2. User Persona

Without in-depth research on user personas, it's impossible to create a good UX design. User research happens at the beginning of the process to target UX writing features. This research includes creating buyer personas, identifying several elements such as demographics, motivations, behaviors, and habits. Further, UX designers analyze competitors to find alternative visual strategies to capture users' attention and empathize with the product. 


3. Wireframing & Prototyping

To a considerable extent, a UX designer's research is based on User Feedback. At the beginning of the development process, wireframing (a blueprint of the product concept) and prototyping the app/website are crucial strategies to gather information. Combined with research on buyer personas, collecting (and interpreting) users' feedback is necessary to target and design visual features on the interface. 


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4. Mockup & Client Stream 

Another important UX design skill is creating mockups and client streams. The first is a visual model of the page, like what clients can usually do with self-guided web design software, and the next one is a graph visualizing the customer journey. Strictly related to wireframes and prototypes, a UX design needs to understand the user's actions to adjust visual elements and graphics.


5. Information Architecture

When it comes to user experience, aesthetics connect with usability. Information architecture is the process of organizing content to show users the interface's functionalities. The scope is to overview the app/website options to adjust each on the user's journey. 


6. Visual Plan 

Together with UI designers, UX designers need a basic understanding of visual plan programming tools like Figma, Sketch, Photoshop, or Illustrator, to create the visual components. Visual planning also includes shading hypothesis, typography, format, symbols, and general plan hypothesis.


7. Client Examination and Convenience Testing

To create a focus-user interface, client examination and convenience tests are the last steps. Creating a model based on future customers' needs, you can guide clients through the app and show how the design encourages actions on the page. This stage is crucial to make your clients approve the model. So, it's important to include data from surveys and client streams to illustrate the visual components and flow of the interface. 


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Thursday, 9 April 2020

Getting closer to Multimodal Interaction

Humans are complex being, every living being is complex in its own way and the complexity is linked to amount of data stored in brain of the living being. Consider an example of a dog pup which becomes an adult dog in less than 3 years and it learns almost everything that is required for its survival. This is true for any other living being where their life span is relatively small compared to humans. Considering the learning capabilities of a puppy, fawn, pony, calf, humans’ rate is too slow you cannot compare a 2-3-year-old infant with most of animal kingdom, but humans beat almost every living being in the long-term learning and his life span without which there’s no doubt it would be real version of planet of the apes.


Household activities
Image courtesy of Csanády Szilvia






Now comes the next great thing, living in sophisticated society, humans interact and communicate with other humans namely your parents, siblings, friends, colleagues & pets if they are not with family, whether it is for a want or a need like baby crying for milk or you are standing in grocery store with cart filled with stuff that needs to be billed. So, we perceive things from various senses governed by our brain what to do next. Standing in queue you cautiously think what to do next, who is in front of you, what is the space between you and the other person in queue, you see little space you slowly move forward so that you get closer to the billing counter.

Shopping in supermarket
Image courtesy of JERAMEY LENDE/SHUTTERSTOCK 

Let’s just analyze this situation you look for the gap and push the cart slowly front or back depending on how you are placed, the angle, some obstacle, the rung along the side way, the partition that divides the counters. If your cart is heavy you push a bit hard, being cautious not to ram the person in front of you and even if you did push the person ahead of you, you apologize in advance or soon after you crash into them. You might also prepare yourself to pay which mostly consist of keeping your credit card in front pocket in advance, so you don’t waste your time, the cashier’s time and the person behind you. So, this is the level of interaction and thought goes in a small event of buying your groceries.

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ArtworkImage courtesy of Jagoda Jankowska 

We could extend this to anything we do in the real world whether you are filling a form, watering a plant, cooking your favorite meal, tuning your guitar, driving car in an unknown area we collaborate with things which helps us to get our things done. It’s very common now a days to cook checking Google home hub or controlling your smart bulb or curtain or windows to open or close. Looking at these examples what is understood is we like to do more in less, you name it multitasking or smart automation the idea always is to make things easier, faster and simpler.


What is Multimodal Interaction or MMI? 
Multimodal Interaction or Multimodal human-computer interaction refers to the “interaction with the virtual and physical environment through natural mode of communication”, here users are facilitated with multiple modes to interact with the system. This means users have 2 or more combined input modes to interact with this could be a combination of touch, gesture, gaze, speech, facial expression to provide simple, efficient, pleasant experience to user while they are performing their task.





How does Multimodal interaction work? 
Multimodal interaction is similar to any other interaction, but the user has multiple option to interact with again this comes at its own price designing and developing. The user could use any of the available modes to interact at his convenience, the main idea of multimodal interaction is to allow user with multiple option depending on user’s convenience. Consider you are in middle of an activity and you want to multitask without stopping something completely but continue both the activity. Consider your playing a chord on your guitar and want to go to next sheet or you are thinking aloud and dictating the report that you want to type.



Multimodal interaction modelArtwork by Author

Table below shows the most commonly used Interaction and Perceiving modes acquiring knowledge about the state of the system and taking action. The below list is for general users and technology that are most commonly used, for special users with impairment, elderly users and technology specific devices the list would be specialized for the specific user, associated technology.





5 Senses
Table by Author


The main idea of multimodal interaction is to give more freedom and control to the user by provide more than one way to interact with the system as the idea of interaction constrained to one type is always not beneficial to users as we don’t know what the situation of user is at that very instant. You could be driving, cooking, running, walking, exercising, showering, with occupied hands, hearing to something, looking at something, travelling, where in you cannot stop the thing you are doing.


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Multimodal interaction & senses
Artwork by Author


The above illustration shows the possible interaction that a User can have with the system based on available degrees of freedom for interaction, limitation of technology with the system and situation of the user using the device (system).

The different interactions available for user is not to over whelm but to help in successful task completion making it simple, efficient and pleasant to user as we are do not know the users context.



Do I really need multimodal interaction? 

Before even questioning about do we really need multimodal interaction lets understand how we interact with different devices and applications depending on need and on daily basis. Most of the devices are designed for multimodal interaction be it a sophisticated computer, a smart tv and what not. Multimodal interaction is constantly evolving The below list gives an idea of available devices that most of the us interact with.

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Stationary Connected Devices
• Devices - Desktop computers, Home appliances with display panels, embedded devices , smart home hubs
• Connectivity - Wired networks, wifi, paired devices
• Portability - Users are accustomed using these devices in the same location and setting on a habitual basis
• Interaction - Main interaction consist of an Screen or Monitor with input device namely mouse, keyboard, pen, remote, touch screen. Quasi-standardized methods of voice interaction between similar device genres (desktop computers vs. connected hubs like Google Home/Amazon Alexa vs. smart thermostats).


Phones 
• Devices - Android, I-phones, Phablet, blackberry,
• Connectivity — Cellular networks, wifi, paired devices
• Portability – Used on the go, mostly not stationary. Environmental context has a substantial impact on voice interactivity
• Interaction - Users are accustomed to using voice interaction. Allows interaction through visual, auditory, and tactile feedback Interaction methods are fairly standardized across models.


Wearables
• Devices - watch, fitness band, smart shoes, ear pods
• Connectivity — Cellular networks, wifi, paired devices
• Portability - Used on the go, mostly not stationary
• Interaction - Users may be accustomed to using voice interaction, visual and tactile are more passive with no explicit user interaction


Non-Stationary Computing Devices (Non-Phones) 
• Devices - Laptops, tablets, transponders, automobile infotainment systems,
• Connectivity — Wireless networks, wired networks (not common), wifi, paired devices
• Portability – fixed to limited mobility
• Primary input mode is typically not voice, has tactile, connected/integrated input devices


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Based on interaction the devices normally seen are:

Screen-First devices
Devices that allow interaction from the GUI here the devices could be touch or devices which takes input including keyboard, mouse, pen, digital, analog buttons and embedded devices.

Voice Agents In Screen-First Devices
Devices that use primarily GUI and has voice actions as enhancement that adds up to the GUI., the user here interact with voice and the touchscreen.

Voice-Only Devices 
These devices don’t have visual displays and users rely on audio for both input and output. This makes them limited to specific function and are aimed for specific task including some standard usage like knowing weather, reading mails, playing music, movies.

Voice-First Devices
Here the devices accept voice commands as primary input and do come with integrated screen display which allows users to interact seamless in both touch and voice depending on the users comfort. This is much simpler, efficient and reduces cognitive load from user while perceiving and interacting. These are example of multimodal interaction that gives freedom and control to users.

Most of the devices are multimodal friendly but it’s up to you to decide if your user want multimodal interaction or Graphical user interface or Voice user interface as all these comes with its own pros and cons.


MMI Ecosystem 
The diagram below shows the architecture of a MMI ecosystem which shows the communications between a smart house, car and interacting devices used by user namely smartphone, wearables through web and cloud.

Multimodal interaction Ecosystem
Image courtesy of W3.org 

The MMI Architecture, along with EMMA (Extensible Multi-Modal Annotations), provides a layer that virtualizes user interaction on top of generic Internet protocols such as WebSockets and HTTP, or on top of more specific protocols such as ECHONET. The below diagram shows the communication layer between the user, multimodal interface, device, application and the integrating technology.


Multimodal interaction Ecosystem
Image courtesy of W3.org 


Where is multimodal Interaction used? 
To start with “where is multimodal interaction used?”, The answer is everywhere but it just depends on the user if he wishes to use it or not and the application which the user is interacting. Most of the general applications on smart phones are MMI as google maps, chrome browsers, inbuilt application on smart phones. Most of daily used gadgets are capable of handling multimodal interaction be it Desktops, laptops, smart TV, thermostats, IOT devices and the list goes on. Manufacturing, Heath domain, Automobiles, Hi-tech Construction, IT enterprise solutions, Embedded digital devices are the places for MMI.





Strategy for use MMI

Diverse abilities. MMI provides users to use the most efficient mode of interaction among those proposed by the system depending on the constitutional position of the user.

Personalization. One input mode fits all context is not always true, with MMI the interaction could be customized for given task in an application as preferred by user.

Interaction patterns. Different users interact with application differently and designers should be aware for whom they are designing knowing the wide range of users.

Independence. Multimodal interfaces should empower older users to independently interact with the technology, even when there is a specific impairment (for example hearing loss or reduced sight).

Technology reliability. Users should be able to rely on the multimodal technology, especially in the case of assistive technology. For this reason, multimodal processing should be accurate and robust.

Privacy & Context of use. Users have privacy & various concerns in public spaces when using gesture & voice command, voice commands in noisy environment, inter use of speech, gesture, tactile when interacting and visual over audio depending on the context.

Oviatt’s ‘‘Ten Myths of Multimodal Interaction’’ (Oviatt, 1999) offers useful insights for those researching and building multi- modal systems, with a few especially apropos:


Myth: If you build a multimodal system, users will interact multimodally. Rather, users tend to intermix unimodal and multimodal interactions. Fortunately, multimodal interactions are often predictable based on the type of action being performed.


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Myth: Multimodal input involves simultaneous signals. Multi- modal signals often do not co-occur temporally, and much of multimodal interaction involved the sequential (rather than simultaneous) use of modalities.

Myth: Multimodal integration involves redundancy of content between modes. Complementarity of content may be more significant in multimodal systems than redundancy.

Myth: Enhanced efficiency is the main advantage of multimodal systems. Multimodal systems may increase efficiency, but not always. Their main advantages may be found in other aspects, such as decreased errors, increased flexibility, or increased user satisfaction.

Myth: Individual error-prone recognition technologies combine multimodally to produce even greater unreliability. In an approprivately flexible multimodal interface, people determine how to use the available input modes most effectively; mutual disambiguation of signals may contribute to a higher level of robustness.

Reeves et al. (2004) defined the following guidelines for multi- modal user interface design:

• Multimodal systems should be designed for the broadest range of users and contexts of use. Designers should support the best modality or combination of modalities anticipated in changing environments (for example, private office vs. driving a car).


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• Designers should take care to address privacy and security issues in multimodal systems. For example, non-speech alternatives should be available in a public context to prevent others from overhearing provide information or conversations.

• Maximize human cognitive and physical abilities, based on an understanding of users’ human information processing abilities and limitations.

• Modalities should be integrated in a manner compatible with user preferences, context, and system functionality. For example, match the output to acceptable user input style, such as constrained grammar or unconstrained natural language.

• Multimodal interfaces should adapt to the needs and abilities of different users, as well as different contexts of use. Individual differences (for example, age, preferences, skill, sensory or motor impairment) can be captured in a user profile and used to determine interface settings.

• Be consistent – in system output, presentation and prompts, enabling shortcuts, state switching, etc.

• Provide good error prevention and error handling; make functionality clear and easily discoverable.


Usability Testing Template


Limitations in multimodal interaction

Everything comes with limitation and trade-offs so is multimodal interaction the limitation could be unknown context of user, insufficient testing, technology constraints, processing information, integration, slip, delay, consistency, scalability.

Complexity vs Simplicity. Providing user with all possible interaction’s might increase the complexity in term of designing solution as you have many right option to consider while designing.

Personalization vs Customization. Multimodal interaction can be tailored to the specific preferences or needs of the user. This process might end up in an over- personalization of the interaction, making it difficult to the user to discover or experiment with alternative interaction modalities.

Independency vs Assistance. The cognitive effort required by different users varies and needs personalization depending on the user type, users with impairment and older users have different needs.

Ambiguity: Ambiguity arise when more than one interpretation of input is possible. This happens normally when a gesture, speech command or touch input overlaps with each other or when one modality has more than one interpretation and this could be intended or un-intended in the environment.

Ambiguity can be solved by three methods namely:

Prevention. Imposes users to follow predefined interaction behaviour according to the required input to allow change in the state.

A-posterior resolution. This method uses a mediation approach where the users are allowed to confirm, repeat, delayed reaction, undo & repair.

Approximation resolution. Here ambiguity is removed by using a fuzzy logic, Markov random field, Bayesian network system and eliminate the ambiguity.


Conclusion
The above content gives an understanding about how multimodal interaction can help users in competing given task effectively. MMI help in making interaction simple, fast and efficient providing users more freedom and control to interact with different applications, devices & technology. Designers needed to determine the most intuitive and effective combinations of input and output modalities for different users, applications and usage contexts, as well as how and when to best integrate those modalities.


About Author


UX Author Balaji C P

Balaji C P 
User Experience Specialist 










References
https://www.webdesignerdepot.com/2018/11/5-trends-of-voice-ui-design/ https://www.w3.org/TR/mmi-arch/
https://www.w3.org/TR/emma/
https://www.w3.org/2013/10/mmi-charter
https://www.w3.org/2002/mmi/
https://medium.muz.li/voice-user-interfaces-vui-the-ultimate-designers-guide8756cb2578a1
https://www.highervisibility.com/blog/how-popular-is-voice-search/ https://www.greenwoodcampbell.com/blog/archive/how-we-integrated-google-assistantvoice-interface-with-a-website/
https://build.amazonalexadev.com/What_is_voice_user_interface_VUI.html https://disqus.com/by/josephjaquinta/
https://www.bbc.com/news/technology-38539326 http://ceur-ws.org/Vol-2101/paper3.pdf https://voicify.com/understanding-multimodal-interactions/ https://developers.google.com/assistant/conversational/overview https://www.radiantvisionsystems.com/blog/wave-your-hand-3d-gesture-recognitionsystems http://jmlr.org/papers/volume17/14-468/14-468.pdf http://www.dhs-ltd.com/toyota-a-long-collaboration/
https://sites.google.com/view/multimodalvis https://www.sciencedirect.com/science/article/pii/S1071581913001407



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Sunday, 22 January 2017

A Beginner's Look At Prototype Design Tool - Mockplus v2.3

My story with Mockplus began when I started using it half one year ago, and I was so deeply impressed by its simplicity & efficiency which could be incomparable with other prototyping tools. Most recently, it will release a big update (so-called 2.3 version), and this could be another one giant leap forward for this tool that I've been witnessing.

I always believe that Mockplus is an excellent prototype design software that has been dedicating to better user experience always the time. And its feature "Simplicity and Efficiency" is so distinctive that this tool has to give up some highly-personalized and complex functions. Mockplus, this time, proves its dedication and vision again in this new update.

In the new 2.3 version, the most intuitive change we can see is the project bar has been moved from the right to left side and the components' property box has taken the entire right sidebar. That will add much convenience while setting properties.

On the other side, this change may make regular users feel unfamiliar more or less. Then, why to make this change? From my own perspective of view, I think the reasons can be the followings:

1. This can free up more design space. There are only two panels on either side and the design canvas in the middle will be much larger accordingly.

2. All interactions can be done on the right-hand panel, allowing us to set the components' interaction and the page link in one place, instead of two separate places.

3. It's much easier to set some common properties (like text font and font size) as well as common operations (layout, alignment, etc).

Plus, I notice that many new attributes have been added to components. For instance, it adds rounded corners for Tab component, label color and border, rolling and many more attributes. Moreover, I find that more components have border-related property settings. For instance, it's possible to set the border when the Shape component in the rounded corner. These attributes definitely make components much flexible and adaptive to more scenes, all contributing to better serve our design ideas.

Mockplus Prototype tool


Another highlight in this update is the components' library synchronization and sharing. The "Library" feature allows we designers to add, remove or modify our customized "Components", "Groups" and "Pictures", etc. Meanwhile, we can publish and sync our own component libraries to the cloud. Most importantly, we are capable of sharing libraries with others, which will be a big plus for team collaboration.

Also, there is no doubt that these user-customized component libraries will get more and more rich, and Mockplus users can directly modify/use various types of finished/semi-finished components with least efforts. To some degree, this feature may become a form similar to the network community, enabling users to work, learn and communicate with others via their own component library. Of course, this would be some distant visions, but we can use the Mockplus official public library to enrich design needs.

Mockplus Prototype tool publish

This new update adds up to 200 icons and provides more choices for graphic designers, saving much time searching and designing UI elements. Also, the 2.3 version supports the weight of font style, and to my delight, the unsupported Roboto font is supported this time. Let's take a look below:

Mockplus Prototype tool text setting

Furthermore, users will have the ability to view version history and set protect password for cloud project management. It's allowed to customize the zoom ratio of design canvas, and to apply different widths for different pages in Web project.

Not only does this new version add some properties and functions, but also fixes a certain amount of problems. As far as I'm concerned, it fixes the issues that the keyboard cannot disappear and the images look blurry on the mobile phone, along with the issue that interactive targets may be lost while copying and pasting, etc.

It seems that there's nothing more eye-catching other than the component library, but the truth is the icons, component properties as well as the richer functions should be a further interpretation of Mockplus's focus - the user needs. From my personal benchmark, the new update is like an old and loyal friend who come over and say "Hey, tell me your troubles and I will nail it"! Instead of pushing us to learn it continuously, Mockplus is always in constant adaptation to user needs and solve user's troubles. That's why I like it.

independent assassin

I'd like to compare this tool to an independent assassin, because it's too focused on their own characteristics as a prototype design software. "He" only walks on his own way, never seeing anything; "he" only does what he will do, no superfluous. Its focus brings both people's love and annoyance: love he's not chasing fame and interests, but also get annoyed by this beginner's mind. But perhaps because of his focus, suddenly on one day when he abruptly looks back from his own small road and finds that he has already embarked on high hill.

About Author
Berry Sarah

Email: berry@jongde.com 
Enthusiast for developing #prototypingtools, hoping to make friends with all like-minded guys. #ux #design #prototyping.

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