Summarisation of Lecture:
Definitions of interface:
- common boundary
- between things (the in-between thing)
- a point of interaction
- medium across which data is passed
interface and interaction design – conceptualisation and design of devices ( i.e. screens, buttons, navigation, narrative, search engines) between data, information, man and machine.
The success of an interface design is determined by its transparency. It is to be noticed and then forgotten, like a good typeface in a large body of text.
Old media: passive consumption – from 1 creator to many viewers
New media: interactivity – from many to many users (web 2.0), greater user choice
- Hypertextual navigation – user makes reading choices within a database of information. user constructs individualised text/ hypertext – hyperlinks – extractive experience. This system ‘prophesied’ by Vanneur Bush with his memex http://www.youtube.com/watch?v=uj6ADC8ezxk
- Immersive navigation – representation of space- immersive experience. Immersed/embodied within in interface i.e. first person shooter game. An example of immersive navigation is the synoptic project by Roland Loesslien http://synoptic.weaintplastic.com
- Registrational interactivity – multiple users, collaborative- to ‘write back into’ collective information. An example of this is Facebook.
- Interactive communications – Based on face to face communication i.e. chat sites.
Fundamentals and Principals:
(to be taken as broad guides, originate from the rules of print)
1. Visual focus:
- Use contrast to add hierarchy to elements
- Use animation to signify interaction/function
- Give contextual and visual cues greater visual distinction
- Use style sheets to create a visually consistent format
2. Problem solving
- Highlight potential user pathways
- Include multiple forms of navigation for users such as navigational toolbars, filters, etc.
- Consider time in your design
- example of these techniques being use : The whale hunt by Jonathan Harris http://thewhalehunt.org
- Place contextual information in higher hierarchical levels of interactive
- Provide detailed content in lower levels
- Place information consistently throughout layout
- Use familiar icons
- Place graphics in familiar contexts
- Provide text tags for images
- Use design metaphors, relate item to the familiar i.e. the trashcan on a desktop
- Group related content
- Identify relationships between objects
- Use breadcrumbs to help identify site structure and filter information.
6. Linear or non-linear
- Does your interactive follow a linear or non-linear path? relate this to the function of the interactive.
Reflection on Lecture content:
This lecture focused on the interface. A clear distinction was made between interface and interaction and points from previous lectures were elaborated on. The fundamentals/principles mentioned were very interesting and I found they resonated well with our previous study of hierarchy and its importance in designing interactions.