Mick McQuaid

11/17/22

Week TWELVE

Class Requests

• Microinteractions
• Pair designing

But first, individual projects

The hwInstr document has been modified. Please check it out.

But first, Nielsen (1994)

A student asked, so I checked: Nielsen didn’t address accessibility but provided an appendix of other people’s heuristics. It turns out that Apple’s heuristics from 1992 explicitly required accessibility, probably because of the influence of Gregg Vanderheiden.

Microinteractions

Definition from NNgroup: Microinteractions are trigger-feedback pairs in which (1) the trigger can be a user action or an alteration in the system’s state; (2) the feedback is a narrowly targeted response to the trigger and is communicated through small, highly contextual (usually visual) changes in the user interface.

Some are, some aren’t

Digital element Is it a microinteraction?
Scrollbar Yes: User triggered; visual feedback to user changing location within a page
Digital alarm Yes: System triggered; auditory (and visual) feedback to time condition being met
Button It depends: If there is no feedback when a user clicks the button, there is no microinteraction
Pull-to-refresh animation Yes: User triggered; visual feedback to a user action
GIFs No: Not triggered by the system or a user
Video player No: It’s a feature, not a microinteraction; volume control would be a microinteraction

Why?

Microinteractions can improve a product’s user experience by:

• Encouraging engagement
• Displaying system status
• Providing error prevention
• Communicating brand

Exercise

Design and share a microinteraction for your individual course project.

Pair designing

… getting more and better UX design done by putting two designers together as thought partners to solve design problems

Pair designing differs from feedback relationship

being in the same room, working on the same problem, with both brains focused on the problem simultaneously for the duration of the project

Roles

• One designer is the generator (or gen)
• One designer is the synthesizer (or synth)

Gen

• Conveys an idea clearly and quickly
• Usually at the whiteboard or tablet
• Comfortable drawing in front of their partner
• Leaves ego out of it
• Has sophisticated understanding of contemporary design

Synth

• Tests ideas as they are generated
• Keeps bigger picture in mind
• Writes design choices and rationales after debate
• Is detail-oriented and has strong memory
• Has sophisticated understanding of first principles and psychology

Role swaps

• Gen gives the “pen” to the synth
• Usually gen has run out of ideas or swap is timed

Why divide the work?

• Confirmation bias is part of gen’s role
• Easier for another person (synth) to overcome confirmation bias on a given idea

Why not remote collaboration?

• Distractions
• Network problems
• Lack of body language

Stages

• Research (one member transcribes)
• Sensemaking (synth builds big picture, takes the lead)
• Wireframing / sketching (gen takes the lead in drawing)
• Detailed design (synth produces narrative, gen produces visuals)

Exercise: pair design a piece of DC 10

• Break into pairs
• Choose some aspect of DC10 to work on
• Spend the rest of class in gen and synth roles, swapping at least once

References

Nielsen, Jakob. 1994. “Enhancing the Explanatory Power of Usability Heuristics.” In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI’94), 152–58. New York, NY, USA: Association for Computing Machinery.
Saffer, Dan. 2013. Microinteractions. Sebastopol, CA: O’Reilly Media.

END

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