five principles of interactive design

5
Principles of Interactive Design Consistency, visibility, learnability, predictability, and feedback are the five principals of interactive design. The following examples of each, help define the different types and how they are applied to a design. CONSISTENCY http://www.luciekoldova.com We are wired to be sensitive to change. Changes to a layout attract our attention. As long as persistent elements remain in the same place, retain the same appearance, and adhere to the same grid layout and proportions, we do not direct attention toward them until we need them. But when elements move and change appearance without purpose across pages or screens, it becomes immediately noticeable. If people are asking why something is the way it is, or why it is different, then they’ve been distracted by the interface. When designs are consistent in appearance and behavior, people are able to focus on their tasks, and they’re not distracted by surprising or unexpected changes.

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Page 1: Five principles of interactive design

Principles of Interactive Design

Consistency, visibility, learnability, predictability, and feedback are the five principals of interactive design. The following examples of each, help define the different types and how they are applied to a design.

CONSISTENCY http://www.luciekoldova.com

We are wired to be sensitive to change. Changes to a layout attract our attention. As long as persistent elements remain in the same place, retain the same appearance, and adhere to the same grid layout and proportions, we do not direct attention toward them until we need them. But when elements move and change appearance without purpose across pages or screens, it becomes immediately noticeable.

If people are asking why something is the way it is, or why it is different, then they’ve been distracted

by the interface.

When designs are consistent in appearance and behavior, people are able to focus on their tasks, and they’re not distracted by surprising or unexpected changes.

Page 2: Five principles of interactive design

VISIBILITY https://www.runnerspoint.com

Visibility invites interaction. Hidden interactions decrease usability and efficiency.

People should not need to search for opportunities to interact. They should not guess when interacting, due to confu-sion or desperation.

We should be able to review an interface, and identify where we can in-teract. Interaction should not depend on luck or random discovery.

Page 3: Five principles of interactive design

LEARNABILITY http://www.anthonygoodisondesign.com

Interactions should be easy to learn, and easy to remember.

Ideally, people should be able use an interface once, learn it, and remember it forever..

Practically, people often need to use an interface at least a few times before they learn it, and then we hope that they will remember what they have learned

Page 4: Five principles of interactive design

PREDICTABILITY http://adventure.lowerjct.com

Good interaction design should set accurate expectations about what will happen before the interaction has occurred.

We should be able to show people an interface and ask, before they interact, what can you do here? Where can you interact with this? What will happen if you do that? What will be the result, or outcome?

We can set context and expectations by either demonstrating what can be done, such as anima-tions, video, or overlays, or by describing what can be done, such as providing examples or instructions.

Page 5: Five principles of interactive design

FEEDBACK http://onesharedhouse.com/

Feedback provides acknowledgment of our interactions and information about their outcomes.

We use feedback to understand where we are, our cur-rent condition or status, what we can do next, and even to know when we are finished.

Feedback should complement the experience, not complicate it. Provide feedback when people need it. It should be noticeable and meaningful. Failure to acknowledge an interaction, or provide feedback that is not noticed, can lead to unnecessary repetition of actions, mistakes, and errors.