week 4 lecture notes

Instructional Design:

Specific concerns that relate to screen based design.

These design can range from how to use ticket machines, coffee machines. If we have poorly designed instructions than the user would not be able to use the machine.

Ikea are a prime example to use of instructional design, since they sell into a global market, their instructions are completely language free. Furthermore their illustrations are kept clean and simple for easy guidance.
Other examples include such instructions from theexplainers.com, who specialise in creating instructional formats for those who work in special aged care facilities. The staff members use complex machinery with peoples lives at stake, so it is important to get it right.

Cognitive load theory – the way in which we think and how we remember and delivering that information to instruction.

Split attention affect over visual and verbal attention, this can overload a person memory as it would confuse them because of the user trying to marry the image to the text.

Using photography makes the image really unclear to the user as there is too much detail to be looked at.


Week 3 Lecture

Design Patterns for screens

Do we start designing the mobile screen first?
Since apple do run across all four platforms of screens (mobile, tablet, laptop, desktop) it is much easier and smarter to start with the smaller screen first, rather than trying to adapt a big screen design down into a mobile.

Starting from a phone screen forces us to prioritise and think about our general structure of the interface.

Overall patterns are just patterns, they might help fix design solutions or not, sometimes they’re not necessary.

More user interface websites are most likely following a similar pattern. WordPress, wix.com all follow this type of pattern. User interfaces have matured of the years and nothing innovative has come through for a while to further design interfaces.

Common patterns:
– the hamburger menu
the three horizontal parallel lines are recognisable as a menu bar that hides a menu with slide pattern. pretty much used to save space on the screen

  • account registration
    – signing up using a social media accounts or a form that is easy to follow.
  • long scroll
  • card layout (pinterest)
  • hero images
    – fastest way to catch a users attention
  • animation
  • material design
  • responsive design
  • flat design


week 2 lecture

there are 8 phases of interaction design process. From overview to concrete ideas.

  • error
  • idea
  • metaphor
  • scenario
  • task
  • model
  • repair
  • manipulate

they are linked together under; Invent, Design, Engineer. This is the process we take as a designer. We can use many tools to help use identify problems and create solutions.

we start with very low tech to create our ideas. Sometimes it helps us create and look at different perspectives on solutions. Like our storyboarding we have been using for the past few weeks about making toast, a very simple problem, but it helps us understand and visualise solutions to the problems that we face as a interactive designer.

The bulk of your time should be focused on sketching and getting your designs right.

The context

  • what people are trying to do
  • how they may try to do it
  • what gets in the way or helps
  • where they might being doing it

there is different contexts for use and of use.

e.g. checking a transaction balance via a computer online
compared to
checking your balance via mobile to see you have enough money to purchase products.

Its important that we focus on who will be using the device or interface for, how long they will be using it? and how many people are using it simultaneously. Will it aid the person or will it distract them from their task?

Week 1 – Lecture

Interactive to interaction

  • Working in a team state increases the total effectiveness
  • being an influence to your peers
  • they way it responds to the user activity
  • Everyday machines that we take for granted.
  • being able to control the machine so that the user has choices to make

How does this relate to design?

We do this to help people with doing things on a daily basis. The design is to create human connection.

What does it do then?

As a designer we focus on the people and the interaction with the design.
How does affect the world? Do we control?
How does it feel??

Whats the role? Or where does a designer fit in?

There are a lot of factors that we have to included into this. Discipline is one of the human factors. Human-computer interaction and how we work around our workspace on the computer.