Tag Archives: interaction

Week 4 – The Static and Kinetic Screen

23 Mar


Static refers to the motionless aspects on a screen or everything to do with a printed magazine. Kinetic describes motion and change over time which relate to elements on the screen found in interactive design. Focusing on Andy Polaine throughout the lecture, we understand his idea of what interactive design is and how we can use basic design knowledge for interactive projects.

As stated in the first module, his idea of interaction design is how each element of an interaction relates to one another in order to make something thought of as complicated; easier and pleasurable to use. The elements are as follows:
– what they do i.e. does it let you create music or does it make you create a virtual sandwich
– what they look like i.e. is it bright and colourful or does it contain disturbing footage of a crime scene
– what they look like they do i.e. does it look like it should tell you how to light a Barbecue or is it full of shit, blowing you up
– the experience of using them i.e. do they feel like an athlete playing FIFA on Xbox or are they annoyed at a computer voice telling them to turn around

Static graphic compositions reinforce the idea of making something complicated simple. Each element is treated differently and accordingly to help the viewer navigate around a designed page starting with more important to least important information. This is known as Visual Hierarchy as seen in the second module. Eye tracking can help measure the effectiveness of a design by measuring the time and path of someone’s eyes when looking at a static design showing the designer what captures the viewer’s attention and what doesn’t.

Here are some basic visual hierarchy methods:
– point of interest i.e. the starting point or leader of the visual hierarchy, the most important information. This needs to stand out the most achieved by the below examples.
– contrast i.e. the highest level is black and white with no tone
– tone i.e. darkness and lightness of a single colour, darker being the more noticable
– scale i.e. the use of size to symbol importance, the larger the more important. It also relates to things in the foreground/background where the larger things would be in the foreground
– colour i.e. categorizes information with the help of other methods such as tone, colour, scale, etc
– typography i.e. the legibility and readability of text based on scale and colour and the language and sentence structure respectively


All these elements and methods come down to who the audience, which is the first thing that needs to be thought of when designing not only interactive but anything. It allows the designer to use this information to create an interface for a selected target audience making it easier and understandable.     


Week 2 – Interaction & Interactive Design

11 Mar


According to Winograd interaction design is “the design of spaces for human communication and interaction.” Bill Verplank says an interaction designer has three questions they need to ask. The first is how do you do? – or in other words how you will get the user to affect the world i.e. pushing buttons or the ability to grab things to manipulate it. The second is how do you feel? This refers to the look of the design. Do you want it intense or soft etc. The third is how do you know? This is aimed at the audience you are designing for deciding how you will let them know what to do next – or will you just assume they know.

You interact with a number of things everyday and each thing has a different level of engagement and reactivity e.g. a good book is more engaging than reactive because it is interacting with your brain and an online shopping website is more reactive because it allows you to actually do something physically.  When designing the interactivity of something it is important that you design the quality of the navigation. A fire alarm system needs to be very simple and clear although a computer game can be very intense and over the top, two different things relating to two different ways of interaction.  


When designing the interactivity of something whether it is a product or website I think it is important we know who we are designing for and what the user expects the interactive thing to do. We need to consider whether it should be engaging or complicated to get the user to use their brain or whether it should be simple and easily navigated so anyone could use it.

Week 1 – Web 2.0 & Convergence

4 Mar


Web 2.0 refers to places on the internet that provide the luxury of allowing users to express their views and ideas within a certain social network, the most popular being Facebook and YouTube. This is rather appealing to people as it allows the user to read and write rather than just read what is there. This may be a strong reason why the internet has become so much more popular than television and radio.

As future designers we will need to start thinking about the ways we can make the consumer more involved in the things we design online and not just making something look nice. Websites should be more than just an information source but somewhere consumers can give feedback and interact with the product.

Convergence is how the three C’s (Communications Networks, Computing Information Technology and Content) cross-over to form the World Wide Web. It also refers to how different types of information are being viewed on all types of technology as well as technology being used for things it wasn’t originally designed for e.g. phones being used for games and the internet. This will affect us as designers as we will not only be designing things on the internet for use at home on a computer but also for things like phones and iPads.


The knowledge that consumers want to express themselves is important to us as designers as it allows us to think of more creative ways to get them to interact with websites allowing them to create and give their opinions. Knowing what they are doing on which piece of technology will help us when designing an interactive website.