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Interaction Design for the Web

Interaction Design for the Web

1h 45mIntermediate2018-01-25

Authors

Chris Nodder

Chris Nodder

User Researcher, Interaction Design Specialist, Author

Course details

While user behavior may often seem random, there are psychological reasons behind the choices individuals make as they navigate a user interface. In this course, learn about the psychological reasons why good UI design works, so that you can build websites and apps that work the way your users think. Instructor Chris Nodder helps you get started by discussing how brains work, and how to design around the limitations of the human brain. He also explains how to use perception principles to enhance the flow of your UI; leverage physical concepts to create a more intuitive UI; and smooth out your workflow. To wrap up the course, he explains how to fix small annoyances and make your interface pleasant to use.

Learning objectives
Designing around human limitations
Telling stories
How we group the things we see
Making standard and consistent interfaces
Smart defaults
Reducing system latency and communicating during delays
Making error messages into useful dialogs
Designing for delight

Skills covered

Interaction DesignUser ExperiencePersona

Concepts

0. Introduction

  • 01 - Welcome

1. How Brains Work

  • 02 - Designing around human limitations
  • 03 - Memory overload
  • 04 - The 7 + - 2 rule
  • 05 - Telling stories
  • 06 - Distractions
  • 07 - Notifications and alerts

2. How We See Things - Perception Principles

  • 08 - Flow and scanning
  • 09 - How we group the things we see
  • 10 - Consistency
  • 11 - How we (don t) read online
  • 12 - Vision issues

3. Real-World Metaphors - Physical Concepts

  • 13 - Desktops aren t desk tops
  • 14 - Fitts Law
  • 15 - Interaction speed
  • 16 - Input speed
  • 17 - Voice control
  • 18 - International differences

4. Telling a Story - Workflow Concepts

  • 19 - Smoothing out the workflow
  • 20 - Smart defaults
  • 21 - Control versus being lead
  • 22 - Progressive disclosure
  • 23 - Inductive interfaces
  • 24 - Knowledge work interfaces

5. Communicating through the UI

  • 25 - Help doesn't help
  • 26 - Assistance in the UI
  • 27 - Dialog boxes
  • 28 - Error messages
  • 29 - Using graphics

6. Designing for Delight

  • 30 - Attractive things work better
  • 31 - Fix small annoyances
  • 32 - Create big differences
  • 33 - Design for delight

Conclusion

  • 34 - Next steps

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