Interaction with Product
- Pankaj Kumar

- Jun 1, 2024
- 4 min read
Updated: Jun 2, 2024
“Designing interactive products to support people in their everyday and working lives”
Case Study
21 Swings- Computer control, micro-processor, sensing of the user what people are doing, have some soft sound control by
controller, which is sensing what users are doing also have amplifier and some speakers and physical framework with some colour code, some light with visual.
Incredibox- Software beneath the processor, that could be laptop, desktop and range of the different computer system, micro- processor, database, storage, different sound samples, logic with coding, one can interact with mouse, joystick, keypad, have amplifier and speakers, logic underneath the system take may user interaction and translate through logical system and place me song back.
What difference about two things?
21 swings and Incredibox despite of looking different but underneath the system it contain very similar identical elements but experience with using them are very very different. Fist video where many users are experiencing the physical interactions, fun playful, investigating the experience but other video one person at a time availing the experience, there is no probability to play multi users, direct control to user, drag and drop, on and off. Main difference is here intension and design of interaction is not on the surface layer of the images, or the sound or the graphics or the icons or the buttons.
Examples
Marble Answering Machine- Incoming messages represented by physical marbles
Differences
Familiar physical objects show the number of messages aesthetically pleasing and enjoyable to use Marble answering machine, D. Bishop, 1992
One-step actions to perform a task
Simple but elegant design with less functionality
Anyone can listen to any of the messages
Might not be robust enough to be used in public space
important to take into account where a product is going to be used
Is it better to converge to a single universal control or have multiple specialised one?
TiVo remote control
Large and clearly labelled buttons
Logically arranged buttons
Remote nicely fits into hand
Good use of colours and cartoon icons making it easy to identify them
Why is the TiVo remote control more usable than others?
TiVo followed a user-centred design process
Potential users involved in the design process
Avoids “buttonitis” trap by offering only the essential functionality on the remote and the rest via on-screen menus
Conceptualising basic Interaction with Product



Interaction Design- Interaction Design is the design of the interaction between users and products. The goal of interaction design is to create products that enable the user to achieve their objective(s) in the best way possible.
Good design is conversational, it means user converse with design in such a way that it can easily perform the task within the timeframe.
Interaction design is creating a meaningful conversation between the user and product in a such way it is easy, meaningful, interesting and engaging.
Example-
Withdraw the money from the ATM Machine. Here main task to withdraw money. There is a three possible three way.
-Voice Command
-Touchscreen
-Keypad
Design the interaction between the user and product with the help of voice command, keypad and touchscreen.
This is at the moment interaction which is very important.
2. Example-
Want to order species Thai food apps from food apps. Visit the food app and before putting the order in the cart wanted to check various images of the food. Here main task is how to interact with the food images may be swipe it, tap on bundle of images, press it for second, there are many more ways to interact, just need to find which is most optimal ways.


Key Dimensions- Interaction design is a crucial component in the umbrella of user experience (UX) design. In simple terms, it is the design of the interaction between users and products, such as apps or websites.
The goal of interaction design is to create products that enable the user to achieve their objectives in the best way possible, incorporating elements like aesthetics, motion, sound, space, and more.
It overlaps with UX design, encompassing user research, creating user personas, and performing user testing and usability testing.
Example-
When designing a mobile app, the interaction between the user and the app could be the placement and appearance of the buttons, ensuring the user can navigate the app effectively.


Navigation Patterns- Navigation design is about creating a system that empowers users to interact with and use your product. It plays an integral part in how users interact with your products, guiding users from points A to B, even C, in the least frustrating way possible.
Good navigation design can enhance a user's understanding, give them confidence in using your product, and contribute to the product's credibility. Ideally, it promotes usability. Each pattern used in your product should be carefully considered and tested before implementation.
Example-
When designing a mobile app, the interaction between the user and the app could be the placement and appearance of the buttons, ensuring the user can navigate the app effectively.


Activity and Exercise
Consider two products, one physical and one digital, will be analyzed concerning their interaction design, aiming to identify areas for improvement if their current interaction falls short of user expectations.
Example- Voice recorder which having a beep beep, Spreadsheet







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