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Intro to Designing Interactions1:48 with Hope Armstrong
In this video, I'll introduce the reasons why a designer may want to prototype interactions. Download the Project Files, and I'll see you in the next video for the demo.
- Ask a UXpert: How Micro-Interactions Can Enhance the User Experience - Thinking Design by Adobe
Hey, it's nice to see you again.
Now that you have a grasp of the principles,
let's design an app that includes a range of interactions.
For the rest of this course I'll be demoing an app that teaches people how to
sort their waste in to compost, recycling, and landfill bins.
But first, let's understand the reason for prototyping interactions.
Let's say you have designed a mock-up and you have all these grand visions of how
the screens tie into one another, and how the user interacts with a static image.
How do you convey that to others?
That's why you need a prototype,
and a detailed view of the various interaction states.
That makes it clear to stakeholders and developers, what it will look and
feel like when developed.
Interactive prototypes can be shown to users so you can test and
tweak until the interactions feel right.
Interactions need to be experienced firsthand to get a sense of how they'll be
You want to make sure animations are noticeable but not distracting.
As web animation expert, Rachel Nabors points out small localized changes
are at risk of being missed by the user via phenomenon known as change blindness.
Increasing the prominence of the change can trigger the user to notice the change.
On the flip side, make sure that animation isn't too distracting.
Rachel recommends finding a sweet spot of just enough animacy so
that your design will feel faster and more polished.
All right, let's get into the project.
Download the project files and I'll see you in the next video.
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