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THE MICROINTERACTIONS MODE



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INDEPTH ACTIVITY(1)
THE MICROINTERACTIONS MODE
Microinteractions have four parts a Trigger, the Rules, Feedback, and Loops/Modes.
The Trigger is what starts a microinteraction. This can be a manual control, such as when a user clicks a button or an icon, or it can be the system trigger that goes off when a set of conditions has been met.
Every time a text message arrives and your phone vibrates, that a system trigger.
A trigger engages Rules. Rules determine the flow of the microinteraction by defining the sequence of events, as well as what can and cannot be done when you are playing the microinteraction game.
Since Rules are invisible, users understand them through Feedback, the third part of microinteractions.
Feedback (and the lack of feedback) is how we understand the Rules and how the microinteraction works.
Loops and Modes are the last part of microinteractions. Modes should only be used when there is a critical but infrequent action that would otherwise disrupt the flow of the microinteraction, such as picking your city to get weather data. Loops determine how long the microinteraction goes on for, if it repeats, and how it changes over time.
Feedback: This tells the user what is actually happening during a microinteraction. You see this all the time when you input the wrong password (with a red message indicating the error, or when you are filling up a form and are missing specific fields. It is a great way to alert users that they have done something wrong, guiding them to proceed appropriately.


PRINCIPLES FOR DESIGNING DETAILS
You almost always know something about the user, the platform, or the context, and that knowledge can make your product better.
Bring the data forward. Determine what information is inside your product that users might be interested in, then design how that information could be shown (usually in the manual Trigger).
Prevent human error. Do not allow (or better yet, fix) actions that would break the microinteraction.
Use the Overlooked. Why add one more thing onscreen Use what is already there—the cursor, the scrollbar, a dial, a button state—to convey feedback.
Speak human. Talk to people how they expect to bespoken to as human beings. If your users use technical jargon, use it back. But otherwise, speak to them simply and directly.

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