Interaction Design, Patterns & Behaviour

Designing Interactive Experiences Before Building Them

What we'll learn:

  • Understand interaction design fundamentals
  • Analyze user behaviour
  • Recognize common design patterns
  • Design behaviour before visuals
  • Prototype interaction thinking

Chapters

  • Interaction Design Fundamentals
  • Design Patterns
  • Wireframing?

Part 1

Interaction Design Basics

What is Interaction Design?

Designing the dialogue between:

  • User
  • Interface
  • System

Formula

User → Action → Response

[IMAGE PLACEHOLDER: User interacting with digital product]

Focus of Interaction Design

Not:

  • Visual appearance

But:

  • Behaviour
  • Actions
  • Reactions

Why Interaction Design Matters

Users visit products because they want to:

  • Achieve goals
  • Solve problems
  • Complete tasks

Examples of goals, problems, tasks?

Examples:

  • Listen to music
  • Send messages
  • Buy products
  • Register for events

What does the user want?

User Goals are crucial to design interactions.

[IMAGE PLACEHOLDER: User journey illustration]

User Goals

Desired outcome?

  • Needs
  • Motivation
  • Outcome
  • Value

Examples

Spotify

  • Listen to music

Instagram

  • Consume content
  • Share content

Notion

  • Organize information

[IMAGE PLACEHOLDER: Goal-oriented user behavior]

User Actions

Behaviour performed to achieve goals.

  • Input
  • Behaviour
  • Interaction

What do you undertake to achieve a goal using a digital device?

Examples of User Actions

  • Click
  • Scroll
  • Search
  • Swipe
  • Drag
  • Type

[IMAGE PLACEHOLDER: Different web interactions]

System Response

Reaction of the interface.

Purpose:

Communicate state changes.

Examples of a system response?

After clicking:

  • Menu opens
  • Form appears
  • Content loads
  • Button changes

[IMAGE PLACEHOLDER: Interface response examples]

Feedback Loops

What is Feedback?

System communicates results.

  • Confidence
  • Trust
  • Clarity

Which types of feedback exist?

Types of Feedback

Success

  • Completed

Warning

  • Attention needed

Error

  • Problem occurred

Loading

  • Processing

[IMAGE PLACEHOLDER: Feedback message examples]

Feedback Loop Model

User Action

System Response

User Interprets

Next Action

Good Design

Clear loop

Bad Design

Broken loop

[IMAGE PLACEHOLDER: Feedback loop diagram]

Recap: Interaction Design Summary

User

  • Goal

Behaviour

  • Action

Interface

  • Response

Communication

  • Feedback

Result

  • Goal completed

[IMAGE PLACEHOLDER: Interaction design framework]

Recognize Interaction Design

Action → Response Mapping.

Analyse an application of your choice, document at least 5 interactions.

Document

Action

Response

Questions

  • What happened?
  • Was feedback visible?
  • Was feedback clear?
  • Could it be improved?

[IMAGE PLACEHOLDER: Student analysis template]

Part 2

Design Patterns

When looking at Interaction Design it's striking that most interactions are similar, you could almost say identical.

What examples of common interactions can you think of?

What is a Design Pattern?

Reusable solution for recurring problems. Users do not want to learn every interface again.

  • Familiarity
  • Expectations
  • Recognition

Recognition over learning.

[IMAGE PLACEHOLDER: Common web patterns]

Why patterns exist?

  • Faster learning
  • Less confusion
  • Better usability

Examples:

  • Navigation at the top
  • Search icon
  • Shopping cart
  • Login button
  • ...

[IMAGE PLACEHOLDER: Familiar interface examples]

Why do design patterns work?

1. Mental Models

User's internal expectation of how something works. So design should match expectations.

Example

Shopping cart

People expect:

  • Add item
  • Store item
  • Checkout

[IMAGE PLACEHOLDER: User mental model diagram]

2. Familiarity

People prefer known solutions.

  • Comfort
  • Recognition
  • Simplicity

Benefits

  • Faster decisions
  • Reduced cognitive load
  • Greater confidence

[IMAGE PLACEHOLDER: Familiar UX examples]

3. Consistency

Elements behave similarly throughout the product.

Consistency Applies To

  • Layout
  • Navigation
  • Buttons
  • Forms
  • Animations

Benefits

  • Trust
  • Predictability
  • Learning efficiency

[IMAGE PLACEHOLDER: Consistent UI system]

Types of patterns

  • Navigation Patterns
    • Help users move through content.
  • Search Patterns
    • Help users find information.
  • Form Patterns
    • Guide task completion.
  • ...

Exercise

Pattern Hunt

Find 4 Examples for each category:

  • Navigation patterns
  • Search patterns
  • Form patterns

Discuss

  • Why do they work?
  • Why do users understand them?
  • What motion supports them?

[IMAGE PLACEHOLDER: Pattern analysis worksheet]

Examples

  • Top Navigation
  • Sidebar Navigation
  • Hamburger Menu
  • Tab Navigation
  • Search Bar
  • Search Suggestions
  • Filters
  • Sorting
  • Labels
  • Validation
  • Progress Indicators
  • Confirmation Messages

Patterns and Motion

Interaction Requires Motion

Examples:

Navigation

  • Open menu

Search

  • Display results

Forms

  • Success states
  • Error states

[IMAGE PLACEHOLDER: Animated UI patterns]

Recap: Design Pattern

Mental Models

User expectations

Familiarity

Known behaviour

Consistency

Predictable behaviour

Patterns

Reusable solutions

[IMAGE PLACEHOLDER: Pattern ecosystem]

Part 3

Wireframing for Behaviour

What is a Wireframe?

Blueprint of an experience. Content is real important but now we're only wireframing the interaction.

Not:

  • Colors
  • Branding

But:

  • Structure
  • Behaviour
  • Functionality

[IMAGE PLACEHOLDER: Website wireframe]

Design Before Visuals

Designing appearance first.

Better Approach

Goal

Behaviour

Structure

Visual Design

[IMAGE PLACEHOLDER: Design process diagram]

Wireframing for Behaviour

Ask Questions

  • What can users do?
  • Where can they click?
  • What changes?
  • What happens next?

Focus

Interaction opportunities.

[IMAGE PLACEHOLDER: Interactive wireframe annotations]

Challenge

Student Event Platform

Create

  • Homepage
  • Event Detail Page
  • Registration Flow

Restrictions

  • No color
  • No branding
  • No visual styling

Focus only on behaviour.

[IMAGE PLACEHOLDER: Student event platform concept]

Homepage Thinking

Questions

  • What information appears first?
  • What should users do?
  • How do events get discovered?

Keywords

  • Discover
  • Browse
  • Search

[IMAGE PLACEHOLDER: Homepage wireframe]

Event Detail Thinking

Questions

  • What information matters most?
  • Where is the registration action?
  • How can motivation be increased?

Keywords

  • Information
  • Decision
  • Conversion

[IMAGE PLACEHOLDER: Event detail wireframe]

Registration Flow

Questions

  • Steps?
  • Forms?
  • Confirmation?

Keywords

  • Progress
  • Completion
  • Feedback

[IMAGE PLACEHOLDER: Registration flow diagram]

Exercise

Design

  • Homepage
  • Detail Page
  • Registration Flow

Deliver

Paper sketches

Evaluate

Can users accomplish tasks easily?

[IMAGE PLACEHOLDER: Workshop activity]

Interaction Design, Patterns & Behaviour

By Lecturer GDM

Interaction Design, Patterns & Behaviour

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