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
- 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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