From Interaction to Experience

From Interaction to Experience

  • Why do some digital experiences feel effortless?
  • Why do some interactions feel frustrating?
  • Why does motion matter?

[IMAGE PLACEHOLDER: Collection of modern digital products (Linear, Spotify, Notion, Duolingo)]

Today's Goals

  • Explain and experience the role of feedback in interactive systems
  • Distinguish between usability and delight
  • Analyze digital experiences using interaction design terminology
  • Evaluate whether motion improves or harms an experience
  • Defend design decisions with evidence and theory

Overview

Part 1

  • Emotional Design
  • Norman's Three Levels

Part 2

  • Psychology of Interaction
  • Cognitive Load
  • Affordances
  • Feedback

Part 3

  • Motion Analysis
  • Functional Motion

Part 4

  • Redesign Challenge

Part 5

  • Critique & Reflection

[IMAGE PLACEHOLDER: Journey map / roadmap graphic]

Experiences matter.

— Interactive Media Production

Why do people prefer some digital products?

  • Faster?
  • Easier?
  • More beautiful?
  • More useful?
  • More memorable?

Design ≠ Visual Design

Experience = User + Interface + Context + Interaction + Perception + Emotion

[IMAGE PLACEHOLDER: Comparison of two interfaces]

Beyond aesthetics

Good Design

  • Useful
  • Understandable
  • Efficient
  • Memorable

Great Design

  • Emotional
  • Meaningful
  • Delightful

[IMAGE PLACEHOLDER: Emotional response to product]

Levels of design

— Interactive Media Production

Three Levels of Design - Don Norman

  1. Visceral
  2. Behavioral
  3. Reflective

Different layers

Different effects

[IMAGE PLACEHOLDER: Norman Emotional Design framework]

Visceral Design

First Impression

  • Look
  • Feel
  • Emotion

Questions to ask yourself?

  • Attractive?
  • Modern?
  • Trustworthy?
  • Exciting?
  • ...

Visceral Design: Examples?

Visceral Design: Examples

  • Apple
  • Stripe
  • Airbnb

[IMAGE PLACEHOLDER: Premium product landing page]

Behavioral Design

During Use

  • Clarity
  • Understanding
  • Feedback
  • Efficiency

Questions to ask yourself?

  • Easy?
  • Predictable?
  • Fast?
  • ...

[IMAGE PLACEHOLDER: Well-designed dashboard]

Behavioral Design: Examples?

What experiences did you find?

Behavioral Design: Examples

  • Booking.com
  • Notion
  • iBood

Reflective Design

After Use

  • Memory
  • Identity
  • Meaning

Questions to ask yourself?

  • Worth remembering?
  • Worth sharing?
  • Worth returning?

Reflective Design Examples?

What experiences did you share or remember recently?

Reflective Design Examples

  • Spotify Wrapped
  • Duolingo Streaks

[IMAGE PLACEHOLDER: Spotify Wrapped / Duolingo streak]

Exercise

3-Level Analysis

Analyze

  • First impression
  • Ease of use
  • Long-term value

Discussion

  • Strongest level?
  • Weakest level?

[IMAGE PLACEHOLDER: Interface screenshots]

Psychology & interaction

— Interactive Media Production

From Design to Psychology

What happens in the user's mind?

  • Attention (Cognition)
  • Perception (Feedback)
  • Decision making (Affordance)
  • Memory (Retention)

Interaction = Human Behavior

[IMAGE PLACEHOLDER: Brain + interface]

Why do some dashboards feel overwhelming?

Attention: Cognitive Load

Mental Effort

  • Processing information
  • Remembering information
  • Making choices

Brain is a limited resource, attention is finite.

[IMAGE PLACEHOLDER: Overloaded dashboard]

Sources of Cognitive Load?

Visual

  • Clutter
  • Noise
  • Too many colors

Structural

  • Complex navigation
  • Too many options

Motion

  • Excessive animation
  • Competing movement

[IMAGE PLACEHOLDER: Bad dashboard example]

Choice Overload

More options ≠ Better

Problems:

  • Indecision
  • Friction
  • Abandonment

Design Goal:

Reduce unnecessary decisions.

[IMAGE PLACEHOLDER: Too many choices]

Where have you experienced overload?

Examples:

  • University portals
  • Government websites
  • E-commerce platforms

[IMAGE PLACEHOLDER: Complex website]

Perception: Feedback Loops

How should user percieve your UI?

Without feedback:

  • Uncertainty
  • Confusion
  • Frustration

With feedback:

  • Confidence
  • Understanding

[IMAGE PLACEHOLDER: Action-response diagram]

Examples of Feedback Loops in UI?

Examples of Feedback

Immediate

  • Hover
  • Active state

Short Delay

  • Loading indicator

Completion

  • Success message
  • Confirmation

[IMAGE PLACEHOLDER: UI feedback examples]

Invisible Feedback

Often unnoticed and very subtle.

Examples

  • Button state changes
  • Cursor changes
  • Progress indicators

Feedback, although subtle is essential

[IMAGE PLACEHOLDER: Subtle UI animations]

Decision making: Affordances

What can I do here?

Design suggesting action.

Examples

  • Button
  • Input field
  • Slider
  • Toggle

[IMAGE PLACEHOLDER: Different UI controls]

Common affordance failure

Is something:

  • Clickable?
  • Draggable?
  • Interactive?

Consequence: User hesitation.

[IMAGE PLACEHOLDER: Ambiguous interface]

Signifiers of affordance?

What can indicate interaction?

Signifiers of affordance

Basic visual clues

  • Shadow
  • Color
  • Shape
  • Motion

Motion as Signifier

"Something can happen here."

[IMAGE PLACEHOLDER: Hover interaction]

Memory: Recognition vs Recall

Recognition

  • Seeing options

Recall

  • Remembering options

[IMAGE PLACEHOLDER: Navigation comparison]

Examples?

Where is the menu located on a website?

Recognition > Recall

Good

  • Menus
  • Visible tools

Difficult

  • Hidden commands
  • Memorization

Design should reduce memory load.

[IMAGE PLACEHOLDER: Visible vs hidden actions]

Mini Analysis Exercise

Choose:

  • Instagram
  • Spotify
  • Discord
  • Notion
  • Figma
  • ...

Analyze:

  • Feedback
  • Affordances
  • Cognitive load

[IMAGE PLACEHOLDER: App icons]

Motion & meaning

— Interactive Media Production

Motion is communication. Not decoration.

[IMAGE PLACEHOLDER: UI animation sequence]

Motion and Interactive Media

Orientation

Guide and understanding location.

Feedback

Understanding consequence.

Hierarchy

Understanding importance.

Storytelling

Understanding sequence.

[IMAGE PLACEHOLDER: Motion purpose diagram]

Functional Motion

Goal

Support usability.

Examples

  • Menu opening
  • Navigation transitions
  • State changes

[IMAGE PLACEHOLDER: Functional animation GIF]

Decorative Motion

Goal

Character Personality Emotion

Risk

Distraction

Question to ask yourself?

Worth the cost?

[IMAGE PLACEHOLDER: Decorative hero animation]

"Invisible Motion"

Best motion often goes unnoticed.

Supports

  • Comprehension
  • Flow
  • Confidence

[IMAGE PLACEHOLDER: Micro-interaction]

Examples of micro-interactions

Motion principles?

  • Timing
  • Anticipation
  • Continuity
  • Focus
  • Response

Timing

Speed and easing. Rythym and synchronization.

Questions to ask yourself?

  • Too fast?
  • Too slow?
  • Appropriate?

[IMAGE PLACEHOLDER: Timing comparison]

Anticipation

Preparing the user before major change.

Benefits

  • Predictability
  • Comfort
  • Clarity

[IMAGE PLACEHOLDER: Animation anticipation sequence]

Continuity

Objects stay connected, maintaining Relationships

Users should know:

  • Where?
  • Why?
  • What changed?

Benefits

  • Orientation
  • Spatial understanding

[IMAGE PLACEHOLDER: Shared element transition]

Focus

Directing Attention

Motion attracts attention.

Design Question

Where should users look?

[IMAGE PLACEHOLDER: Attention heatmap]

Response

Every action deserves a reaction.

Users need confirmation that:

  • Input was received
  • Action was completed
  • System is working

Examples?

Exercise

Observe motion and identify motion principles.

Open a website, app or platform.

Examples:

  • Instagram
  • TikTok
  • Apple
  • Linear
  • Stripe
  • ...

Identify:

  • Timing
  • Anticipation
  • Continuity
  • Focus
  • Response

Discussion with a fellow student:

Which principle is used best? Why?

Extra:

Which principle is visible? Why is it effective? Could it be improved?

From interaction to experience

By Lecturer GDM

From interaction to experience

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