12.19.2009

This is the Fall '09 course blog for Interaction Design at Michigan State University. The emphasis was placed on various working methods pertaining to the design of interactive online environments. Each student worked with a local organization or establishment of their choice. During the first half of the semester they developed concept maps to structure research, identified a need for information through activity diagramming, and constructed a user persona focusing on goals and motivations. The last half of the semester involved designing and planning for interactive patterns and behaviors. This planning was executed through the development of low-content wireframes and high-content storyboards. The final deliverable was
an interactive Flash prototype which shows specific moments of interaction as outlined by the user goals. The work of each student
is shown here along with assigned readings and terms as defined
by the class. Please contact me for further details.

12.09.2009

FINALS 12.14.09 Monday : 3:00-5:00 pm

Durning our finals time you will be presenting to the class
your final Flash Prototype.

I will be collecting your Flash File (.fla) and the Flash Player File (.swf). Please title and save the files with your lastname.

If you need suggestions on how to present all of your work from this semester in a portfolio, I am around next semester to advise.

11.18.2009

High-Content Storyboard Due Monday 11.23.09

All content and visual attributes of your online environment must be shown in your storyboard. These are in sequence to your user goal that you identified with your persona development.

Storyboard PDF (one page only of the entire sequence of actions)
Storyboard shown in sequence with annotations. Annotations are the detailed notes that you have been working on since your wireframes. These outline USER INTENT (user path/actions), SYSTEM BEHAVIOR (what the system/environment does), and TRANSITION (how does the system/environment reveal to the user that they are leaving a specific moment in the site). ALSO, annotate the comments and results of your simple user-testing where applicable (your questions and the results). Use a cursor to indicate/represent the user. At the top be sure to title it with your User Goal and your name.

If you worked this out using layers in Illustrator, you can take a screen capture (option + apple/command + 4) of each step, with your annotations off to the side, then lay this out into a flat overview of the entire sequence.

Storyboard Quicktime Movie (a movie showing the individual moments of your story board, in sequence)
No annotations are needed for this deliverable. Take screen captures of your storyboard and using JPGs or PNG files put the screen captures into iPhoto and create a "slideshow". Adjust the settings (1-2 seconds and NO transition) and export it as a Quicktime Movie. The user/cursor must be show in this.

11.16.2009

DEDUCTIVE REASONING:

It is "often required in reading comics such as in these scene-so-scene transitions, which transport us across significant distance of time and space"

pp71, Comic reading

STATIC PROTOTYPES:

Prototypes used for testing are static if they are pages or page elements shown to users, which don’t provide any feedback. It can sometimes work well to show a page to a user and ask them to explain it to you or to guess where they can go from here. In this kind of test, the user interprets the prototype rather than interacts with it. This is a good way to validate your design by checking to make sure users understand it. It’s also easy to score this sort of test when you have a standard list of questions to ask about each page.