THE PROCESS OF INTERACTION DESIGN
What is involved in Interaction
               Design?
• the process of designing interactive products to
  support the way people communicate and interact in their
  everyday and working lives. It’s a structured, iterative, and
  user-focused approach.
• Interaction design is about creating engaging interfaces
  with well-thought-out behaviors — how users interact with
  technology.
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Cont…
• The Interaction Design Process is a step-by-
  step method used to create digital systems (like
  apps, websites, kiosks, etc.) that are:
• Easy to use
• Useful
• Enjoyable for the user
• It helps designers understand users, imagine
  solutions, build them, and test them.
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Cont…
• Each phase is important — skipping user
  research or evaluation leads to poor designs.
• Tools like personas, scenarios, and usability
  tests bridge the gap between user needs and
  technical feasibility.
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          The double diamond of design
Source: Adapted from The Design Process: What is the Double Diamond?
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 Understanding the problem space
Explore
  • What is the current user experience?
  • Why is a change needed?
  • How will this change improve the situation?
Articulating the problem space
  • Team effort
  • Explore different perspectives
  • Avoid incorrect assumptions and unsupported claims
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Four basic activities of Interaction Design
1. Discovering requirements
2. Designing alternatives
3. Prototyping alternative designs
4. Evaluating product and its user experience
    throughout
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A simple interaction design lifecycle model
       Exemplifies a user-centered design approach
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Cont…
Iterative Nature of the Process:
These four activities are not linear — they are
iterative:
•After evaluation, you may redefine requirements.
•Prototypes are revised based on feedback.
•New alternatives may be generated at any stage.
User feedback is the core driver throughout the
design cycle.
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Cont… 1. Discovering requirements
Objective:
       To understand what the users need, what
tasks they perform, and under what context they
will use the system.
 Key Aspects:
• User Requirements – What are the users’ goals?
• Functional Requirements – What should the
  system do?
• Context of Use – Where, when, how, and with
  what constraints?
• Stakeholder Input – Involving end users, clients,
  and developers.
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Cont…
Techniques:
• Interviews and questionnaires
• Observations (field studies)
• Task analysis
• Personas and scenarios
Goal:
• Clearly define what to design — without this, all
  future steps may fail.
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Cont…   2. Designing Alternatives
• To brainstorm and develop multiple design
  solutions rather than settling on a single idea
  too early.
Key Aspects:
• Conceptual Design – How the system will
  behave (e.g., metaphors, interaction types)
• Physical Design – Look and feel: screens,
  buttons, menus
• Design Thinking – Encourages creativity and
  innovation
• Exploration of Ideas – Sketches, wireframes,
  storyboards
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Cont…
Techniques:
• Brainstorming sessions
• Sketching
• Paper prototypes
• Low-fidelity mockups
Goal:
• Generate and compare various ideas to
  find the most suitable one.
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Cont… 3.   Prototyping
Objective:
• To create interactive representations of the
  system that can be tested and refined.
Key Aspects:
• Low-Fidelity Prototypes – Quick sketches,
  paper-based simulations
• High-Fidelity Prototypes – Working interfaces
  with real data
• Horizontal Prototypes – Focus on breadth
  (many features, limited depth)
• Vertical Prototypes – Deep functionality in
  selected features
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Cont…
Tools:
• Figma, Adobe XD, Sketch (for UI)
• HTML/CSS/JavaScript (for interactive demos)
• Physical mockups (in product design)
Goal:
• Enable early feedback, reduce risk, and help
  designers learn what works before full
  implementation.
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Cont… 4.   Evaluating
Objective:
• To assess the usability and user experience of
  the design solutions, ensuring the product meets
  user needs.
Key Aspects:
• Formative Evaluation – During development,
  helps refine designs
• Summative Evaluation – Final evaluation after
  development
• Usability Testing – Real users, real tasks,
  structured observation
• Heuristic Evaluation – Experts check design
  against usability principles
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Cont…
Methods:
• Observation
• Surveys
• Log analysis
Goal:
• Identify usability issues early, validate design
  decisions, and refine the product to align with
  user expectations.
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       Real-World Example: Food Delivery App
           Step              Activity               Example
                                              Users want faster
                      Understand pain
Identify Needs                                checkout, live
                      points in ordering
                                              delivery tracking
                                              Bottom navigation vs.
Design Alternatives   Try different layouts
                                              side drawer menu
                                              Prototype login,
                      Use Figma to create
Build Prototypes                              menu, and order
                      clickable mockups
                                              pages
                                             Users found “cart”
                      Conduct usability test
Evaluate                                     icon unclear —
                      with 5 users
                                             redesigned it     18
Ex: To design a mobile app for booking doctor
appointments.
1. Understand What Users Need (Establishing
   Requirements)
Ask these:
Who will use the app? (Old people, young users, doctors?)
What features do they need? (Book appointment, see
timings, cancel booking?)
Example:
You find that users want to book quickly, choose doctors,
and get reminders.
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 Cont…
2. Think of       Different   Designs    (Designing
Alternatives)
• Now imagine different ways the app might look or
  work:
• Should it have buttons or voice control?
• Should it show a calendar or a list of dates?
You draw a few screen layouts (called wireframes).
One layout has big buttons, another uses tabs.
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 Cont…
3. Build a Sample Version (Prototyping)
Make a quick version of the app to show people:
Low-fidelity prototype: Sketch on paper or PowerPoint
High-fidelity prototype: Use Figma or a real app interface
Example:
You build a simple clickable demo — users can tap and
simulate booking.
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    Cont…
4. Show to Real Users and Improve (Evaluating)
• Test your design with users:
• Can they book an appointment easily?
• Are they confused anywhere?
•      Then you improve the design based on what they say.
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Cont…
Step              What You Do              Example
                  Ask users what they      “I want easy
1. Requirements
                  need                     booking”
                  Draw or think of ways    “Show calendar or
2. Design
                  to do it                 list?”
                                           “Try tapping this
3. Prototype      Build a simple version
                                           button”
                  Ask users to try and     “Was this clear?
4. Evaluate
                  give feedback            Easy?”
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   Another lifecycle model:
Google Design Sprints (Knapp et al., 2016)
 Source: Google Design Sprints (used courtesy of Agile Marketing)
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Cont…
• A rapid, structured, five-day process for
 solving problems and testing ideas.
 Originally developed by Google Ventures
 to help startups design, prototype, and test
 ideas in just 5 days.
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Cont…
  The 5-Day Process Overview:
Day        Activity          Description
                             Map out the problem and pick a target. Involve
Monday     Understand
                             experts to define goals and user needs.
                             Generate a wide range of possible solutions.
Tuesday    Ideate / Sketch
                             Encourage divergent thinking.
                             Choose the best idea and storyboard a step-by-
Wednesday Decide
                             step plan. Narrow down choices.
                             Build a realistic but lightweight prototype that
Thursday   Prototype
                             focuses on the key experience.
                             Test the prototype with real users and gather
Friday     Test
                             feedback. Validate before investing further.
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Cont…
When to Use a Design Sprint?
• Launching a new product or feature
• Solving a critical design challenge
• Aligning teams around a shared vision
• Rapid innovation in startups or R&D
  settings
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Cont…
• Comparison with Traditional HCI Process:
                        Traditional HCI         Google Design
        Aspect
                           Process                 Sprint
Duration              Weeks to months        5 days
                      Continuous and         Rapid and short-
Iteration Cycle
                      long-term              term
                      In-depth with
Depth of Evaluation                          Quick user testing
                      usability methods
                      High, supports         Fixed structure per
Flexibility
                      changes anytime        day
Stakeholder                                  Constant, all-day
                      Often scheduled
Involvement                                  involvement
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    Some practical issues
• Who are the users?
• What are the users’ needs?
• How to generate alternative designs?
• How to choose among alternatives?
• How   to   integrate   interaction   design
 activities with other lifecycle models?
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