Tag Archives: Interactive Design

Week Four – Static and Kinetic Screen

This week’s topic: Static and Kinetic Screen Module One and Module Two

Summary: The on-screen designs now-a-days can be both static and kinetic, as it has evolved into an interactive medium through new developed and improved softwares and technologies. However, when designing interactive mediums, the considerations of static and print-based design still plays a significant role. With the composition of *visual elements creating visual hierarchy, information can be grouped and function collectively as a whole.

*Visual Elements:
a) Points of Interest
The focus point (yellow flower) within the picture draws audience attention the most due to its bright colour within the dull picture and also the shape of the flower is distinctive within the picture when compared with the lines above it.

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b) Contrast
the contrast colour between black and white to define different area and space

c) Tone –

the tone of a colour: the lightness and darkness of a single colour

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d) Scale and Weight –

the size of the graphic form to create illusion of foreground and background

e) Colour –
effective use of colour can help eye-tracking, which draws attention to different areas as well as distinctively separating different areas of information.
f) Typography

Example 1 : can be used to provide information in a readable and legible manner.

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Example 2 : can also be used to aid visual graphics to express and provide information of the actual graphic.

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Reflection: In this week’s lecture, Greg has continuously repeated the purpose and aim of interactive/interaction design and it is “to make complicated things easier and more pleasurable to use”. From Andy Polaine’s quote, it also states what interactive designers must do to make effective interactive products and that is, designers need to: firstly, understand the purpose of the actual complicated matter/thing and find assisting ways such as visuals and designs to express these matter/thing in order to help audience to more easily understand the complication through interactive products. In other words, designers need to keep up with changes in technologies and mediums, as well as incorporating experiences and inspirations into their designs in order to produce adequate ways for audiences in the functioning of interactive products.

Information Reference:

1. Hughes, Greg. “Module 1: Play, Experience Design.” Lecture. The Static and Kinetic Screen. 16 Mar. 2012. Web. 23 Mar. 2012.

2. Hughes, Greg. “Module 2: Using What You Know” Lecture. The Static and Kinetic Screen. 16 Mar. 2012. Web. 23 Mar. 2012.

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Posted by on 23/03/2012 in Reflections


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Static and Kinetic Screen – Module Two

✄ – – – – Using What You Know!! – – – – 

The composition of visual elements : Visual Hierarchy.

1. Info-graphics (Guiding users through the use of information and content within visuals) –

  • Navigation
  • Mapping
  • Information Architecture
★ Graphic Design  ➔  Information Design  ➔  Interactive Design ★
a. Signage


b. Interactive Structures (Electronic Directories)












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2. Visual – Spatial Design (Gestalt Principles)

  • How information are grouped on the page
  • How visual elements on the page are interrelated
*so the information functions collectively as a whole, instead of being in bits and pieces.
a. Points of Interest
  • the focus point within the composition
  • works as the leader of the visual hierarchy
  • should not overtake the whole composition
  • should not be too weak or hidden
b. Contrast

  • the light and dark areas within the visual
  • the difference between visual elements within a work (i.e: the opposing nature)

c. Tone

  • The relative lightness and darkness of a colour
  • most often used to weaken or strengthen the point of interest
d. Scale and Weight
  • the relative size of the graphic form
  • it is closely related to the perspective and depth of the graphics
  • the dominance of size of graphic forms, which causes eye- tracking
  • An illusion of foreground and background of the graphics
e. Colour
  • effective use of colour can define areas and topics, as well as creating space between different informations.

f. Typography 

  • Legibility: How clear is the text visually? (the size of the text)
  • Readablilty:  The degree of the meaning of text is understandable, visually and conceptually. (user’s interpretation of the information)

Information Reference: Hughes, Greg. “Module 2: Using What You Know” Lecture. The Static and Kinetic Screen. 16 Mar. 2012. Web. 23 Mar. 2012.


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Static and Kinetic Screen – Module One

☆ Play : Experience : Design 

The on-screen designs now-a-days can be both static and kinetic, as it has evolved into an interactive medium through new developed and improved softwares and technologies. However, when designing interactive mediums, the considerations of static and print-based design still plays a significant role. Therefore, interactive designers are required to keep up with the changes in technologies and other mediums as well as incorporating their fundamental knowledges of designs into their creativity in order to produce adequately designed products targeting the accurate market.

  • Static : Motionless. (Elements that don’t move.)
  • Kinetic : Motion. (Elements that change over time.)
Andy Polaine . . .
“An experience designer focusing on playful interactions and service deisgn research in the fields of interactive concept development.” 







Image Source: Andy Polaine

** Polaine’s definition of interaction design **

It is the combination of how the basic elements actually functions:

1. What do they do?
Find the purposes of interactions through scenario description, pre-production and planning

2. What they look like?
Finding the look and feel of the actual product through research from target audience and scenario description that fits best. (i.e: drafts and non-finish art screens or storyboards)

3. What they look like they do?
A suitable interactive and physical treatment of elements within the visual of the designed product to assist the usability of the actual interactive product. (i.e: used like a guide in controlling the users’ experience of the product.)

4. Users’ Experience?
The feedback from users which are then used as guides for the designers to improve and modify on the visual designs on the interactive product.
Information Reference: Hughes, Greg. “Module 1: Play, Experience Design.” Lecture. The Static and Kinetic Screen. 16 Mar. 2012. Web. 23 Mar. 2012.


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Planning – Personas, Scenarios and Wireframes

User Personas is the fictional archetypal users, in other words, a typical of a certain kind of person that is created in order to help as a tool for the target audience research of designers’ projects. The persona is created in order to create user scenarios.

User Scenario is a possible narrative of a situation – which normally through the use of the created user persona – and the interaction between of the persona and the systems which are to be tested on. In order to have a more dependable outcome, there are a number of aspects which the scenario have to be looked into and these aspects are the persona’s reactions, the goals that he/she is trying to achieve, the expectations of the system and the motivation of the persona towards the interaction he/she has with the machine.

As for the Artefact Persona is the persona for the project, itself.

The image below is a visual diagram that shows the ten steps from research to creating the persona and with the interaction of the persona with the given situation, the scenario is created. From these creations of personas and scenarios, the designers can more easily identify the target audience of the product.

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The image below shows the steps which through the use of the created persona and also the situation the persona is in with other aspects which needs to be taken into count in order to create an effective scenario.

Reference: Nielsen, Lene. “Ten Steps to User Persona By Dr. Lene Nielsen.” Usability and HCI: Indian Scenario by Dr. Dinesh Katre. HCI Vistas, July 2007. Web. 19 Mar. 2012. <>
Information Reference: Waterson, Sarah. “The Interactive Design Process: User Persona, Artefact Persona and Scenario planning” Lecture. Week Three –The Interactive Design Process: User Persona, Artefact Persona and Scenario planning. 27 Feb. 2012. Sat 17 Mar. 2012.


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Week Two – Interaction Design

This week’s topic: Interactive and Interaction Design

Summary: Interactive and Interaction Design is the interaction of people (users) with the computer, which in other words means that Interaction Design is a human-centered digital technology that is used for shaping our everyday lives. Through work, game and entertainment, the amount of time people spent with these digital and computerised devices increased, which in order for people to use these devices effectively, interaction with these technologies became an essential. In other words, Interaction Design is used as a basic requirement in many professional fields in order for them to interact with their customers and audiences more. (last accessed: 11.03.2012)

Reflection: In this week’s lecture, the unit of Interactive Design was split up into five basic elements of interactivity, information architecture, time and motion, narrative and interface, which made the notion much more easy to understand. Along with Verplank’s visual diagram and explanation of the notion with three simple “how do..” questions, the definition became more clear and engaging. This lecture made me reflect upon many of the things which I did this week and thought about the interaction I had with these elements.

Information Reference: Waterson, Sarah. “An overview of interaction and interactive design” Lecture. Week One – Interaction-Interactivity. 27 Feb. 2012. Sun 11 Mar. 2012.

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Posted by on 11/03/2012 in Reflections


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Web 2.0 and Convergence

A contextual background to the design environment.

What is Web 2.0?

The main purpose of Web 2.0 is targeted towards the interaction and sharing of people within the online community.
Here are some of the Web 2.0 examples :

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Web 2.0 has brought about a major shift upon the entire notion of online information and research, as it allows people to distribute and edit information as they please. In other words, people that are sharing the information might not have any academic background, but rather distributing the information of that particular topic only based upon their own knowledge. A significant example of this is wikipedia.

Image Source: (Last Accessed: 06.03.12)

Media Convergence:

Media convergence is a common concept when signifying a range of methods within the media production content, especially when it comes to publication, distribution and consumption. In other words, it is the crossover of communication networks, computing and Information technology and the media’s content. From these forms an interactive online community (Web 2.0).
With the connection between the concepts of media convergence, participatory culture and collective intelligence forms the basis of the convergence culture. WIth the flow of content across multiple media platforms, audience can more easily engage, react and interact with such information.

Interactive Web 2.0 Examples:


Image Source: (Last Accessed: 06.03.12)

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Blog is a type of Web 2.0 only by the commenting of other people. Although some blogs now have things like “kisses” , “hugs” and “likes” for others to use as an interaction with the blogger. The interaction of users within blogs are still very limited as only comments are the only way to show interaction. In addition, certain blog websites might even need a day or two to process a comment, which in other words mean that the speed of the interaction process between the users would decrease.


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Youtube is an online broadcasting platform for people to share videos with one another, forming a whole online community of people interacting by recording and uploading their own videos for people around to world to browse, watch and comment on.



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Facebook is a well-known Web 2.0 social network, as it provides the platform for people to interact with one another through commenting and posting.


Information Reference: Waterson, Sarah. “An overview of online developments and the media context for interactive design.” Lecture. Week One – Web 2.0 and Convergence. 27 Feb. 2012. Web. 03 Mar. 2012.


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