Конспект курса Mobile Interaction Design. National research university High School of Economics

What is this course about

Mark Hassenzahs’s Model

  • Why? - level is related to user needs that the product
  • exmp. wake up well-rested and full of life
  • What? - addressed the things people can do though the product
  • exmp. A mobile app that may sing as a bird
  • exmp. A desk lamp starts to brighten gradually
  • How? - level addresses the way users interact with the product

Why? and What? includes:

  • UX design
  • product edsign
  • service design

How? includes:

  • Interaction design
  • Information Architecture
  • Visual Design - is carried around visual form
  • Motion Design
  • Sound Design

Product and services may differ in each of the three levels of the model

The How level is the typical realm of the interaction designer: to make given functionality accessible in an aesthetically pleasing way.

##UI Design vs Interaction Design

UI - all components of an interactive system that provide information and controls for the user to accomplish specific tasks with the interactive system.

Interaction Design - is design for human use. We need to envision the use, that is what a person is thinking, doing and feeling while interacting with app

The goal-directed Design process and Its “How” level. Part 1

The goal-directed design process

  1. Why? (understanding the problem —> Modeling Users)
  2. **What? **(setting the vision)
  3. **How? **(designing the product)

Features of the process:

  • Design as product definition
  • Designers as researches
  • Between research and blueprint: models, requirements, frameworks
  • the special attention to the transition from research to design

Understanding the problem (Why level)


  • carrier
  • culture
  • device
  • attention and etc.

Modeling Users

persona - composite user archetype that represent distinct groupings of behaviors, attitudes, goals, drawn uo on the basis of user research results.

Goals as Motives

  • end goal: wake up in certain time
  • experience goal: wake up full-rested

The goal-directed Design process and Its “How” level. Part 2

Setting the vision (the What level)

  • define the problem
  • ideate
  • write context scenarios
  • identify requirements

defining the problem

Formats for describing design problems**

  • the goal directed design
  • stanford d.school design thinking: point-of-views
  • ibm’s design thinking: hills

Ideation - generating ideas

the problem statement:

  • sleep advices
  • gentle alarm with nature sounds
  • imitation of the sunrise
  • sleep phase tracking

Writing Context Scenarios

In scenarios, our focus should be on how people behave, think ,their feelings,

Storyboard example https://goo.gl/ZDXo4J

The goal-directed Design process and Its “How” level. Part 3

Designing the Product (How? level)


  • From research phase:
  • Design-informing models
  • Design ideas and best practice from competing products
  • From the vision phase
  • Context scenarios
  • Requirements
  • Product KPIs - set of metrics. which show how well product solves the problem

Outputs (for GUI) - are pixel perfect markup for all screens of a mobile app

  • Mockups
  • Graphic assets
  • Design specifications

Evaluating - is hidden between What and How levels

What to evaluate:

  • the problem statement and product concepts
  • usability and aesthetic of interactions
  • worth (resulting benefits minus usage cost)

Principles of Human-Centered Design

  • the design is based upon an explicit understanding of users, tasks, and environments
  • the design is driven and refined by user-centered evaluation
  • the process in iterative
  • the design team includes multi-disciplinary skills
  • users are involved throughout design and development
  • the design addresses the whole user experience

The structure of the course

Usability Evaluation of A Chosen Mobile App

  • (why?) Empathize
  • Evaluate
  • week 3 - form recruitment criteria for usability testing
  • week 4 - develop a test plan
  • week 6 - select and submit the videos of test sessions
  • week 8 - write a usability evaluation report
  • (how?) Redesign (Mockplus app u can use for prototyping)
  • week 10 - make design changes and submit pixel-perfect mockups

The course structure

  • an introduction - 1 week
  • the content of the course and design process
  • essential concepts of interaction design
  • user research - 1 week
  • research planning and classification of research methods
  • recruiting
  • conducting cooper’s ethnographic interviews and analyze data
  • usability evaluation - 2 weeks
  • classifications of usability evaluation methods
  • essential usability evaluation concepts
  • usability inspection methods
  • field research
  • analyzing “Raw” Usability Data
  • design - 4 weeks
  • the process of design creation
  • accumulated design knowledge and best practices
  • designing user tasks and mobile information architecture
  • an intro to visual design of mobile user interface
  • catch up and final - 2 weeks

A Concept of Usability: Contextual Usability

Usability is something that users of any mobile app don’t even think about when it’s there but immediately notice when it’s gone.

Usability - extend to which a system, product or service can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.

Usability include

  • Effectiveness - accuracy and completeness with which users achieve specified goals.
  • Metrics of effectiveness
  • percentage of tasks completed successfully on first attempt
  • number of uncorrected errors
  • rating scale for task success
  • Efficiency - resources expended in relation to the accuracy and completeness with which users archive goals.
  • Example of efficiency metrics
  • time to task
  • time spent on correcting errors
  • rating scale for a user’s performance
  • Satisfaction - freedom from discomfort, and positive attitudes to the use of the product
  • Examples of efficiency metrics
  • rating scale for ease of use
  • level of negative emotions
  • rating scale for overall satisfaction

A Context of Use: Context of Mobile Interactions. Part 1

Context of use - any information that can be used to characterize the situation of an entity. An entity is a person, place or object that is considered relevant to the interaction between a user and an application, including the user and the application themselves.

Barriers - anything that impedes user activities, interrupts workflow or communications, or interferes with the performance of work responsibilities.

Task - activities undertaken to achieve a specific goal.

User attributes

  • product skill/knowledge
  • system skill/knowledge
  • level of training
  • task experience
  • motivation
  • language skills
  • intellectual ability
  • age and etc..

A Context of Use: Context of Mobile Interactions. Part 2

Unique Features of Context of Mobile Interactions

  • Device
  • form-factor and screens
  • handhelds
  • mini-tablets
  • tablets
  • Handedness
  • sensors
  • battery life
  • Connection and carrier
  • Finite data
  • sketchy network
  • Attention
  • divided attention

A Context of Use: Design-Informing models

Design-Informing Models are not building blocks that appear directly in a design but are artifacts that embody, drive, inform, and inspire the design. They are design-oriented constructs, such as task descriptions or user personas, that turn raw data into actionable items as design ideas, as elements to consider or take into account in the design.


  • persona
  • business process model
  • user journey map
  • hierarchical task analysis

What Models Do you Need to Create

  1. Why? (understanding the problem)
  2. Modeling users and…
  3. What? (setting the vision) + evaluating
  4. How? (designing the product) + evaluating

Personas - composite archetype

  • end goals
  • experience and life goals
  • behavior

Persona type

  • primary
  • secondary
  • supplemental
  • customer
  • served - are not users either
  • negative

Purposes of Using Personas

  • Communicate and build consensus
  • Determine
  • Evaluate
  • Contribute to other product-related effort