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Chapter I Interactive Design And The Design Process 7
THE INTERACTIVE DESIGN PROCESS
Building a successful interactive document can seem like an
overwhelming task. One way to make the whole project more
manageable is to understand there is an interactive design
process that can be followed. Figure 1-5 depicts one possible way
to approach your project. Following the interactive design
process allows you to break down a complicated interactive pro-
ject into smaller, more manageable steps (see Figure 1-6). By
SEE igh sich ntep in a plocae ae a tae ae pee
organize critical information more effectively. The completion of her feskindihn
each step serves as a milestone of achievement.
The interactive design process may be broken down into five
major steps: problem definition, fact finding, idea finding, project
visualization, and implementation’. If you are a novice interac-
tive designer, you will probably want to follow these steps
sequentially on several projects until you are more confident in
your judgment and skills. More experienced designers, on the
other hand, may skip over steps in the design process if the client
The Interactive Design Process
'Meggs, Philip B., Type and
Image: The Language of,
Graphic Design. New
York, N.¥: Van
Nostrand Reinhold,
1988, p. 153.
Meggs provides an
excellent discussion of
the design process as it
relates to graphic
design. In The Principles
of Interactive Design, 1
have significantly
revised and elaborated
‘on this theory to apply
it to the medium of
interactivity. For those
wishing to know more
about designer as com-
‘municator, there is no
Figure 1-5 A schematic of better reference than
the interactive design shar. Thee oat
process Image.A through understndg of
the gook ofthe iterate
ejects ical the e-
‘ation of 0 good interactive
document
Mega Project
,
Figure 1-6 f the de 8s steps
has provided extensive background information or they have
worked on similar projects before.
While the interactive design process is presentated here as a
series of sequential steps, not all of the steps will take the same
amount of time and effort. In general, the problem definition and
fact finding stages will take less time than the project visualiza-
tion and implementation stages. All the steps are important, ho
ever, and each activity that takes place in these steps will help
n interesting and functional interac-
tive design. The next sections explore the steps.
you as you strive to create
Problem Definition
The problem definition step begins when you accept a project
from a client. Problem definition requires you to analyze the pro-
ject—examine goals and objectives, define the product ni
brainstorm on distribution formats, establish the message, and
ntify limitations (like time and budget). The background infor-
mation gathered during the problem definition stage is critical to
understanding the client's goals and the project's requirements. It
may be tempting at this point to jump ahead and start to design
the screen images and interface. This can be a mistake. Withoutclearly defined goals and requirements, it is all too easy to con-
centrate on the bells and whistles of the technology instead of
building a design that communicates clearly.
Certain critical pieces of background information can profound-
ly affect the design of the document. Some interactive projects, for
‘example, are intended to transfer existing information to a digital
format. In these situations, existing information and media pieces
(such as posters, brochures, videotapes, and so on) offer a rich
image and text base for reuse in the interactive project. The existing
design will influence the interactive design.
The image on top in Figure 1-7 shows an interior spread from
a brochure designed for Walters Millworks. When the business
decided to create—mostly as an experiment—a limited edition
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<< style and content of the brochure top)
Na 5 clearly influenced the development of
il ze the interface design for the Walters
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The re
ages rep
‘ : screens, and the arrows
Ex Ea Ea Ex ee ee
cree
=a information,
mation in the project (see Figures 1-8 and 1-9). Understanding ne
how a user will navigate through the interactive document to fol- | Aged eeleane
low information helps everyone working on the project stay | Sauaatanend esti
Y | gl he lormalon pus in
focused on the importance of clear communication. A critical | farmed
function of a flowchart is to reveal those parts of the navigation-
al scheme that are too complex to be easily followed
to access
Figure 1-9 An coily
(and rough} flowchart
from The Musician's Post
web siteFigure 1-10 Screen
sequence from an early
(1990) interactive pro-
ject. Unfortunately for the
user, no “quit” command
is included—the user
must either force quit the
presentation using key-
stroke commands, or
endure the entire
sequence,
You may sketch several alternative flowcharts before defining,
one that works, Those designers who skip this task before begin-
ning a project run the risk of creating unclear and chaotic inter-
active links—links that take the user through multiple levels of
information screens without letting the user go back to previous
screens, access the main menu, quit the document, or worse (see
Figure 1-10). This happens when interactive designers dive
directly into working with a prototype before organizing the pro-
ject. Organizational tools like flowcharts ease the management of
complex interactive projects. (For more information about flow-
charts, see Chapter 2.)
Idea Finding
Idea finding is the search for a working interactive visual lay-
‘out with clear navigation controls. During this stage, you will
produce many quick sketches to try out possible layouts for
screen elements and the look of navigation controls. Experienced
designers start this stage with thumbnail sketches (small quick
drawings designed to rapidly capture ideas on paper) and then
progress to roughs (larger, more refined sketches based on
thumbnail ideas). In the project visualization stage, the roughs
will be further refined in comps (short for “comprehensives”,
very detailed mock-ups of the final design). For a graphic exam-
ple of this progression, see Figures 1-11 and 1-12.
Thumbnail sketches should be quickly executed in pencil or
pen without prejudging the quality. The goal is to record the
ideas as they flow—you can decide later if any of them are
worthwhile. Even if only a few of the thumbnails are any good,
having a body of sketches to look at opens up the possibility of
comparison. Side-by-side comparison allows for the possible
recombination of ideas in a new and unexpected manner.
Sometimes even an ugly thumbnail sketch may contain an ele-
ment that, when extracted from the sketch and combined with
elements from other thumbnail sketches, may surprisingly form
a winning solution.
Once a body of thumbnail sketches has been developed, you
can refine several of the better sketches into roughs. Roughs are
also fairly quickly executed, but with a finer eye for detail.
After several roughs are on paper or onscreen (short for “on
the screen”), you can proceed to the project visualization stage.Project Visualization
The earliest part of the project visualization stage is the devel-
‘opment and critical evaluation of comps. Some elements that
designers create comps for are title screens, navigation controls,
and sample screen layouts. These comps are commonly shown to
the client. Many clients require the designer to present comps
before giving permission to proceed with the project.
‘Comprehensives
(ample Screens) ea ital
Prototype Screen
Figure I-11 The progression of the refine
ment of a visual idea: thumbnails, roug
comps, to final screen elements.
Thumbnails
@ + (atta
SANNATION ANd Tot.
BD S.
‘comps from the multi
Mouse. Note the progressive refinement of the imagery
from top to bottom, (Cou sh Design Partnership.)determine the effectiveness of the design and reveal early bugs in
the programming. At this point, the emphasis is on creating a clear
and stylish design, as extensive programming and debugging
(finding and eliminating all programming flaws) takes place in the
mastering stage. Usability tests often find the first prototype in
need of revision to increase functionality. Almost inevitably, proto-
types are tested, reworked, tested, and reworked—often more than
once or twice.
Testing should be an ongoing task that begins with the prototype
and continues through to the final version of the project. Problems
that are not discovered and solved through early and continuous
usability testing can grow into insurmountable problems when
usability testing is delayed. Remember to test early and often.
MASTERING. Once the series of usability tests confirms that
the content, interface design, and navigational pathways in the
prototype work and provide the user with a rich interactive expe-
rience, you can flesh out the prototype into a fully functional
interactive document. To develop a fully functional interactive
document, you will proceed through a number of design phases,
including the following:
Production, where all artwork, audio, video, animation, virtu-
al reality, and other media are prepared for placement within
the document
Programming, where all production elements are placed into
the authoring program along with any special computer
codes that enhance the functionality of the interactive docu-
ment
The alpha version, the first complete interactive document that
is thoroughly tested for correctness and general functionality
The beta version, the second complete interactive document
that undergoes extensive usability testing by actual users in
real-world situations
@ The master, the final version of the interactive document
recorded onto the target media. If the final version is record-
ed onto a compact disk (CD), this version is often called a
golden master, after the color of the disk.
At the end of the mastering process, the final document goes
‘online (in some cases, it may already have been online and
“under construction”), or the master is taken to a media produc-
tion house to make copies for mass distribution.
® interactive Design Principle
Test early and often.