Wednesday, July 1, 2026

CHAPTER 2: Part 3 CONCEPTUAL INTERACTION IT4106 - User Experience Design BIT UCSC 2nd Year 2nd Semester Notes PDF Download ICT Classes

2.1.4 Principles of Good Interaction Design

🎯 Learning Objectives

After studying this lesson, students should be able to:

  • Define Interaction Design Principles.
  • Explain why design principles are important.
  • Describe the eight fundamental principles of interaction design.
  • Apply these principles when designing user interfaces.
  • Identify poor interface designs by analyzing design principles.
📖 Introduction & What are Design Principles?

Imagine two websites that sell the same product. Website A is simple, organized, and easy to use. Website B is confusing, cluttered, and difficult to navigate. Most people will choose Website A. Why? The difference is good interaction design.

What are Interaction Design Principles?

Definition: A set of guidelines used by UX designers to create systems that are easy, efficient, consistent, and satisfying for users.

Simple Definition: Rules that help designers create user-friendly software.

Why are they Important?

Following these principles helps designers:

  • Reduce user confusion and prevent errors.
  • Improve usability, efficiency, and user satisfaction.
  • Reduce training time and build user confidence.
👁️ 1. Visibility & 2. Feedback

1. Visibility

Definition: Making important functions and controls easy for users to see. If users cannot see a function, they cannot use it.

Good Design: A large green "Checkout" button placed clearly at the bottom of the cart.
Bad Design: The checkout button is hidden inside a complex menu.

Design Tips: Make important buttons large, use readable fonts, highlight primary actions, and avoid hiding important features.

2. Feedback

Definition: The information provided by the system after a user performs an action. It tells users what happened.

Types of Feedback:

  • Visual: Loading bar, animation, check mark, progress indicator.
  • Audio: Notification sound, keyboard click, camera shutter.
  • Haptic: Phone vibration, game controller vibration.

Why it matters: Without feedback, users might click "Pay" multiple times if there is no loading indicator, causing duplicate transactions.

🚧 3. Constraints & 4. Consistency

3. Constraints

Definition: Limitations placed on users to prevent incorrect actions. They stop users from making mistakes.

Types of Constraints:

  • Physical: A USB plug only fits in one orientation.
  • Logical: The "Next" button is disabled until all required fields are filled.
  • Cultural: Red means Stop, Green means Go.
  • Semantic: A steering wheel belongs in front of the driver.

4. Consistency

Definition: Using the same design patterns, layouts, terminology, and behaviors throughout a system. Similar things should behave in similar ways.

Example: If the "Save" button is blue on one page, it should be blue on every other page. Android apps consistently place the "Back" button in the same location.
🚪 5. Affordance & 6. Signifiers

5. Affordance

Definition: The properties of an object that suggest how it can be used. It tells users what an object allows them to do.

  • Door Handle: Affords "Pull".
  • Push Plate: Affords "Push".
  • Button: Affords "Click".
  • Slider: Affords "Drag".

6. Signifiers

Definition: Visual, textual, or audio cues that indicate how an object should be used.

Difference Between Affordance and Signifier

FeatureAffordanceSignifier
DefinitionWhat the object can doHow users know what it can do
ExampleA button affords clickingIts blue color and shadow signify it is clickable

Examples of Signifiers: Underlined text (hyperlink), Play icon ▶ (video), Hamburger menu ☰ (navigation), Bell icon (notifications).

🗺️ 7. Mapping & 8. Learnability

7. Mapping

Definition: The relationship between controls and the effects they produce. Users should easily understand which control affects which function.

Good Example: A stove with four burners and four knobs. Good mapping places each knob in the exact same spatial arrangement as the burners. Poor mapping forces users to guess which knob controls which burner.

8. Learnability

Definition: The ease with which new users can learn to use a system effectively. A learnable system is easy for beginners to understand.

Example: Most people can learn to use WhatsApp within minutes because its interface is simple, familiar, and features clear navigation.

📊 Summary Table & Classroom Activity

Summary of the 8 Principles

PrincipleMeaningExample
VisibilityImportant functions are easy to seeLarge "Checkout" button
FeedbackSystem informs users about actions"File Saved Successfully"
ConstraintsPrevent incorrect actionsPassword complexity rules
ConsistencySimilar elements behave similarlySame menu layout on every page
AffordanceObject suggests its useButton suggests clicking
SignifiersCues indicate how to use somethingUnderlined hyperlink
MappingClear relationship between control & effectCorrect stove knob layout
LearnabilityEasy for beginners to learnWhatsApp interface
📝 Classroom Activity: Visit any popular e-commerce website (such as Daraz or Amazon) and identify examples of the 8 principles. Discuss how these principles improve the user experience.
🏁 Topic 2.1 Status & Final Summary
✅ Topic 2.1 (Conceptualizing Interaction) Completed!
We have now covered:
  • ✅ Introduction to Interaction & Conceptualizing Interaction
  • ✅ Types of Interaction (Instructing, Conversing, Manipulating, Exploring)
  • ✅ Interaction Paradigms (CLI to AI)
  • ✅ Direct vs. Indirect Manipulation
  • ✅ Principles of Good Interaction Design

Final Summary: Interaction Design Principles are the foundation of good UX. By applying visibility, feedback, constraints, consistency, affordance, signifiers, mapping, and learnability, designers can create systems that are intuitive, efficient, and enjoyable to use.

2.2 Conceptual Models

🎯 Learning Objectives
  • Define a conceptual model.
  • Explain why conceptual models are important.
  • Identify the components of a conceptual model.
  • Differentiate between conceptual, mental, and implementation models.
  • Develop simple conceptual models for software systems.
📖 Introduction & What is a Conceptual Model?

Before developing any software, designers need to understand how users think the system should work. Instead of immediately designing screens or writing code, UX designers first create a conceptual model.

Definition

A Conceptual Model is a high-level representation of how a system works from the user's perspective. It explains the objects, actions, and relationships within the system without focusing on technical implementation.

Simple Definition: A plan or blueprint that shows how users interact with a system.

Example: ATM System

Insert Card ↓ Enter PIN ↓ Choose Transaction ↓ Process Request ↓ Display Result ↓ Return Card

This shows how the system works from a user perspective, not how it is programmed.

Why are Conceptual Models Important?

  • Help understand user requirements and simplify complex systems.
  • Improve communication among developers, designers, and stakeholders.
  • Reduce design errors, save development time/cost, and improve UX.
🧩 Components of a Conceptual Model

A conceptual model usually includes four main components:

1. Objects

The items users interact with (e.g., Button, File, Folder, Shopping Cart, Product, Customer).

2. Actions

What users can do with objects (e.g., Open, Save, Delete, Search, Add to Cart, Login).

3. Relationships

How objects are connected. Example: Customer → Places → Order; Order → Contains → Products.

4. Feedback

How the system informs users about the result of their actions (e.g., "Login Successful", "Order Confirmed").

Example: Online Shopping System

ObjectAction
ProductView, Add to Cart
CartCheckout
UserLogin
OrderTrack
✨ Characteristics, Examples & Pros/Cons

Characteristics of a Good Conceptual Model

A good conceptual model should be: Simple, Easy to understand, Consistent, User-centered, Logical, Flexible, and Easy to learn.

Real-World Example: Library Management System

  • Objects: Book, Student, Librarian.
  • Actions: Search Book, Borrow Book, Return Book, Renew Book.
Search Book → Select Book → Borrow Book → Return Book

Advantages & Disadvantages

AdvantagesDisadvantages
  • Easy to understand.
  • Reduces confusion.
  • Helps identify design problems early.
  • Improves team communication.
  • Does not show technical details.
  • May need updates when requirements change.
  • Different people may interpret the model differently.
📝 Classroom Activity & Summary
📝 Classroom Activity: Design a conceptual model for a Food Delivery App.

Expected Answer (Flow):
Login → Browse Restaurants → Select Food → Add to Cart → Checkout → Payment → Track Order

Summary

A Conceptual Model is a simplified representation of how a system works from the user's point of view. It identifies the objects, actions, relationships, and feedback within a system. Creating a conceptual model before development helps designers build systems that are easier to understand and use.

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