What is the role of visual communication in shaping positive and inclusive interactive experiences?
In this area of study, students examine the role of visual communication in shaping positive interactive experiences, and in catering for the diverse needs of users when interacting with devices, systems or services. They explore how interaction designers contribute to larger user-experience (UX) projects, focusing on the design of visual interfaces rather than their underlying functionality. They adopt inclusive practices and principles during the design of a user interface for a digital site or device, prioritising accessibility and usability. In doing so, students synthesise key understandings from previous outcomes: good design, human-centred research methods, design’s influence and the influences on design, and the significance of place and time.
Students engage with the VCD design process to determine an interaction design problem or opportunity. They begin by applying human-centred research methods to understand user objectives and synthesise insights in the form of a brief. Students then use divergent thinking strategies and ideation sketching as they consider ways to address the defined communication need, and approach the design of their chosen user interface. They generate wireframes to explore relationships between the visual components of the interface, and experiment with typographic conventions, visual grids, icons, symbols, pictorial representations, design elements and principles, and Gestalt principles of visual perception.
Students annotate design decisions using appropriate terminology to explain and evaluate the strengths and limitations of potential concepts. Convergent thinking strategies are employed to synthesise ideas, and mock-ups are generated for testing and critique. Students respond to feedback and make refinements to selected concepts before presenting a resolved interaction design solution. They present concepts as static visual representations of content and intended interactions and/or experiences. They are not required to produce functioning prototypes.
On completion of this unit the student should be able to apply the VCD design process to design an interface for a digital product, environment or service.
Key knowledge
the collaborative practices of designers working in the fields of user-experience and interaction design
aesthetic considerations and conceptions of good design relevant to the design of interactive experiences
the diverse needs of users when interacting with devices, systems and services
the role of the brief in guiding the development of design solutions
applications of the VCD design process relevant to user-experience and interaction design projects
human-centred research methods used to identify interaction design problems and understand stakeholders
methods, media and materials used to visualise, test and present interaction design solutions
appropriate design terminology
Key skills
identify and research interaction design problems or opportunities
document an interaction design need in the form of a brief
apply the stages of the VCD design process to resolve an interaction design problem
select and use manual and digital methods, media, materials and design elements and principles appropriate for the design of inclusive interactive experiences suitable for diverse user needs
present design concepts for critique, and both deliver and respond to feedback
annotate design ideas and concepts using appropriate design terminology to explain and evaluate design decisions
test and evaluate the usability and suitability of design concepts
select suitable static formats for the presentation of a digital interface solution.
TASK: DEFINE: What is Interactive Design?
Create a visual note-taking page while watching this video- 1 folio page
Answer the question: What is the role of visual communication in interactive experiences?\
Introduction to key terms: UI, UX, interaction design
Key Definitions:
UI: Unlike UX, user interface design is a strictly digital term.
UI Designers create the user interface - the point of interaction between the user and a digital device or product - like the touchscreen on your smartphone or the touchpad on a vending machine.
UI design considers the look, feel, and interactivity of the product. It’s all about making sure that the user interface of a product is as intuitive as possible, and that means carefully considering each and every visual, interactive element the user might encounter.
A UI designer will think about icons and buttons, typography and colour schemes, spacing, imagery, and responsive design.
UX: User experience design is a human-first way of designing products.
UX Design encompasses any and all interactions between a potential or active customer and a company. The “user experience” part refers to the interaction between the user and a product or service. User experience design, then, considers all the different elements that shape this experience.
“User experience encompasses all aspects of the end-user’s interaction with the company, its services, and its products.” - Don Norman, coined the term in the 90s.
TASK : What is GOOD Design in Interactive design? Compare & contrast examples.
Use Dieter Rams' Principles of Good Design to analyse a range of printed examples of UI/UX Design. Explain why each is an example of good/bad design with specific reference to the content of the interface.
HOMEWORK TASK: Explore apps and games that meet an area of human need, eg. wellbeing, fitness, entertainment, music, navigation, and communication.
Use Dieter Rams' Principles of Good Design to analyse these.
Collect 6 app screen images, with web addresses.
Consider the following:
- Changes in digital technologies and interfaces to meet this need
- Accommodation of the needs of diverse users - accessibility and usability in interactive design
- Human-centered research methods in UI & UX design
TASK: Analysis of Game Interface Design Using Key Terminology
Use Game Design Interface Terminology found here to analyse how the 6 different game designs use methods of interaction in each game. Annotate using this graphic for key terminology.
TASK: DEFINE: Timeline of game design
annotate specific considerations for game interfaces on your timeline - using this information
Reflection: how does game UI/UX differ from other digital interfaces (websites, apps, navigation in real life)?
TASK: EXPLORE: Choose a positive influence for your design
Choose one of the United Nations Sustainability Development Goals to consider developing your interactive experience in game format around to positively influence human behaviour.
- Research session on chosen SDG and brainstorming techniques to generate a range of game concepts :
- Mindmap SDG goals & game ideas: 1 folio page
TASK: The 5 Dimensions of Interactive Design
Watch the video linked here to take notes about each aspect of the 5 dimensions.
TASK: Create a Target User Profile to empathise with
Designers use Target User Profiles to:
Empathy: User profiles help designers step into their users' shoes, understanding their needs, motivations, and pain points on a deeper level.
Focus: They provide a clear, specific persona to design for, preventing the trap of trying to design for everyone and ending up satisfying no one.
Informed Decision-Making: Profiles guide design choices by providing a reference point for user preferences, behaviours, and context of use.
Consistency: They ensure all team members have a shared understanding of the target audience, leading to more cohesive design solutions.
Validation: User profiles serve as a benchmark to evaluate design ideas and features against user needs and expectations.
Communication: They facilitate better communication with stakeholders by providing a concrete representation of the end user.
Personalization: Profiles enable designers to tailor experiences to specific user groups, enhancing overall usability and satisfaction.
TASK: Use your target user profile & SDG to write a targetted design brief
Download a copy of the template here. Use all prior information gathered to draft the incomplete sections of your Design Brief.
TASK: EXPLORE: Game aesthetics mood board.
Create an A4 mood board of imagery from games & imagery that you would like to take inspiration for your own game. Print & place in the folio. Annotate around selected images as to why you included them. Use Design Elements & Principles to describe & explain your selection of imagery.
All imagery doesn't need to be from games, look at this article about games inspired by classic paintings to see how you can translate art styles you already love into your own work.
TASK: EXPLORE: Reference Image Documentation -
Looking at your theme, consider all the imagery you might need to reference for your game. Write a list or mindmap, using words or symbols. Begin to gather imagery for this, either as you begin to draw, or before you start drawing.
TASK: Tracing - but make it yours.
Tutorial lesson, how do you take inspiration the work of others but make sure you change it enough to make it your own? In this task, you will use Procreate & a sourced image to generate an illustration for your game design using Procreate, tracing a number of times, using layers and opacity changes, making changes each time to take the image farther and farther fromt the source.
TASK: Wireframing for Interactive Design
- Introduction to wireframing techniques for game interfaces. View detailed information here.
- List potential screens for your game design: Title/Start screen, Main menu, Settings menu, Character selection/customization, Level selection, Pause menu, Achievement/Progress screen, Store/Inventory, End of level summary, Game over screen, Credits
- Draft six potential wireframes for their game concepts: Your character/characters/ player will need to navigate through a range of rooms or geographic locations in your game. Use text & simple icons to identify what these locations are.
- In your draft screens indicate text, icons, imagery, symbols without adding design or illustration. Annotate anything that is not immediately clear.
- Use a colour to draw prototyping connections between screens. Your line should start on the button or icon to be interacted with, the arrow at the end of your line should attach to the edge of the screen it connects to.
- Use a star or other indicator in your folio to show which screens you would like to take forward into the mockup stage.
TASK : Design an interactive map for your game.
Consider how you will communicate navigation through spaces for your game characters. What UI will help guide them?
See examples of map design in games here.
Follow these steps to create an engaging and functional map for your game concept, complete with interactive icons. You'll start by drafting on grid paper and then refine your design using Adobe Illustrator.
Materials needed:
Grid paper, A4 or A3
Define Your Game World:
Sketch the overall shape of your game world on the grid paper.
Divide the world into distinct areas or levels.
Establish a Scale:
Decide how much real space each grid square represents in your game world.
Mark this scale in a corner of your map.
Add Major Landmarks:
Sketch in significant locations, obstacles, or points of interest.
Consider how these elements will affect gameplay and navigation.
Design Basic Icons:
Create simple icons for key elements (e.g., player start point, objectives, resources).
Ensure each icon is distinct and recognizable at a small size.
Plan Interactive Elements:
Identify areas where players will interact with the map.
Mark spots for pop-up information, clickable areas, or hover-over details.
Consider User Interface Integration:
Sketch areas where the map will connect with other UI elements.
Plan for a legend or key to explain your icons.
Think About Map Progression:
If applicable, indicate how the map might change or reveal itself as the game progresses.
Review and Iterate:
Step back and assess your design. Does it clearly communicate the game space?
Make adjustments as needed.
Steps:
Set Up Your Document:
Create a new document in Illustrator with dimensions appropriate for your game interface - is your game for phone, computer, or television screens? You will need to research the pixel rate of your selected format as outlined in your design brief.
Set up a grid that matches or scales from your paper draft.
Create Layers:
Background layer for the base imagery
Features layer for major features
Icons layer for interactive elements
UI layer for additional interface elements
Create your background.
Use the rectangle tool to fill the frame with a colour or gradient.
Add Feature Details:
Use shapes and the Pen tool to add major details.
Consider using symbols for repeated elements in your game. Add a second art board to drag copies of these onto as you work. This artboard will form your Visual Identity documentation.
Design Polished Icons:
Create your icons using simple shapes for clarity.
Use the Pathfinder panel to combine shapes.
Implement Colour Scheme:
Choose a colour palette that fits your game's theme. Add this to your Visual Identity artboard & use it to eye-dropper colours as you design.
Ensure you have good contrast in your colour palette. Use colour to differentiate areas and enhance readability. Check the accessibility of your colour palette here: https://toolness.github.io/accessible-color-matrix/
Check HEX Codes of colours
Open the Colour Panel: Go to Window > Color to open the Color panel. Alternatively, you can use the Swatches panel (Window > Swatches) if the color is a saved swatch.
For Hex codes, you can find this in the Color Picker. Double-click the Fill or Stroke color box in the toolbar, and the Color Picker will appear, showing the hex code (e.g., #FF0000 for red).
Add Text Labels:
Use appropriate fonts for your game's style.
Ensure text is legible at various zoom levels.
Create Interactive Areas:
Use shapes to define clickable or hover areas.
These can be invisible in the final design but used for programming interactivity later.
Design UI Integration:
Create a legend or key for your icons.
Design any additional UI elements that will frame or interact with the map.
Apply Visual Hierarchy:
Use size, colour, and placement to guide the player's eye to important elements.
Ensure the most crucial information stands out.
Export for Testing:
Export your layers to import into Figma to prototype:
- Icons & buttons: Select and Export for Screens as assets in SVG format with transparent background.
- Map & Text Layers as SVG files
Extension: Create different versions (e.g., full map, partially revealed map).
TASK: Export Files as SVG Assets into a folder for importing into Illustrator
Full tutorial and explanation here.
Go to File> Export > Export for Screens.
Select Asset tab
Select Asset Export Panel
Drag your grouped objects into the panel to export - make sure that any type is Outlined/Expanded
In the Export for Screens dialogue, edit the settings that you want to use while exporting your artwork selecting SVG for the file format.
Click Export & select a folder to save your files to.
You will now be able to open these files in your Figma design file.
TASK: Create a new Figma Project
Find specific instructions for uploading your content & prototyping your design in Figma here & below
TASK: Create an interactive prototype of your game map and scenes in Figma.
Part 2: Setting Up Your Figma Project
Sign into Figma using your school email address.
Create a New Figma Project: Title it with your game name.
Open Figma and create a new design file.
Name it appropriately (e.g., "Game Prototype").
Set Up Frames:
Create a frame for your main map screen using the Frame tool (F).
Set the frame size to match your intended device (e.g., 1920x1080 for desktop).
Import Assets:
Drag and drop your exported PNGs into Figma, or use File > Import.
Organize imported assets into a dedicated page or frame for easy access.
Part 3: Assembling Your Interactive Map
Build Your Map Screen:
Drag your map background onto the main frame.
Place icons and buttons in their correct positions.
Add any text layers or additional UI elements.
Create Interactive Hotspots:
Use shapes (Rectangle tool, R) to create invisible buttons over interactive areas.
Ensure these shapes cover the entire clickable area of each icon or region.
Set Up Navigation:
Create new frames for each scene or popup that will appear when interacting with the map.
Use the Prototype tab to create connections between your hotspots and their corresponding frames.
Set appropriate animations and transitions for these interactions.
Part 4: Designing Game Scenes
Create Scene Frames:
Make three new frames, one for each game scene that players can enter from the map.
Size these frames to match your main map frame.
Design Scene Backgrounds:
Import or create background imagery for each scene.
Ensure the style is consistent with your overall game aesthetic.
Add Interactive Elements:
Design and place buttons for in-game interactions (e.g., "Collect Item", "Talk to Character", "Return to Map").
Create any additional UI elements specific to each scene.
Link Scenes to Map:
In the Prototype tab, create connections from your map hotspots to these new scene frames.
Add a "Return to Map" interaction for each scene.
Part 5: Enhancing Interactivity
Create Hover States:
Duplicate interactive elements and modify them to create hover states.
In the Prototype tab, add hover interactions to your buttons and icons.
Add Micro-interactions:
Use Figma's Smart Animate feature to create smooth transitions between states.
Consider adding subtle animations to important elements to draw attention.
Implement a Menu System:
Create a game menu that can be accessed from any screen.
Include options like "Settings", "Inventory", or "Quests" as relevant to your game concept.
Part 6: Testing Your Prototype
Preview Mode:
Use Figma's Play button to enter Preview mode and test your interactions.
Gather Feedback:
Share your prototype with classmates or potential users.
Use Figma's comment feature to collect and respond to feedback directly on the design.
Iterate and Refine:
Based on feedback and testing, make necessary adjustments to your design and interactions.
Remember, the goal is to create a functional prototype that demonstrates the core navigation and interaction of your game concept. Focus on clarity, consistency, and user experience in your design choices.
TASK x: User Testing
Identify touch points & pain points in your design through user testing. Identify what is clear and what is confusing.