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A Unified Field Theory of Design

Overview
Information Interaction Design

Information Design
Continuum of Understanding
Experience of  Knowledge
Organizing Things
Multiple Organizations
Goals & Messages
Clarity

Interaction Design
Having an Experience
Continuum of Interactivity
Control & Feedback
Productive and Creative Experiences
Communicative Experiences
Adaptive Experiences
The Experience Cube

Sensorial Design
Media Differences
Style & Meaning
Conclusion

Additional Resources

 

 

 Control and Feedback

Control and Feedback

When designing an interactive experience, you will be faced with how much control to put in the user's hands. Include feedback on actions users take so they are aware of the control they exercise.

Ask yourself these two simple questions:

  • How much control does the user have over the outcome, the rate, sequence, or type of action?

  • How much feedback exists in the interface?

Typically, experiences with high interactivity offer high levels of feedback and, at least, some control.

Examples: Simon Says. This childrens' game depends directly on the players' involvement and choices they make when responding to the directions given by the game host.

Television is interactive if you consider the ability to change channels and effect the volume, picture etc. It offers no control or interaction when it comes to programs since the experience continues whether anyone is watching or not.

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