Interaction design (IxD) strives to create meaningful relationships between people and the products and services they use.
The difference between UX and IxD
UX accounts for all user – facing aspects of a system, IxD is only concerned with the specific interactions between a user and a screen.
1. Goal Driven Design
It refers to design that holds problem solving as its highest priority. It is focused on solving specific needs and desires of the end-user. Some of the tenets go goal driven design include designing for a specific user, and separating responsibility of design from responsibility of programming.
The term usability refers to how easy user interfaces are to use. According to usability expert Jakob Nielsen, usability is defined by five quality components, learnability, efficiency, memorability, errors and satisfaction.
Learnability has to do with how easy it is for users to do basic tasks at the moment of their first interaction with the system or design.
Efficiency refers to the speed with which the users are able to perform those tasks.
Memorability refers to what happens if a user stops using the design for a period of time and then comes back to it, how quickly can the user re-establish proficiency?.
Errors means keeping track of the amount of mistakes a user makes, the severity of them and the amount of time it takes to recover from them usually to reevaluate the system, modify it , and improve it. The fifth component is satisfaction and refers to how pleasant the overall experience was for the user.
3. The five dimensions
1D: Words should be simple to understand, communicate information easily.
2D: Visual representations (graphics or images) used in moderation.
3D: Physical objects or space (mouse, keyboard, mobile, etc.)
4D: Time, the length that the user spends interacting with the first three dimensions.
5D: Behaviour, emotions and reactions that the user has when interacting with the system.
4. Cognitive Phycology
According to Don Norman there are particular processes relevant to the design process such as mental models, interface metaphors, and affordances.