Interactivity and User-Centered Design
Interactivity means the user is not just watching. The user can choose, click, navigate, respond, control sequence, and receive feedback.
Examples: menus, quiz buttons, interactive timelines, clickable maps, simulation controls.
In IT, interactivity must be designed around user goals. This is the heart of user-centered design. Instead of asking "What features can we add?" ask:
- What does the user need to do?
- What might confuse the user?
- What supports fast completion?
An interactive project fails if users cannot predict what to do next.
Navigation, Information Architecture, and Wireframes
Information architecture is the organization of content. It answers: What sections exist? Which items belong together? How does a user move from one part to another?
Common navigation structures include:
- linear,
- hierarchical,
- hub-and-spoke,
- non-linear exploratory.
A wireframe is a simple structural layout of screens. It does not need final colors or polished graphics. It shows the title area, menu placement, content blocks, buttons, and search or input fields.
Wireframes are useful because problems are easier to fix early than after full visual design.
Usability Principles, Storyboards, and Prototypes
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Drills, code labs, and full solutions.
Practice & Exam Drills — Lesson 6
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Drills, code labs, and full solutions.