Chapters 3,4,5 Thoughts on Interaction Design Response

  • What information can ethnographic tools give you to improve the interactivity of an online banking website? (pp. 48-54)

Ethnographic tools such as ecosystem diagrams and journey maps help show the pathways that users will take through different systems or how they’ll interact with an item that is part of a larger ecosystem.  In terms of a banking website, a journey map can help predict the manner in which users would navigate through the site.  This would test the layout of the site with the hopes that everything is laid out appropriately so the user can achieve their personal goals on the online banking website.  For example, if the user wants to be able to deposit money into their bank account through the website, a journey map would show the general assumed steps a user would take to achieve this.  This obviously can be tested in user testing to a get a good understanding of what the average user would do when faced with the website.  In addition, the ecosystems diagram would show how one user would interact with a large system of products and systems.  So maybe a user uses a credit card, which is part of the ecosystem of this bank.  An ecosystem diagram could show how everything connects and see where a user might need to go if they were having a problem with their card.  This is just one example, as the ecosystem diagram shows all the possible ways a user could interact with a system without taking into account the steps needed to achieve tasks.

  • At what point is a design finished? What makes it a success? What is its purpose? (pp. 54-62)

A design is completed when the consumer finally gets the chance to interact with it.  In reality it could never be finished because ideas can always be revisited and done differently.  But the success of a design is heavily determined by the user.  If a user gains a connection with an item and holds on to it and spreads the word about it, it’s a successful design.  Anymore, design’s purpose is about the connection one feels towards something.  Designers are more worried about people’s feelings and emotions because that helps with the longevity of use of an item or system.    Good design generally holds a long impact, instead of being items that people interact with and then move on quickly.

  • Identify a product family you use regularly (can be anything from technology to consumables except for coffee). How has its branding effected your use, relationship and experience with the product? (pp. 78-84)

A product family that I use regularly would be bath and body works items such as sprays, room fragrances, candles, hand soap, etc.  The branding of those products as well as the store in general is a very exciting as well as luxurious feeling.  The items are relatively affordable but the appearance of them feel extremely homey and chic.  They create multiple collections to go with different seasons so it’s always an exciting thing to switch out fragrances and scents of their products throughout the year to match the season.  Due to the inexpensive nature of their products, it adds some excitement and almost feels more high class being able to switch out scents depending on the season.  It’s an experience that I’ve always enjoyed and I know that friends have as well.  It’s something that I appreciate the visual appearance of them.