Blog 07

In Dave Hogue’s course, five basic principles of interactive design and their importance in developing interactive media are mentioned.

• Perceive
• Predict
• Feedback
• Learn
• Remember


Perceive is to feel the opportunity of interaction, so that people have the opportunity to interact through a variety of devices and show the opportunity of interaction in a variety of ways. Users should increase interaction as much as possible. When designers interact, they should think from the perspective of users rather than from their own perspective.

2. Predict

Prediction is to judge the action of user interaction. Any interaction with the application or website must be obvious to the user, otherwise the user will find it difficult to use such things and give up. For example, users want to search for a certain item on a shopping website, but they don’t know the real information. Taobao shopping websites predict many similar items for users to interact with. Maybe users know their own goals and can directly achieve their final trial goals, but maybe users are ambiguous about their goals. So prediction is very important.


Feedback is the most critical step in the interaction, which can tell the user whether the executed program is successful or not. When purchasing goods on Taobao, the user needs to mark relevant information about the goods, such as a pair of size and color. As long as the user can get relevant information about the goods, the user can receive feedback, understand the correct meaning, understand whether the goods he wants exist, fast and light Make a loose choice.


Learning involves direct interaction and exploration of users with applications and pages. It is very important for users to learn quickly after using the interface for the first time. Users will be happy to use the interface. Even a simple interface may take some time to learn. So the interface we designed should be more conventional and conform to the user’s habits, which can avoid users learning new knowledge and bring them more sense of achievement.


When users learn to interact with each other to achieve their goals, they will be automatically stored in memory for backup. When they encounter similar problems in the future, they can extract references and innovate on this basis.

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