Today in class we were introduced to the module and started looking at content.
The basic principle of content design is that user needs come first, then comes the format—figuring out what the problem is before you create a solution.
Following on from class, I looked into the idea of content in IXD. Content is a super broad term, but in the context of Interaction Design, it refers to anything **the user interacts with—text, visuals, animations, sound, and more. It’s easy to think of content as secondary to layout or navigation, but without strong content, even the most intuitive interface can fall flat.
I did a quick breakdown of some examples of content I came across and how they tie into IXD principles:
As expected, text plays an integral role in digital experiences. Clear, accessible, and concise text is critical for guiding users through an interface. Microcopy (the little bits of text that appear on buttons or give feedback, like “Loading” or “Shop Now”) stood out to me as particularly important—it can make or break a user’s understanding of what’s happening.
From icons to full-page illustrations, visual content does so much heavy lifting in IXD. It’s not just about aesthetics but about enhancing usability and creating emotional connections.
This is where content becomes dynamic. Sliders, dropdowns, and clickable elements all allow users to engage with the interface rather than just passively consume it.
We discussed the concept of push versus pull content and its implications in interaction design. It’s something I hadn’t heard before. Push content refers to information actively sent to users, like notifications or email updates, aiming to grab attention and prompt engagement. Pull content relies on user initiative, such as searching for information or browsing a website. Effective design often involves finding a balance between the two, ensuring users aren't overwhelmed by push content but can easily access pull content when needed. For example, an e-commerce site might use push notifications for a flash sale while relying on pull content like intuitive navigation to help users explore product categories. This balance is critical in creating engaging, user-friendly experiences that respect user autonomy.
Today we also started looking at our first project of the semester, designing three screens for a smartwatch app. We began by brainstorming via mind maps on paper, writing down everything that related to smartwatches and all that they could involve. Like health, fitness, productivity, travel and sleep. This was a really useful starting point as I had no idea where to begin and hadn’t came up with any ideas yet.
When mindmapping I found that I liked the idea of an app which focused on mindfulness, as well as the function of heart rate monitoring. I then came up with the idea of an app designed to provide breathing exercises both manually and automatically, activating when an increase in resting heart rate is detected. This is something that I myself would find to be useful, especially to use on the go when feeling anxious or stressed.