Week One Lecture

Introduction to Interactive Design


This lecture pod provided the fundamental base in the process of understanding the concept of interaction design. It has touched on topics starting from various definitions and from a range of sources. These definitions allowed the freedom of interpretation as the full depth of interactive design cannot be described in just one way.

Verplank addressed three questions: do, feel and know. This is his interpretation of how designers search what users need, and how they respond to certain things. This way, the designer is able to provide them with choices/outcomes that is within their control and it should be executed in a way that allows users to interact comfortably and easily.

Interactivity is a broad term that has many interpretations. As a whole, it usually involves engagement and reaction from various parties. Interaction design must cater to the different cognitive ways of thinking as each user perceives the world and processes information differently.


This was an interesting and engaging first overview on interactive design. It has introduced new perspectives that I would not have considered before watching the pod. It has enhanced my understanding of interactive design which then prepare me for further reading and allocated tasks.

A quote that I found eye-opening was “Interactive media is not about information, its about experience” and how it is creating experiences for ourselves and others. This allowed me to view interactive media in a more meaningful light.

Week One Lecture

Interactive Site – User Scenario

1. Main Users

Lily May and Santana Rivera

Lily – A fashionable individual who is currently completing tertiary studies at university and needs to juggle the workload alongside a part-time job.
Santana – A proud single mother of two that spend far too much time caring for her kids she often forgets to treat herself as well.

2. Tasks the user might perform

  • Read description and steps of marble nail art
  • Follow along step-by-step tutorial to attempt to learn and improve their skills
  • Apply their own nail polish at home

3. User Scenario

Lily usually has morning classes and following this, has work shifts at her local Lovisa jewellery store. The store requires dressing-up and make up and the time she has between class and work is taken up by travelling. She seeks another alternative to appear well-groomed and finds the concept of nail art as a go to as it is semi-permanent as it may last a few weeks. Following the app she is able to practice a few times before trusting it to last and she would have one less thing to worry about. 


Interactive Site – User Scenario

Interactive Site – Group Feedback

What is your project?
An app where it teaches women how to do their own marble nail polish in the comfort of their own home. 

Name of app:
Marble Manicure

Who will be using it:

Where will they be using it:
At home mostly

Why will they use it:
For their own self-expression, confidence or appearance


Things to consider:
Nail Art
Why do nail art?

Different design
Different methods

What you will need
Animal Testing??
Material Costs

Target audience

Interactive Site – Group Feedback

Interactive Site – Wireframes

This project delves into the process of creating and applying art onto nails with the use of nail polish and common household tools. This process varies from traditional nail art where only a brush is used, but instead focuses on the use of water with nail polish for application.

The product is drawn heavily from a feminine perspective and they would be happy to place adequate amounts of time into self-presentation and self-improvement. Thus the product must communicate a sense of elegance, and tidiness and be welcoming to any users. The interface must hold a sense of credibility and be deemed trustworthy through the use of appropriate colours, type and word choice.


Interactive Site – Wireframes