User Interaction Design and Prototyping
Introduction to the principles of interaction design, including the human-centred design process, creative ideation, requirements gathering, prototyping, ethical considerations in design, rapid usability evaluation, and iterative design in a variety of user interaction paradigms.
Study notes
Independent, AI-drafted study guide · Public sources linked below · Added November 5, 2026
Independent guide aligned with the 2026–27 calendar description only, not a verified term-specific syllabus. Research and accessibility references support the general methods; particular assignment formats are not claimed.
A human-centred design cycle
Interaction design starts with people trying to achieve goals in a context. Learn about those goals, express the problem, explore candidate solutions, prototype the uncertain parts, evaluate them, and iterate. A requested feature is not automatically a validated need. Someone asking for an export button might actually need to share a summary with a supervisor. Investigate that goal before selecting the interface. Keep assumptions visible, because a polished screen can hide an incorrect model of what users need or which constraints shape their work.
References: Carleton Undergraduate Calendar — COMP 2008 · GOV.UK Service Manual — User research
Research questions, observation, and requirements
Choose a method according to the uncertainty. Interviews help reveal motivations and past experiences; observing actual work exposes interruptions and informal workarounds; usability sessions reveal how an interface supports a task. Ask about concrete recent events instead of inviting speculation about what people might do. Separate observed evidence from interpretation. Convert findings into requirements that describe user outcomes and constraints rather than prematurely specifying widgets. Include participants with different abilities and levels of experience, and document who was not represented so that conclusions are not generalized beyond the evidence.
References: Carleton Undergraduate Calendar — COMP 2008 · GOV.UK Service Manual — User research
Generate alternatives before converging
Ideation creates several plausible responses to the same need. Sketch alternatives that differ in workflow, information organization, or interaction style rather than merely changing color. Evaluate candidates against agreed criteria: task effort, clarity, error consequences, accessibility, feasibility, and maintenance. A storyboard shows the interaction in context, including what happens before and after the main screen. A task flow exposes decision points and recovery paths. Preserve discarded options with a short rationale, because new evidence may reveal that an earlier alternative addressed a constraint more effectively.
References: Carleton Undergraduate Calendar — COMP 2008 · GOV.UK Service Manual — User research
Prototype fidelity and a worked task example
Prototype fidelity should match the question. Paper screens can test labels and navigation; an interactive mockup can test sequencing; a coded prototype can examine keyboard focus or latency. Suppose students must reserve a study room. A useful prototype includes choosing a time, discovering no availability, editing the choice, confirming, and canceling. Testing only the successful confirmation screen hides the difficult decisions. Make unsupported functionality clear during a session, and avoid collecting real payment details or private credentials when fabricated data can answer the same design question.
References: Carleton Undergraduate Calendar — COMP 2008 · GOV.UK Service Manual — User research
Usability evaluation and interpreting evidence
Give participants realistic goals without telling them which control to click. Observe completion, mistakes, hesitation, and recovery. Define success before the session and distinguish completion with help from independent completion. Think-aloud comments are useful, but they are not a direct measurement of every cognitive process. A small qualitative study can reveal important problems without estimating their population frequency reliably. Rank issues by impact, recurrence, and confidence. After revising the design, test the changed task again; a plausible fix may create a different obstacle elsewhere.
References: Carleton Undergraduate Calendar — COMP 2008 · GOV.UK Service Manual — User research
Ethics, accessibility, and traceable iteration
Obtain meaningful consent for research and recording, collect only needed data, and protect participant identities. Avoid manipulative choices that make cancellation or refusal unnecessarily difficult. Accessibility affects the structure of the interaction: clear labels, predictable focus, sufficient contrast, appropriate alternatives, and understandable error messages matter throughout the workflow. W3C tutorials are a practical implementation supplement. Record the link from evidence to requirement to design change to evaluation result. This trail makes decisions reviewable and helps a team distinguish a tested improvement from a personal preference.
References: Carleton Undergraduate Calendar — COMP 2008 · GOV.UK Service Manual — User research · W3C WAI — Accessibility tutorials
Practice & worked answers
Original exercises for this guide.
1. Participants ask for a dashboard. What should research clarify first?
Show worked answer
Identify which decisions they need to make, what information they currently use, and what delays or mistakes occur. A dashboard is one possible solution; the underlying need determines which design is useful.
2. Four of five participants fail a prototype task. Can we claim 80% of all users will fail?
Show worked answer
No. The observation strongly motivates investigating the problem, but a small purposive sample does not justify that precise population estimate. Explain the observed failures and the study’s sampling limits.
3. When is a paper prototype insufficient?
Show worked answer
When the question depends on actual timing, assistive technology, keyboard behavior, rendering, or other properties that paper cannot reproduce meaningfully. Choose higher fidelity for that specific uncertainty.
Public notes & references
Course sources establish the scope above. Reference materials support the explanations; linked lecture notes and books remain with their authors.
Topics
- human-centred design process
- creative ideation
- requirements gathering
- prototyping
- ethical considerations in design
- rapid usability evaluation
- iterative design in a variety of user interaction paradigms
Course catalogue
Prerequisites & course information
Precludes additional credit for IMD 3004 . Prerequisite(s): ( COMP 1006 or COMP 1406 ) with a minimum grade of C- . Lectures three hours a week, tutorial one and a half hours a week.
Sources
- Course catalogue ↗2026–2027