Microinteractions
Design

Microinteractions

Dan Saffer
Read 4 November 2017

Review

One reason I love product management is the contrast it demands: strategic expansiveness alongside sweating tiny details. Saffer's book operates entirely in the detail half. What he adds is vocabulary. The anatomy of a microinteraction (trigger, rules, feedback, loops and modes) is a clean model for decisions practitioners often make by feel, and once you have it, you start noticing where teams design feedback without having thought clearly about the trigger, or write rules nobody can articulate. I reach for this book when a team needs shared language for interaction design. It earns its place as reference material rather than a one-time read.

Key Takeaways

The parts worth keeping

Details aren't just the details, they are the design.

Charles Eames

The anatomy of a microinteraction

TriggerInitiates the microinteraction
RulesDetermine how the microinteraction works
FeedbackIlluminates the rules
Loops & ModesMeta-rules that affect the microinteraction over time

Triggers

Principles of triggers

  1. Make the trigger recognizable as a trigger in context. Make it engaging.
  2. Have the trigger initiate the same action every time.
  3. Bring data forward: the trigger can reflect data contained inside the microinteraction. What is the most important thing to show?
  4. If it looks like a button, it must work like a button. Never break or fake the visual affordance.
  5. The more frequently a microinteraction is used, the more visible its trigger should be.
  6. Add a label only if it provides information the trigger itself cannot.

Controls

The kind of control should reflect how much control you want to give the user.

ActionExampleControl
Single actionFast forwardButton or gesture
Action with two statesOn or offToggle switch
Action with several statesModes on a cameraDial or set of buttons
Action on a continuumAdjusting volumeSlider or dial
Complex manual triggersForm fieldsText fields etc.

States of controls

Rules

Things which are different in order simply to be different are seldom better, but that which is made to be better is almost always different.

Dieter Rams

Feedback

Feedback should occur:

What feedback communicates to the user:

Animations should be fast, smooth, natural, simple, and purposeful. Use them to: maintain context during view changes, explain what just happened, show relationships between objects, focus attention, and improve perceived performance.

Haptics have three main uses: enhance a physical action, alert when audio is unavailable or undesirable, and create artificial texture or friction on surfaces.

Feedback rules to define: contextual changes (does it adapt, say, at night?), duration (how long does it last, and what dismisses it?), intensity (how bright, fast, or loud?), repetition (does it repeat, and how often?).

Loops and modes

Modes are parts of an application where behavior differs from the default. A mode is a fork in the rules. Use them very sparingly. The best reason for a mode is an infrequent action that would otherwise clutter the UI (a settings mode, for example).

Loops are cycles that repeat for a set duration. Four types:

Fixing a dull microinteraction