Goal-oriented design Goal-oriented design (or Goal-Directed design) "is concerned with satisfying the needs and desires of the users of a product or service." The problems with designing computer interfaces are fundamentally different from those that do not include software (e.g., hammers). Cooper introduces the concept of cognitive friction, which is when the interface of a design is complex and difficult to use, and behaves inconsistently and unexpectedly, possessing different modes. that describes how usable the interface is. Shneiderman proposes principles for designing more usable interfaces called "Eight Golden Rules of Interface Design"—which are well-known heuristics for creating usable systems.
Personas Personas are archetypes that describe the various goals and observed behaviour patterns among users. A persona encapsulates critical behavioural data in a way that both designers and stakeholders can understand, remember, and relate to. Personas use storytelling to engage users' social and emotional aspects, which helps designers to either visualize the best product behaviour or see why the recommended design is successful. provides a vocabulary to evaluate and modify design solutions. Cognitive dimensions offer a lightweight approach to analysis of a design quality, rather than an in-depth, detailed description. They provide a common vocabulary for discussing notation,
user interface or programming language design. Dimensions provide high-level descriptions of the interface and how the user interacts with it: examples include
consistency,
error-proneness,
hard mental operations,
viscosity and
premature commitment. These concepts aid the creation of new designs from existing ones through
design maneuvers that alter the design within a particular dimension.
Affective interaction design Designers must be aware of elements that influence user emotional responses. For instance, products must convey positive emotions while avoiding negative ones. Other important aspects include motivational, learning, creative, social and persuasive influences. One method that can help convey such aspects is for example, the use of dynamic icons, animations and sound to help communicate, creating a sense of interactivity. Interface aspects such as fonts, color palettes and graphical layouts can influence acceptance. Studies showed that affective aspects can affect perceptions of usability. and McCarthy and Wright's Technology as Experience framework. ==Five dimensions==