Design Process Overview
The design process of interactivity allows designers to observe feedback from the audience.
Strategies that include the Diagram presented by Verplank, associates the unique and step by step analogy to identity the problem and how to present it within a design format.
Not all processes are perfect as there are many errors and barriers to overcome these, from an invention of the interaction to the presentation, the wide variety of tools and techniques designers can use is expandable and allows crucial data to be collected. All ideas sprout from pencil to paper, and methods of these strategies like flowcharts are storyboards help understand the research and develop a census to launch a successful project.
Furthermore, in order to validate these strategies, using the audience is completely necessary to aid the context, this also provides extensive feedback for the designer if the process is unsuccessful.

Context Of Use / Context For Use
Context of/for use can be interpreted in a number of ways. As a graphic designer, this tackles the ideas and processes of interactivity in society. Designers are required to go beyond solutions and create strategies when it comes to an interactive project, this means that designers should consider factors of what is best for themselves and for the audience. Making these design decisions are crucial to facilitate to their behaviours. In order to discover this context of use/of use, observing and testing prototypes and human interactive is necessary to complete this project.
Furthermore, Waterson presents a context of use, and a context of use with simple interaction.
“A person is at home checking their online bank for their amount, another person is at the supermarket checking their balance before going in to check out.”
These two different scenarios present different locations, different context, and different uses for and of.
If the person is at home and checking their balance, they are able to explore more into their details for transactions and other details. Where as if a person is in line, their main objective is to have knowledge of their balance. Two completely different scenarios are two different interactive context that Sarah has produced. This marvellous example aids the observation of human interactivity and displays how individuals achieve their goals.
Prototype interactivity for designers, are obligated to understand the information to display, and what people are trying to do and how, and what might interfere with what they may be doing. Interactive projects can help aid the viewer extensively and it is the designers job to fulfil that role. Therefore designers are required to understand what is needed and what is expected to design successful interactions, these strategies are to be considered when creating these works.

