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What is Interaction Design
1. What is Interaction Design?
Random House Digital Publishing Group
by
Michael Katayama
Colleen Miller
School of Visual Arts
MFA Interaction Design Program Class of 2011
2.
3. FROM IXDA:
“ Interaction Design (IxD) defines the structure and
behavior of interactive products and services.
Interaction Designers create compelling
relationships between people and the interactive
systems they use, from computers to mobile
devices to appliances; Interaction Designers lay
”
the groundwork for intangible experiences.
http://www.ixda.org/
4. “
Information design is the skeleton; visual design is
the flesh, and interaction design is the muscle that
”
joins the two.
-VALERIE CASEY
5. -GILLIAN CRAMPTON-SMITH
founder, Interaction Design Institute Ivrea
http://designinginteractions.com/interviews/GillianCramptonSmith
6. Interaction Design begins
as a discipline. IDEO
designers Bill Moggridge
and Bill Verplank created
Command-line interface like the name.
WordStar were the first pieces
Punch cards were the first of software that were not The world wide web
interace with computers. designed by programmers for brought the need for
ENIAC, UNIVAC programmers better interaction design.
1940 1960 1970 1980 1990 2000 to present
Future?
Henry Dreyfuss created the Sensors and microprocessors
new field of human factors. getting smaller, cheaper and
powerful were placed into
Engineers added Computers designed for physical objects that could
control panels to people beyond computer display awareness.
the front and scientists and trained
experimented with operators. Apple Smart phones and wifi that is
monitors changing the types of interac-
tions we can have.
7. DESIGN
Information Graphic
Design Design
Interaction
Industrial
Architecture Design Design
Human
Computer RESEARCH
ENGINEERING Mechanical Interaction
Engineering Ergonomics PSYCHOLOGY
Computer Human
Science Factors
Electrical Cognitive
Engineering Psychology
http://www.slideshare.net/KMcGrane/week-1-ixd-history-course-overview
8. The Disciplines of User Experience
by Dan Saffer
COLLEEN and
MICHAEL
http://www.kickerstudio.com/blog/2008/12/the-disciplines-of-user-experience/
10. The Nine Pillars of Successful Web Teams
by Jesse James The Nine Pillars
Garrett, 2003
of Successful Web Teams
Jesse James Garrett <jjg@jjg.net>
project management
9 July 2003
The most successful Web teams build their team structures and their
processes on these nine essential competencies:
Project Management: The hub that binds all the tactical competencies
together as well as the engine that drives the project forward to completion,
project management requires a highly specialized set of skills all its own. concrete
Neglecting this area often results in missed deadlines and cost overruns.
d i
design
Concrete Design: Before the abstract design can become a fully realized
user experience, you must determine the specific details of interfaces,
navigation, information design, and visual design. This realm of concrete
design is essential to creating the final product.
tactical
Content Production: Knowing what content you need isn't enough. You also technology content
need to know how you'll produce it. Gathering raw information, writing and
editing, and defining editorial workflows and approvals are all part of content
implementation production
production.
Technology Implementation: Building technical systems
Information architecture and interaction involves a lotand design
hard work and specialized knowledge: languages and protocols, coding
of
debugging, testing and refactoring. The more complex your site, the more
translate strategic objectives into a conceptual
important a competency in technology implementation becomes. abstract
bstra
d
design
framework for the final user experience. design translate
Abstract Design: Information architecture and interaction
strategic
strategic objectives into a conceptual framework for the final user
experience. These emerging disciplines addressing abstract design are
increasingly recognized for their value in the Web development process.
Content Strategy: Content is often the reason users come to your site. But
what content can you offer to meet your users' expectations? How much technology content
content is appropriate, and what form should it take? What style or tone
should it have? Before you can produce that content, you need to answer
strategy strategy
fundamental content strategy questions such as these.
Technology Strategy: Web sites are technologically complex, and getting
more intricate all the time. Identifying the technology strategy for the site –
platforms, standards, technologies, and how they can all interoperate – is
essential to avoiding costly mistakes. site
Site Strategy: Defining your own goals for the site can be surprisingly strategy
trateg
tricky. Arriving at a common understanding of the site's purpose for your
organization, how you'll prioritize the site's various goals, and the means by
which you'll measure the site's success are all matters of site strategy.
User Research: User-centered design means understanding what your
users need, how they think, and how they behave – and incorporating that
understanding into every aspect of your process. User research provides the
raw observations that fuel this insight into the people your site must serve.
user research
adaptive path http://www.jjg.net/ia/pillars/
http://www.adaptivepath.com/
http://www.adaptivepath.com/ideas/essays/archives/000242.php
11. Design Process
DISCOVER DEFINE DESIGN DEVELOP DEPLOY DOCUMENT
Not committed strategy brief 1st iteration detailed launch scope next
to a medium statement (set direction) (skeleton sketches) construction version version
What are users’ primary goals, and
how can they achieve them?
Which information is of higher
importance? How do I draw
users’ attention to them?
How should I incorporate the
user feedback?
Prototyping offers a huge
opportunity for increasing
process efficiency.
12. The 5 Competencies
of User Experience Design
http://uxmatters.com/mt/archives/2007/11/the-five-competencies-of-user-experience-design.php
13. Research Methods Brainstorming Concept model
Observations (contextual inquiry, Gathering the data and finding Creating visualizations of research
fly on the wall, shadowing) patterns using post-its, findings.
whiteboards, sketching of all
Interviews types.
Journals and Surveys
Sources:sheknows.com, onewhiteboardaday.com,
derekchan.com
14. Personas Storyboards Task analysis
A documented set of archetypal people Sketching to illustrate what the
A list of activities that the final design
who are involved with a product of experience of the product or service
will have to support.
service. will be like.
Sources:messagefirst, iainsitute.org
15. Paper prototypes Wireframes User Journey
Low-fidelity testing with the users, Mid-fidelity view of a particular Shows the path of accomplishing a
stakeholders…allowing the users to part of a product. specific goal.
comment on the prototype.
Sources: beyondthekeeboard.com, digitalweb.com,
tigerxtiger.com