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Interaction design

Interaction design defines the structure and content of communication between two or more interactive “beings” to understand each other. (source: Wikipedia)

How words are the foundation of interaction design

From words to stories, even in interactions.

“The words you choose, and how you put them together, will greatly influence your product’s overall message – and we’ll explain how using some words of our own. Below we’ll show you why words are the base of interaction design and how to know the context of the copy.”

(Jerry Cao a.k.a. @jerrycao_uxpin ~ Sitepoint)

Interaction design meets architectural thinking

Beside design thinking, we now have architectural thinking as well.

“Architecture is the classic, established approach to the design of our built environment. For hundreds of years, architects have focused on the design of our physical surroundings to define the frames for our lives. In doing so, architecture has established itself as the tradition of working with the material and artificial aspects of our physical surroundings to support the social and cultural aspects of our lives. With this as its primary focus, architecture as a discipline and a practice shares several characteristics with interaction design. Architecture is people-centered yet design-oriented; it deals with the intersection of human factors and artificial matters—that is, the material, designed aspects of our everyday lives.”

(Mikael Wiberg ~ ACM Interaction Magazine March/April 2015)

What is an interaction designer?

Nifty examples of digital behavior and user interaction.

“These two little words are being used a lot in the design sphere these days. But what truly is interaction design? And what makes you an interaction designer? Here, we’ll answer both of those questions and offer a showcase of some great interaction design work. (…) Users expect interactive experiences on modern websites. There is no way around it. In order to keep current and keep users coming back, having such interaction is necessary. Having someone on your team who is responsible for managing, creating and monitoring these interactions is equally important. You will need an interaction designer.”

(Carrie Cousins a.k.a. @carriecousins ~ Designmodo)

Making and breaking UX best practices

Re-usable components, elements and patterns, the Holy Grail on UX Design.

“Imagine a website with a beautiful, enticing, full-screen image, where a transparent button leads to pages of well constructed, adaptive content. The navigation functions perfectly across devices, switching from a horizontal to a mobile menu at just the right times. Unfortunately a large portion of the potential audience lives in Africa, and won’t have the bandwidth to use it. Does that mean our best practices failed us? No, it means that an experience is made up of more than the sum of its parts.”

(Brendon Cornwell a.k.a. @bcornwell ~ The UX Booth)

Undesigning interaction

A really good start of any article: “This article has no pictures. I don’t want to disappoint readers who are expecting glossy images, straightforward examples, or prescriptive methods. I’m not going to give any.”

“The point of this article is to motivate ‘undesign thinking’ and rethink the familiar forms of interaction design. I want to recast with positive connotations the words we have for articulating what is objectively negative. Doing so will hopefully allow us to speak and write more openly and productively about designing to inhibit, displace, erase, or foreclose. But beyond speaking and writing about design, I want to suggest practical design action. Not just the type of practical action we typically think of as interaction design, but forms of design that may seem too different or else too trivial to fall within the scope of interaction design. Indeed, thinking in negative terms about design may require us to broaden our understanding of practical action. Is replacing a digital technology with a non-digital technology interaction design? Is replacing a high-tech digital display with a paper display interaction design? Is removing Wi-Fi interaction design? (…) At the very least, such intentions, actions, and outcomes suggest both opportunities and responsibilities for interaction design—regardless of whether we call them undesign, design, or something else altogether.”

(James Pierce ~ ACM Interactions Magazine July + August 2014)

Interaction design for the internet of things

And all the other UX disciplines for the IoT as well.

“While the technological development around this area is indeed fascinating, it is from my perspective even more interesting to see where this will take interaction design over the next few years. From an interaction design perspective, it is always interesting to explore what this digital material can do for us in terms of enabling new user experiences and the development of new digital services.”

(Mikael Wiberg ~ ACM Interactions Magazine)

Managing website accounts in cross-platform contexts

Functionalities and features across touchpoints. Compare and contrast.

“So you want to extend your website’s account management features to mobile devices. Well you’re not alone; most major websites today have cross-platform accounts and profiles that make for a more engaging and cohesive user experience. And many sites enable account management features on mobile devices.”

(Will Hacker a.k.a. @willhacker ~ Boxes and Arrows)

Defining and sculpting interactions between man and technology

Design in a rollercoaster (against) due to technology disruption.

“Technology extends our grasp, making it possible for us to achieve our goals rapidly and efficiently; but it also places its own set of demands upon us. The fields of industrial design, graphic design, and software user experience design have all evolved in response to these demands – a need for a human way to relate to and interact with our new tools.”

(Jenn Webb a.k.a. @JennWebb ~ Radar O’Reilly)

First principles of interaction design (revised & expanded)

Update of a seminal post towards our new technological, social and economic reality.

“This is a huge revision. I expect I have made mistakes. Please leave corrections and suggestions in the Comments at the end. If you have better examples than I’m using, please include them as well, but give me enough information about them, including links or cites, that I can make use of them. This revision features new examples and discussion involving mobile, wearables, and Internet-connected smart devices. However, the naming and organization remains the same except for three changes: I have shortened the name of one principle to extend its reach: ‘Color Blindness’ is now simply Color and includes more than just color blindness. I’ve added one new principle, Aesthetics, and brought back two old principles, Discoverability and Simplicity. I dropped them from the list more than a decade ago when they had ceased to be a problem. Problems with Discoverability, in particular, have come roaring back. What has changed greatly is the level of detail: You will find many new sub-principles within each category, along with far more explanation, case studies, and examples.”

(Bruce Tognazzini)

We need a revolution in software interaction design

Solutions always will create new problems, wicked ones this time.

“Apple and Google will not provide it. They are too big. They are not the solution. They are the problem. This revolution will probably come from some unsuspecting source, like the Maker Movement, or an independent group of people or company that is manufacturing physical goods. (…) we need to return to natural affordances that are as intuitive as putting a spoon in a bowl or carving the bark off a stick. The more natural the affordance, the less arbitrary the design. Designers will have to be less cocky, more reverent to human nature and physical nature. When real physical things start dictating how we interact with software, the playing field will be different. And software interaction designers will have to fully understand natural affordances, and design for them. That’s a revolution I can get behind.”

(Jeffrey Ventrella ~ JJ Ventrella Thing)

Languaging reality, dialogue and interaction

Language, the most important instrument to communicate, interact and view the world.

“In his keynote, Klaus will distinguish four theories from the philosophy of language and elaborate on dialogical conceptions of how reality comes to be constructed. To him, languaging – the process of conversing in language – is a creative and fundamentally socio-cultural practice. Language does not merely describe, it creates realities in conversations and actions. Dialogical conceptions raise doubts in several common epistemological assumptions. Questioning them could open possibilities of seeing interaction design in a new way.”

(Klaus Krippendorff ~ Interaction14 videos)

Slow change interaction design

Slow food for thought for UX and interaction designers.

“This article sketches a theory of slow change interaction design as one way for designers to approach what we will call slow change problems-attitudinal and behavioral changes that are difficult to initiate and sustain. Those familiar with persuasive technology will recognize the theoretical foundation atop which slow change interaction design sits. The domains of persuasive technology and captology cast sufficiently wide nets as “the research, design, and analysis of interactive computing technologies created with the purpose of changing people’s attitudes or behaviors or both without using coercion or deception”. Slow change falls within these domains. Importantly, however, slow change offers evolved perspectives, or lenses, on the ethical, temporal, and systemic thinking that any designer should adopt in slow change interaction design practice.”

(Martin Siegel and Jordan Beck ~ ACM Interactions Magazine Jan-Feb 2014)

Advancing the practice of IxD through better education

Formal education and curriculums of design for UX, interaction or information architecture has been a neglected area for years.

“For the inaugural event, we brought together 25 people interested in education to listen to provocations from educators within different contexts and then to workshop around those same provocations. Although the outcomes were not as I had hoped, I do think it was a successful and well-timed event. I didn’t even know that the hosts of the next year’s Interaction conference were already thinking along the same lines and wanted to lead their own initiative. So we coupled our talents together to help prepare this year’s event with lessons learned from the previous year and we have prepared an amazing single-day event for people interested in the intersection of education and interaction design around the world.”

(Dave Malouf a.k.a. @daveixd ~ Core77)

How emotional design can give your website much more impact

Go Flin, go!

“While emotional design isn’t currently in scope of many (corporate) interaction design projects, it should be. Because interaction design is about how it works. You can interpret this in many ways, but we think ‘how it works’ also means what your product ‘does’ with the user, i.e. how it feels. In this article I’ll give you an idea of the potential of emotional design. We’ll be looking at copywriting and visuals but especially looking at interaction, since we’re interaction designers.”

(Flin Nortier a.k.a. @flin84 ~ The Next Web)