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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)

Designing a Unified Experience: Bringing Interaction, Visual, and Industrial Design Together

“Interaction design, visual design, and industrial design are distinct disciplines for good reason: Each excels in different ways. Interaction designers must be good at imagining structure and flow, which requires strong analytical skills and a high degree of rigor, especially for complex systems. Visual designers and industrial designers are masters of visual and physical usability but are also masters of emotion: They know how to evoke caution, attract attention, and instill desire for a product at first glance. Users have just one experience of a product, though. All three aspects of the design must work in concert, or the product will fail to satisfy. Integration of the three disciplines is a central theme of Kim’s new book, Designing for the Digital Age.” (Kim Goodwin – The UX Workshop)

Play in social and tangible interactions

“Many of the interactions seen in tangible and social computing are essentially playful. Play can take on many forms, but they all involve people exploring a conceptual space of possibilities. When designing these ’embodied’ interactions, it is therefore helpful to have a good understanding of play – this session aims to do just that. We’ll compare the role of interaction designers to that of game designers, who concern themselves primarily with the creation of rule-sets. By using rules, designers have unique opportunities for conveying messages. We’ll discuss the emergent behaviour of many social and tangible systems and propose that gardening might be a helpful metaphor. This requires designers to sketch in code and hardware, build prototypes, and observe their use ‘in the wild’. Ultimately, we hope to encourage designers to put themselves on equal footing with the people using their systems, so that they can playfully grow meaningful interactions together.” – (Kars Alfrink – IxDA Library)

How to integrate interaction, visual and industrial design

“Interaction design, visual design, and industrial design are distinct disciplines for good reason: Each excels in different ways. Interaction designers must be good at imagining structure and flow, which requires strong analytical skills and a high degree of rigor, especially for complex systems. Visual designers and industrial designers are masters of visual and physical usability but are also masters of emotion: They know how to evoke caution, attract attention, and instill desire for a product at first glance. Users have just one experience of a product, though. All three aspects of the design must work in concert, or the product will fail to satisfy. Integration of the three disciplines is a central theme of Kim’s new book, Designing for the Digital Age.” – (Kim Goodwin – Cooper Journal)

Behavior is our Medium

“Robert Fabricant talks about Interaction Design as a practice beyond just computing technology. He gives examples of Interaction Design as far back as ancient history, all the way to a humanitarian project underway today. He shows that Interaction Design’s primary medium is behavior, extending far past the high technology world into the realm of human behavior and relationships.” – (IxDA Library)

Stage Directions Meet Functional Specifications: They Have a Lot in Common

“When it comes to modern theater, stage directions—the descriptive text that appears within brackets in a script—are an important piece of the puzzle. They speak for the playwright when he is not there. They provide details about how the playwright has imagined the environment and atmosphere. They describe critical physical aspects of the characters and settings. Stage directions can also be critical in dictating the intended tempo and rhythm of the piece. Whether they establish a production’s overall tone or elucidate particular actions of characters, stage directions help tell the complete story that is in the playwright’s mind. Stage directions accomplish all of this, using a simple convention that structurally separates them from the actual story.” – (Traci LeporeUXmatters)

Industry trends in prototyping

“In the world of designing interactive products and services, prototype is generally defined as some representation of a design idea. In the world of physical products, the term tends to connote something quite similar to the finished manufactured form. Indeed, industrial designers use the term model to describe what interaction designers think of as a prototype.” – (Dave Cronin – Adobe Dev Connection) courtesy of janjursa

Each One, Teach One

Kim Goodwin’s IxDA ’09 keynote – “(…) it discusses the future direction of interaction design as a profession. We’ve seen demand for our services increase dramatically over the past few years, and, in order to continue to respond to this demand, we need to make more of us. Part of the solution involves creating academic programs to provide the foundation for learning the craft of interaction design; another part is to create a culture of mentorship. This means that all of us need to learn to teach what we do.” – (Cooper Journal)

Apple’s Flatland Aesthetic I: How a Simple Idea is Causing Complexity

“Apple needs to take a fresh look at all of their products across the board, specifically looking for where old decisions favoring new users are now dragging those same users down. Of course it’s a good idea to avoid complexity, including hierarchies, where possible, but some tasks are inherently complex. Go for visual and behavioral simplicity where it works, but be prepared to back off.” – (Bruce Tognazzini) courtesy of johngruber