Interaction Design - why making skills matter

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Lecture slides from a workshop at the Glasgow School of Art in 2012

Lecture slides from a workshop at the Glasgow School of Art in 2012

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  • 1. Interaction Design why making skills matter Aadjan van der Helm - a.j.c.vanderhelm@tudelft.nl TUDelft - Faculty of Industrial Design Engineering Robert Paauwe - r.j.paauwe@vu.nl VU - Center for Advanced Media Researchwoensdag 12 december 12 1
  • 2. Contents • Multidisciplinary nature of interaction design • Personal introduction • Historical perspective on interactive products • Design for Experience • Role of prototypes in the design processwoensdag 12 december 12 2
  • 3. woensdag 12 december 12 3
  • 4. Personal backgroundwoensdag 12 december 12 4
  • 5. Faculty of Industrial Design Engineeringwoensdag 12 december 12 5
  • 6. IDStudioLabwoensdag 12 december 12 6
  • 7. Bill Verplank on Interaction Design From Desiging Interaction by Bill Moggridge 2007woensdag 12 december 12 7
  • 8. Affordances • Man perceives his environment in terms of what he can do with it • Direct perception theory - Gibson 1986 • The action-possibilities are called affordances • Size of human body relative to the environment • Man’s intentions • Bodily skillswoensdag 12 december 12 8
  • 9. Terminology • Human product interaction or just interaction • Intangible quality of products, while interacting • Product form-properties is the interface • Link user to product functionality, controls (input) and feedback elements (output) • Clarify function by information-for-usewoensdag 12 december 12 9
  • 10. How is information-for-use expressed?woensdag 12 december 12 10
  • 11. Era of handcrafted productswoensdag 12 december 12 11
  • 12. Handcrafted products information-for-use function product formwoensdag 12 december 12 12
  • 13. Era of mechanical productswoensdag 12 december 12 13
  • 14. Mechanical products information-for-use controls technology function product formwoensdag 12 december 12 14
  • 15. Era of electrical productswoensdag 12 december 12 15
  • 16. Electrical products information-for-use controls technology function product formwoensdag 12 december 12 16
  • 17. Era of electronic productswoensdag 12 december 12 17
  • 18. Electronic products information-for-use technology controls coupling function product formwoensdag 12 december 12 18
  • 19. Bill Buxton (1986) Homo WIMPi (Windows Icons Mouse Pointer interface)woensdag 12 december 12 19
  • 20. information-for-use controls coupling technology function product form • Bodily skills of man are central to interaction • Integrate form, interaction and function • Information-for-use is inspired by function • (Frens 2006)woensdag 12 december 12 20
  • 21. woensdag 12 december 12 21
  • 22. Fonckel One Designer: Philip Ross http://www.fonckel.comwoensdag 12 december 12 22
  • 23. http://www.fonckel.comwoensdag 12 december 12 23
  • 24. Experience design • How-to approach the design of interactive products • Bill Buxton - Keynote Mix09 • Book: Sketching User Experienceswoensdag 12 december 12 24
  • 25. Mix 09 Keynotewoensdag 12 december 12 25
  • 26. Product design process New Product Development: Roozenburg and Eekels (1995) from Saakes (2010)woensdag 12 december 12 26
  • 27. Designing interactive products • Smaller time to market • Multi-disciplinary teams • Involve marketing, engineering and users • Highly iterative - making many prototypeswoensdag 12 december 12 27
  • 28. final concept with experiential prototype users cycle prototype nutcracking prototype standalone prototype hacking prototype idea space design assignmentwoensdag 12 december 12 28
  • 29. Anatomy of the design process • Highly iterative - many design cycles • Rough - first design idea experiential • Standalone - partially under computer control • Nutcracking - solve difficult technology • Users - test with the end-users • Integration - believable product experiencewoensdag 12 december 12 29
  • 30. Rough prototype Integration prototype Evocative Didactic Suggest Describe Explore Refine Question Answer Propose Test Provoke Resolve Tentative Specific Noncommittal Depictionwoensdag 12 december 12 30
  • 31. Sketch = Prototype • Model of a “design” that includes some or all of the intended properties of the end product • Technology prototypes (Buxton 2007) • Provide a look into the future when technology or tools have not yet been built • Experiential prototypes (Buchenau & Fulton 2000) • Enables insight into the user experience and contextwoensdag 12 december 12 31
  • 32. Thinking prototypes •A knowledge generator for the maker • Experience Learning David Kolb (1975) • Thinking through doing - physical action as an active component of cognition (Klemmer et al.) (2006) • Skills in making (craft) • No more refinement than necessary • Making more sketches is betterwoensdag 12 december 12 32
  • 33. Talking/Storing prototypes • Using sketches/prototypes to discuss design ideas • Allow for re-interpreting • Archive design ideas for future usewoensdag 12 december 12 33
  • 34. Enacting interactionwoensdag 12 december 12 34
  • 35. woensdag 12 december 12 35
  • 36. woensdag 12 december 12 36
  • 37. Text Avatar - Xandra van Wijkwoensdag 12 december 12 37
  • 38. woensdag 12 december 12 38
  • 39. Techniques and tools • Bodystorming (Oulasvirta et al 2002) • Playacting (Boess, et al 2007) • Experience Design (Fulton 2000) • Wizard of Oz (Buxton 2007) • Informal user testing (Greenberg, Buxton 2008) • Technology toolkits (Max/Arduino/Processing)woensdag 12 december 12 39
  • 40. Recap • Multidisciplinary nature of interaction design • Personal introduction • Historical perspective on interactive products • Design for Experience • Role of prototypes in the design processwoensdag 12 december 12 40