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Interaction Design - why making skills matter
 

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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    Interaction Design - why making skills matter Interaction Design - why making skills matter Presentation Transcript

    • 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
    • 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
    • woensdag 12 december 12 3
    • Personal backgroundwoensdag 12 december 12 4
    • Faculty of Industrial Design Engineeringwoensdag 12 december 12 5
    • IDStudioLabwoensdag 12 december 12 6
    • Bill Verplank on Interaction Design From Desiging Interaction by Bill Moggridge 2007woensdag 12 december 12 7
    • 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
    • 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
    • How is information-for-use expressed?woensdag 12 december 12 10
    • Era of handcrafted productswoensdag 12 december 12 11
    • Handcrafted products information-for-use function product formwoensdag 12 december 12 12
    • Era of mechanical productswoensdag 12 december 12 13
    • Mechanical products information-for-use controls technology function product formwoensdag 12 december 12 14
    • Era of electrical productswoensdag 12 december 12 15
    • Electrical products information-for-use controls technology function product formwoensdag 12 december 12 16
    • Era of electronic productswoensdag 12 december 12 17
    • Electronic products information-for-use technology controls coupling function product formwoensdag 12 december 12 18
    • Bill Buxton (1986) Homo WIMPi (Windows Icons Mouse Pointer interface)woensdag 12 december 12 19
    • 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
    • woensdag 12 december 12 21
    • Fonckel One Designer: Philip Ross http://www.fonckel.comwoensdag 12 december 12 22
    • http://www.fonckel.comwoensdag 12 december 12 23
    • Experience design • How-to approach the design of interactive products • Bill Buxton - Keynote Mix09 • Book: Sketching User Experienceswoensdag 12 december 12 24
    • Mix 09 Keynotewoensdag 12 december 12 25
    • Product design process New Product Development: Roozenburg and Eekels (1995) from Saakes (2010)woensdag 12 december 12 26
    • Designing interactive products • Smaller time to market • Multi-disciplinary teams • Involve marketing, engineering and users • Highly iterative - making many prototypeswoensdag 12 december 12 27
    • final concept with experiential prototype users cycle prototype nutcracking prototype standalone prototype hacking prototype idea space design assignmentwoensdag 12 december 12 28
    • 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
    • Rough prototype Integration prototype Evocative Didactic Suggest Describe Explore Refine Question Answer Propose Test Provoke Resolve Tentative Specific Noncommittal Depictionwoensdag 12 december 12 30
    • 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
    • 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
    • Talking/Storing prototypes • Using sketches/prototypes to discuss design ideas • Allow for re-interpreting • Archive design ideas for future usewoensdag 12 december 12 33
    • Enacting interactionwoensdag 12 december 12 34
    • woensdag 12 december 12 35
    • woensdag 12 december 12 36
    • Text Avatar - Xandra van Wijkwoensdag 12 december 12 37
    • woensdag 12 december 12 38
    • 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
    • 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