Interaction Design - why making skills matter

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

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Interaction Design - why making skills matter

  1. 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. 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. 3. woensdag 12 december 12 3
  4. 4. Personal backgroundwoensdag 12 december 12 4
  5. 5. Faculty of Industrial Design Engineeringwoensdag 12 december 12 5
  6. 6. IDStudioLabwoensdag 12 december 12 6
  7. 7. Bill Verplank on Interaction Design From Desiging Interaction by Bill Moggridge 2007woensdag 12 december 12 7
  8. 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. 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. 10. How is information-for-use expressed?woensdag 12 december 12 10
  11. 11. Era of handcrafted productswoensdag 12 december 12 11
  12. 12. Handcrafted products information-for-use function product formwoensdag 12 december 12 12
  13. 13. Era of mechanical productswoensdag 12 december 12 13
  14. 14. Mechanical products information-for-use controls technology function product formwoensdag 12 december 12 14
  15. 15. Era of electrical productswoensdag 12 december 12 15
  16. 16. Electrical products information-for-use controls technology function product formwoensdag 12 december 12 16
  17. 17. Era of electronic productswoensdag 12 december 12 17
  18. 18. Electronic products information-for-use technology controls coupling function product formwoensdag 12 december 12 18
  19. 19. Bill Buxton (1986) Homo WIMPi (Windows Icons Mouse Pointer interface)woensdag 12 december 12 19
  20. 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. 21. woensdag 12 december 12 21
  22. 22. Fonckel One Designer: Philip Ross http://www.fonckel.comwoensdag 12 december 12 22
  23. 23. http://www.fonckel.comwoensdag 12 december 12 23
  24. 24. Experience design • How-to approach the design of interactive products • Bill Buxton - Keynote Mix09 • Book: Sketching User Experienceswoensdag 12 december 12 24
  25. 25. Mix 09 Keynotewoensdag 12 december 12 25
  26. 26. Product design process New Product Development: Roozenburg and Eekels (1995) from Saakes (2010)woensdag 12 december 12 26
  27. 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. 28. final concept with experiential prototype users cycle prototype nutcracking prototype standalone prototype hacking prototype idea space design assignmentwoensdag 12 december 12 28
  29. 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. 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. 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. 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. 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. 34. Enacting interactionwoensdag 12 december 12 34
  35. 35. woensdag 12 december 12 35
  36. 36. woensdag 12 december 12 36
  37. 37. Text Avatar - Xandra van Wijkwoensdag 12 december 12 37
  38. 38. woensdag 12 december 12 38
  39. 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. 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

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