What is Interaction Design?

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A presentation to the Random House Digital Publishing Group's design team, by summer interaction design interns Colleen Miller and Michael Katayama

What is Interaction Design?

  1. 1. What is Interaction Design? Random House Digital Publishing Group by Michael Katayama Colleen Miller School of Visual Arts MFA Interaction Design Program Class of 2011
  2. 2. FROM IXDA: “ Interaction Design (IxD) defines the structure and behavior of interactive products and services. Interaction Designers create compelling relationships between people and the interactive systems they use, from computers to mobile devices to appliances; Interaction Designers lay ” the groundwork for intangible experiences. http://www.ixda.org/
  3. 3. “ Information design is the skeleton; visual design is the flesh, and interaction design is the muscle that ” joins the two. -VALERIE CASEY
  4. 4. -GILLIAN CRAMPTON-SMITH founder, Interaction Design Institute Ivrea http://designinginteractions.com/interviews/GillianCramptonSmith
  5. 5. Interaction Design begins as a discipline. IDEO designers Bill Moggridge and Bill Verplank created Command-line interface like the name. WordStar were the first pieces Punch cards were the first of software that were not The world wide web interace with computers. designed by programmers for brought the need for ENIAC, UNIVAC programmers better interaction design. 1940 1960 1970 1980 1990 2000 to present Future? Henry Dreyfuss created the Sensors and microprocessors new field of human factors. getting smaller, cheaper and powerful were placed into Engineers added Computers designed for physical objects that could control panels to people beyond computer display awareness. the front and scientists and trained experimented with operators. Apple Smart phones and wifi that is monitors changing the types of interac- tions we can have.
  6. 6. DESIGN Information Graphic Design Design Interaction Industrial Architecture Design Design Human Computer RESEARCH ENGINEERING Mechanical Interaction Engineering Ergonomics PSYCHOLOGY Computer Human Science Factors Electrical Cognitive Engineering Psychology http://www.slideshare.net/KMcGrane/week-1-ixd-history-course-overview
  7. 7. The Disciplines of User Experience by Dan Saffer COLLEEN and MICHAEL http://www.kickerstudio.com/blog/2008/12/the-disciplines-of-user-experience/
  8. 8. Saffer Redoux http://commons.wikimedia.org/wiki/File:Interaction-Design-Disciplines.png
  9. 9. The Nine Pillars of Successful Web Teams by Jesse James The Nine Pillars Garrett, 2003 of Successful Web Teams Jesse James Garrett <jjg@jjg.net> project management 9 July 2003 The most successful Web teams build their team structures and their processes on these nine essential competencies: Project Management: The hub that binds all the tactical competencies together as well as the engine that drives the project forward to completion, project management requires a highly specialized set of skills all its own. concrete Neglecting this area often results in missed deadlines and cost overruns. d i design Concrete Design: Before the abstract design can become a fully realized user experience, you must determine the specific details of interfaces, navigation, information design, and visual design. This realm of concrete design is essential to creating the final product. tactical Content Production: Knowing what content you need isn't enough. You also technology content need to know how you'll produce it. Gathering raw information, writing and editing, and defining editorial workflows and approvals are all part of content implementation production production. Technology Implementation: Building technical systems Information architecture and interaction involves a lotand design hard work and specialized knowledge: languages and protocols, coding of debugging, testing and refactoring. The more complex your site, the more translate strategic objectives into a conceptual important a competency in technology implementation becomes. abstract bstra d design framework for the final user experience. design translate Abstract Design: Information architecture and interaction strategic strategic objectives into a conceptual framework for the final user experience. These emerging disciplines addressing abstract design are increasingly recognized for their value in the Web development process. Content Strategy: Content is often the reason users come to your site. But what content can you offer to meet your users' expectations? How much technology content content is appropriate, and what form should it take? What style or tone should it have? Before you can produce that content, you need to answer strategy strategy fundamental content strategy questions such as these. Technology Strategy: Web sites are technologically complex, and getting more intricate all the time. Identifying the technology strategy for the site – platforms, standards, technologies, and how they can all interoperate – is essential to avoiding costly mistakes. site Site Strategy: Defining your own goals for the site can be surprisingly strategy trateg tricky. Arriving at a common understanding of the site's purpose for your organization, how you'll prioritize the site's various goals, and the means by which you'll measure the site's success are all matters of site strategy. User Research: User-centered design means understanding what your users need, how they think, and how they behave – and incorporating that understanding into every aspect of your process. User research provides the raw observations that fuel this insight into the people your site must serve. user research adaptive path http://www.jjg.net/ia/pillars/ http://www.adaptivepath.com/ http://www.adaptivepath.com/ideas/essays/archives/000242.php
  10. 10. Design Process DISCOVER DEFINE DESIGN DEVELOP DEPLOY DOCUMENT Not committed strategy brief 1st iteration detailed launch scope next to a medium statement (set direction) (skeleton sketches) construction version version What are users’ primary goals, and how can they achieve them? Which information is of higher importance? How do I draw users’ attention to them? How should I incorporate the user feedback? Prototyping offers a huge opportunity for increasing process efficiency.
  11. 11. The 5 Competencies of User Experience Design http://uxmatters.com/mt/archives/2007/11/the-five-competencies-of-user-experience-design.php
  12. 12. Research Methods Brainstorming Concept model Observations (contextual inquiry, Gathering the data and finding Creating visualizations of research fly on the wall, shadowing) patterns using post-its, findings. whiteboards, sketching of all Interviews types. Journals and Surveys Sources:sheknows.com, onewhiteboardaday.com, derekchan.com
  13. 13. Personas Storyboards Task analysis A documented set of archetypal people Sketching to illustrate what the A list of activities that the final design who are involved with a product of experience of the product or service will have to support. service. will be like. Sources:messagefirst, iainsitute.org
  14. 14. Paper prototypes Wireframes User Journey Low-fidelity testing with the users, Mid-fidelity view of a particular Shows the path of accomplishing a stakeholders…allowing the users to part of a product. specific goal. comment on the prototype. Sources: beyondthekeeboard.com, digitalweb.com, tigerxtiger.com
  15. 15. Which would you choose?
  16. 16. Which would you choose?
  17. 17. Moving Away from Screen-based Interfaces http://www.botanicalls.com/
  18. 18. “ We can't have advances in technology any longer unless design is integrated from the very start. -JOHN UNTERKOFFLER ”

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