Dan Saffer’s
Clint Rule IACT 701
An excellent primer on IxD
Aims for a balance between specifics and generalities l
Lots of examples, interviews f l
Chapter 1
What Are Interactions and Interaction Design? Why Interaction Design? A (Very) Brief History of Interaction Design A Stew of Disciplines p Products and Services Why Practice Interaction Design?
“An interaction is a transaction between two b entities, typically an exchange of information, b but it can also be an exchange of goods or l b h f d services.”
IxD is about behavior IxDers design for the possibility d f h b l of interaction. f IxD is an applied art—not a science IxD is contextuall
Technology‐Centered T h l C d Observes technology, transforms into something
useful useable and pleasurable to use useful, useable, and pleasurable to use
Behaviorist Focuses on functionality and feedback: how
products behave and provide feedback based on what the people engaged with them are doing
Social Interaction l Revolves around facilitating communication
between humans through products. between humans through products
Chapter 2
User‐Centered Design Activity‐Centered Design Systems Design Genius Design
Chapter 3
What is Design Strategy? Framing the Problem Determining Differentiators Visualization and Visioning Project Planning and Roadmapping
A combination of defining a b fd f vision for the end state of a project and determining the project, and determining the tactics needed to execute on that vision.
Framing the Problem Establish a border around the problem Determine the details of the parts
Determining Differentiators Value proposition ▪ Price point & quality ▪ Behavior of product and the behavior it engenders
Visualization and Visioning Creative synthesis of the strategy process up to
this point
Chapter 4
What is Design Research? R Research Planning h Pl i Conducting Design Research Research Methods
Design research is the act of investigating, through various means, a product’s or service’s , p potential or existing users and the context of use.
You go to them You talk to them You write stuff down ff d
Focus on what is truly essential h l l Patterns Phenomena
“Research can help us improve our hunches, but research should inform our professional judgment, not substitute for it.” J.J. Garrett d b f
Chapter 5
Preparing the Data Analyzing the Data Conceptual Models Personas
Structured findings are df d research data put into a form that can be easily understood that can be easily understood. They can be stories, models, y , , visualizations, personas, anything that makes the unfiltered data into something helpful and actionable.
Preparation P i Analysis Conceptual Models Visual tools that allow the most relevant pieces of
data to be surfaced and considered in a new light. The sum of its parts add up to something new.
Personas A particular type of conceptual model, used for
demarcating users by behavior, motivations, and expectations. expectations
Chapter 6
Creating Concepts Creating Design Principles
Creating concepts Structured brainstorming
Design principles What is known about users,
context, design strategy Best ideas/themes from ideation What the designer thinks is necessary for success; expertise
Chapter 7
Constraints The Laws and Principles of Interaction Design Frameworks Documentation and Methods of Refinement Controls Non‐traditional Inputs
Execution of a concept is all about defining the details of the concept, fleshing it out until works in a functionally‐ y and aesthetically‐pleasing way.
Constraints
Laws and Principles of Interaction Design d l f
Documentation & Methods of Refinement f f Wireframes Service blueprints
Controls
Chapter 8
Interface Design Prototyping Testing Development
This phase of design is about refining the parts of the design that cannot be easily done with paper documentation, p p , namely timing, animation, movement, and interaction.
Interface Design
Prototyping Lo‐fi & Hi‐fi Service
Designer’s role
Agile
Chapter 9
The Next Five Years of the Internet Intelligent Agents Spimes and the Internet of Things Human‐Robot Interactions Wearables Ubiquitous Computing
Next Five Years of the Internet f Human‐Robot Interactions “Ubicomp” b
Epilogue
Ethics in Design Deliberate Choices
To design is to make ethical choices. In other words, design is ethics.
To be an interaction designer requires principles, because interaction designer guide what the interactions between people should be via the products and services they create.