DESIGNi: a workbench for supporting interaction design

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Short Papers

Proceedings: NordiCHI 2010, October 16–20, 2010

DESIGNi – A Workbench for Supporting Interaction Design

Claudia Nass1, Kerstin Klöckner1, Sarah Diefenbach2, Marc Hassenzahl2 2 Fraunhofer Institute for Experimental Folkwang University Software Engineering IESE Universitaetsstrasse 12, 45141 Essen, Germany Fraunhofer-Platz 1, 67663 Kaiserlautern, Germany sarah.diefenbach@folkwang-uni.de, nass@iese.fhg.de, kloeckner@iese.fhg.de marc.hassenzahl@folkwang-uni.de 1

describe interaction and sculpt it by using proper techniques and applicable principles of a good interaction gestalt [4]. With a sharp increase in available materials (screens, sensors, motors, buttons, speech recognition), the potential way of interacting with a device becomes less constrained by technology and, thus, needs to rely more on the skills and expressiveness of the interaction designer. One important contribution appears to be the development of a universal interaction vocabulary [2, 4] that enables designers to talk about their designs in terms of basic characteristics. Like a marble piece, which can be described as smooth, hard, big, rounded, or edged, interaction may be described as slow, direct, powerful, or discrete. Besides a proper language for communicating about interaction designs, designers need tools to support the specification of their designs.

ABSTRACT

New devices expand design possibilities, but also lead to more challenges in the creation of interaction forms. This article introduces DESIGNi, a workbench that supports designers in exploring interaction forms and their attributes in a structured and systematic way. We present the components of DESIGNi and its use in creating a business application. Moreover, a comparison of the interaction forms specified in the design process with DESIGNi and the perceived interaction characteristics in user studies revealed interesting insights and points for improvement in the interaction design itself. Author Keywords

Interaction design, design workbench, interaction vocabulary. ACM Classification Keywords

This paper reports on the construction of a workbench, DESIGNi (Designing Interaction), which supports the specification of interaction behavior. It enables designers to experiment with different interaction gestalts and their attributes, assess the proposed forms, and align human actions and system (re)actions. To get a better understanding of DESIGNi, we first give a brief overview of the concept of interaction and of approaches that try to support interaction design. We then lay out DESIGNi and its application and report a user study. We conclude with a discussion of the lessons learned so far and detail some suggestions for improving this approach.

H5.2. [Information Interfaces and Presentation]: User Interfaces - User-centered design; Theory and methods. INTRODUCTION

A table that recognizes your drink and recommends related snacks; a faucet that changes the color of the water according to the water temperature chosen by the user; a cell phone that changes its shape to fit the emotional content of a message [1]. Recently, we have experienced a flood of electronic devices that employ a variety of novel, mainly gesture- and touch-based ways of interaction. This can be understood as a change in paradigm, enlarging the design space from designing system behavior to designing entire interaction behavior, i.e. human and system actions, and including new terms to describe the quality of those interactions – such as natural, surprising, or real [2, 6].

INTERACTION

The term interaction has its origins in physical science where it describes a reciprocal action or influence – e.g. electromagnetism; later this term was used in social science to mean an exchange between people; nowadays, its meaning has been broadened to include the exchange of information and action between people and machines [7]. Saffer [6], for example, defines interaction as “a transaction between two entities, typically an exchange of information” (p. 4). Similarly, Lim et al. [4] argue that interaction is an abstract entity between user and artifact. Both authors understand interaction as something happening between the user and the system, i.e., an entity that can be shaped and whose attributes can be manipulated. In his semantic analysis of Human Computer Interaction models, Dix [3] also presents interaction as something built by two states and an action that moves back and forth between the states.

Interaction design has become a major topic. The seemingly intangible concept of interaction has been concretized to facilitate the design activity. Like a sculptor working on a piece of marble, interaction designers need ways to properly Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.

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