Interaction Design
Sherry Saunders GRDS 763 Digital II Professor Patrick Hogan Winter 2011
THE PROJECT: Interaction is a key concept in design. By understanding how someone will interact with a designed object or interface, designers can create more effective experiences for their users. In this project, students were required to create a physical cube. This cube must best communicate one of the following physical interactions: rub it, turn it, or squeeze it. The purpose of the assignment is to challenge our preconceived notions of how people interact with objects or interfaces. How each student addressed his or her cube was very open ended. One of the only requirements was that the cube could not be bigger than six inches. Also, the shape had to remain cube-like, but this could be interpreted in a variety of ways. Other shapes could be part of the design, as long as they played a secondary role. When thinking about the cubes, students had to consider four goals. First, the cube should entice the user to initiate, which means that it has to be interesting enough that they approach it and pick it up. Second, the cube should entice the designed interaction, for instance if the goal was to have the user squeeze the cube, they should be enticed by the design to squeeze the cube. Third, the cube should provide some type of satisfying feedback to users. For instace, if the cube is squeezed and it squeaks, this is a type of feedback. Last, the cube should give a sense of overall completion. The experience can feel unfinished if the user does not feel that the interaction is complete. The overall experience could be considered either satisfying or rich. Satisfying might mean that they received feedback when they squeezed the cube, but rich pertains more to the level of completion. For example, if they could not put it down and kept squeezing it for a long time, this experience could be described as rich. The last step of the project is user testing. Once the cubes have been designed, they have to be tested by users. This lets the designer know whether or not their assumptions about their design were correct. Each user is documented on video and they are also asked to fill out a survey.
1