Designing Interactions: Adopting Technology
Chapter Takeaways
- Three phases of adoption - Enthusiast, Professional and then Consumer.
- Importance of enjoyability and easy-of-use grow with each phase.
- Aestheics also come into play more and more with each phase.
- Talk to the users for unique design insights.
- Once interaction design is adopted by large group of people, hard to change.
- Design for the experience, not just the product.
- Think about packaging service with product.
- A good prototype can serve as a selling demo to client.
- Invite engineers and designers to observe the usability testing.
- Interaction Design is making technology fit people.
- Future products will react to the environment and people around them.
- To build good products, you must have a solid technocal foundation.
- And of course, engage passionate people!
David Little- PhD in Electrical Engineering.
- Interested in designing graphical interactions.
- Designed display for the Alto.
- Project leader for Star.
- In 1982, left Xerox to form Metaphor Computer, which was acquired by Microsoft in 1991.
- In 1992, set up and lead a new research lab, Interval Research, to stir up new thinking for commercial possibilities.
- Now a venture capitalist.
Three Phases of Adoption- Hobby: Enthusiast Phase - "Exploit me!"
- Work: Professional Phase - "Help me work!"
- Life: Consumer Phase - "Enjoy me!"
Enthusiast, Professional, Consumer- Enthusiast - even a single inventor can design for them.
- Professional - much more stringent requirements on performance, reliability, usefulness and usability. Does not need to be easy to use. Does not need to be enjoyable (I don't agree).
- Consumer - Enjoyable and easy to use.
Learning from Kids- In 1994, sent out a touring test at "Lollapalooza".
- One finding contradicted many prior assumptions. Adoption as children may not lead to use as adults. Example - talking on the phone 24/7 is cool as kids with curfews and seen a uncool as 18+ w/ lives.
The Car- Many attempts to devise a steering mechanism before a steering wheel was established.
- Enthusiast phase between the time that the engine was attached to a carriage to 1908 when the ford first came out that could serve both consumers and professionals.
- Once a complicated set of interactions is learned by a large population, resistance to change sets in.
- Interactions have incrementally become easier & safer, but largely the same.
- We now love exercising our driving skills. Take pride in it and enjoy the experience.
Digital Photography- Enthusiast - 35mm camera that was taken into space by early astronauts in the fifties.
- Consumer - point a shoot (not replacing professional, but simply adding to it.)
- Experience of photography is much broader than the camera itself.
Mat Hunter- Studied interaction design at Royal College of Art.
- Joined IDEO in 1995, key to the development of an interaction architecture for Kodak.
- In 1999, became head of Interaction Design @ IDEO London.
- Currently head of the London office of IDEO.
Interaction Architecture- When asked to redesign the Kodak carema, Mat knew that they needed to look beyond the device and into the entire photo taking/printing/viewing experience.
- Needed to build an "Interaction Architecture", a framework on which developers would add cameras and services over time.
- Jane, a Human Factors researcher, summed up the opportunities for consumer digital photography:
- Readiness to capture.
- Information at capture.
- Creative control.
- Organization.
- Ways to display.
- Techniques used in Human Factors work:
- The system perspective - camera at the center.
- Scenarios.
User Experience Prototype- Mat could not work with developers on the camera.
- As a solution, the team aimed for 3-5 year out technology, hoping the dev team would down-sample as needed.
- Developed a working prototype so that the engineers and designers would feel engaged.
- Three modes, not to overwhelm the user at once.
- Show the images on the display.
- Reviewers sighted is as easy-to-use, "a camera for the rest of us".
Rikako Sakai- Won scholarship to attend the Interaction Design Institute Ivrea.
- BA in Industrial Design.
- Thesis on "wearables".
- Gained experience in Interaction Design and Human Factors through Canon.
Canon PhotoStitch- Brought in to develop the 3rd version of PhotoStitch.
- Prior to her, the engineers did not work with Interaction Designers on product.
- To start, she had all the engineers observe a usability test.
- Improved navigation by allowing back and fwd at will, rather than strictly linear.
- Watched the user behavior and adapted the device to it.
- Fought with designers on individual icons, winning some, loosing others.
- Once the adoption of technology reaches the consumer phase, the skills of Interaction Designers and psychologists are much more essential.
Printers for Digital Photography- Printers evolved from noisy machines to quiet gray boxes to consumer maintainable devices. Next came the aesthetics that fit into the domestic environment.
David Kelley- BS in Electrical Engineering from Carnegie Mellon.
- First worked at Boeing in Seattle where we was to design the lavatory "occupied" signs.
- Left for MS in Product Design at Stanford, graduated in 1978.
- Started a design agency with friends from Stanford which later became IDEO.
- Left in 2002,and now is at Stanford while staying connected with IDEO as chairman.
Design Adopts Technology- Interaction Design is making technology fit people.
- First started designing a lot of input devices. Excited because it was new and personal.
- Significant development was the integration of hardware and software into products in which the way people interact with the product could drive the whole solution (i.e. PDA, cell phone).
- Wanted the product to meet the behavior and need.
- Then along came the information appliance - the idea being that technology-enabled devices would start to fit into everyday lives. Believes yet to come. Products that react to us.
- The Internet makes the market more perfect - find the people who want the products and services more easily.
- Believes the number of places where the entire experience is in play, is growing.
- Teach designers to be interrogators.
- Designing experiences, rather than just objects.
Paul Mercer on the iPod- The complete service : ipod + itunes was key to success.
- Programmer.
- Worked for Apply since 20-year-old in 1987.
- In 1991, explored concepts for hand-held macs and the software to go with them.
- In 1994, left to found Pixo.
- Clients included Nokia & Samsung for phones and Apple for iPod.
- Apple acquaired Pixo after the 1st generation of iPod.
- In 2002, found Inventor to create enabling structures for ubiquitous computing.
- (update from web, in 2007, Paul joined Palm).
Pixo- Paul Mercer was always passionate about building postable electronic devices.
- In 1994, thought that the capability at Apply was no longer the differentiating ingredient.
- Left to start up a company called Pixo to create the building blcoks for the next generation of devices and to build the UIs for those devices.
iPod and iTunes- Why is the iPod so great compared to the competition? The culture of being able to build good products.
- Apple started workon music by acquiring SoundJam to build iTunes and improving it over the years.
- In 2001, launched iPod that synchronized through high-speed bus with iTunes.
- In 2003, launched the iTunes music store.
- Very slowly developed iTunes for Windows.
- Claims that Pixo did not design the iPod, simply the building blocks for it.
The Interaction Design Challenge- Recently started Inventor.
- Wants to democratize the design of better user interfaces for portable devices.
- Develop tools for developers.
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