Sunday, April 12, 2009

Designing Interactions: My PC

Chapter Takeaways
  • Your product must be affordable.
  • Keep a small team for agility and creativity.
  • The backend and UI work together and must be developed together.
  • Products must be designed with people in mind.
  • Know your target user group.
  • Prototype.
  • Designs taken for granted today are someone's innovation (e.g. menu at top).
  • Understand your contractors (e.g. manufacturing, programming).
  • Think about the physical and emotional experiences of your products.
  • Use beauty with function.
Introduction

The Low Road or the High Road?
  • GUI won out after the price point was low enough.
Apple Lisa and Mac
  • Mac software was built by only a few people.
  • Lisa, document-based, failed commercially but was provided important interaction design precedents.
  • Mac had to sacrifice features, but made up for it in design-flare.
Microsoft Windows
  • Despite its own pricey hardware, Apply chose to continue developing on it rather than making its software available for the PC platform.
  • Apple sued Microsoft for the use of the interface, but lost and almost went under until Steve Jobs came back to take over.
Bill Atkinson
  • Passion for nature photography.
  • Graduate student of Neuroscience at University of Washington.
  • With Apple 1978-1990, design and development of Lisa, MacPaint and HyperCard.
Apple Lisa
  • Loves problem solving and aesthetic values (loved chemistry and photography).
  • Talks about making this more humane (i.e. had professor buy his students bean bag chairs to the disgruntlement of the department).
  • Programmed on the side.
  • Led the design of the graphics and UI for Lisa.
  • Bill would offer ideas and Larry would test it.
  • Insisted on white background despite power drain, in order to obey WYSIWYG (What You See Is What You Get).
  • Lisa was for an office worker, whereas Mac was aimed at a 14-year-old boy.
  • Research at PARC had very little influence on the Lisa, contrary to popular belief.
Pull-Down Menus
  • Bill and Larry partnered, Bill programmed at night, Larry tested in the day. Easy to get subject as few in the company had used a computer before.
  • Was developed 1979-1983.
  • It was a breakthrough to put the menu at the top instead of the bottom (amongst others)!
Apple Mac
  • Design team for mac was kept at 10 people (vs 100 for Lisa).
  • Lots of iteration.
  • With Mac, the character of the company fell into place.
HyperCard
  • Prototyping tool that was similar to a web browsed, except it was tied to your hard drive.
Apple Mice
  • Englebart's original mouse needed considerable dexterity to master. Xerox PARC had to redesign.
  • Apple outsourced the physical design of the mouse to Hovey-Kelly Design.
  • Cheaper, only one button, no pad to roll on, withstand millions of clicks, more flexible cord.
Paul Bradley
  • Industrial Designer
Microsoft Mouse & Tests
  • Testing the ergonomics of mouse design with users.
  • Combination of user testing and rapid prototyping key to success.
Industrial Design Development
  • This is not just a device that has to match the keyboard, it is a device for the human hand.
  • Went to Japan to manufacture. Were able to convince the manufacturers to produce under the tight deadline by explaining the process needed - helped to have Jim, who was knowledgeable in tooling and manufacturing.
Bill Verplank
  • Draws as he talks.
  • PhD from MIT in man-machine systems.
  • XEROX 1978-1986
  • Deign consultant 1986-1992.
  • Helped to establish Ivrea.
How do you...?
  • Believes that they are 3 questions to answer as an Interaction Designer.
  • How do you do? Physical movements required.
  • How do you feel? The emotions that the feedback leaves you with.
  • How do you know? Show a map, to understand what is happening and a path, to show them what to do.
Interaction Design Paradigms
  • Intelligence
  • Tool
  • Media
  • Life
  • Vehicle
  • Fashion
Interaction Design Process
  1. Motivation - errors or ideas
  2. Meaning - metaphors and scenarios
  3. Modes - models and tasks
  4. Mapping - displays and controls
Cordell Ratzlaff
  • Managed Human Interface Group for the design of Macintosh System Software for 5 years.
  • MAC OS X was completely design driven, based on what novice users would need.
  • Graduated with degree in psychology.
  • Graduate studies in Industrial Design.
  • 1st job was at NASA Ames Research Center.
Mac OS X
  • Arrived at Apple in 1990, who were doing well with 26 percent market share, bigger than IBM.
  • Couple years later, Apple was playing catch-up with too many products and loosing its identity.
  • Around this time, Cordell moved into system software development and took responsibility for the Human Interface Group for Mac OS.
  • Worked with sound design company to incorporate sound into the system interactivity.
  • Apple bought NeXTSTEP for the new operating system, and had to revamp the UI as a result.
  • Steve Jobs came back and carried Apple away from being engineering-focused.
  • As a result, Cordell was able to design a better UI, including shadows, finder etc.
  • Changed the type of customers they were focusing on, allowed to push through with desired design. From developers to novice computer users.
  • Cordell changed apphearance to be fresh and fun - collected magazine ads for liquor. Wanted the new UI design to complement the new Industria Design. Wanted to do so with added value.
  • Believe that design should be driven first by user needs and desires.
The Time Dimension
  • Ability to sort information by time.
  • Windows arranged in order of last accessed.
  • Trash can changing functions relevant to the object being dragged (i.e. eject).
What's Next?
  • Search over hierchical navigaton.
  • Desktop metaphor will go away.
  • Perhaps an agent model.

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