- Overall, this chapter seems to be a lengthy repetition of the first 9 chapters of the book.
- Interaction Design is still in the blooming stages, but is set to thrive.
- Know thy user.
- Prototype.
- There is a hierarchy of complexity that necessitates a variety of discipline knowledge to solve.
- Even though everything else must work first, designers get the love because the we control the part that people want.
- Consider using IDEO's Method Cards to determine necessary research methods.
- Interaction Design has 3 main categories: Screen-based experiences, Interactive Products, and Services.
- Design patterns in every discipline take a while to evolve, coming soon to IxD.
What Is Design?
- Designers are must more at ease learning and knowing by doing than by explaining.
- Many definitions proposed, few accepted.
Good design comes from the successful synthesis of a solution that recognizes all the relevant constraints, and the nature of the constraints defines the difference between design disciplines.Core Skills of Design
- To synthesize a solution from all of the relevant constraints, understanding everything that will make a difference to the result.
- To frame, or reframe, the problem and objective.
- To create and envision alternatives.
- To select from those alternatives, knowing intuitively how to choose the best approach.
- To visualize and prototype the intended solution.
- Tacit knowledge over explicit knowledge of logically expressed thoughts.
- Nature of the constraint defines the design discipline.
- Anthropometrics - the size of people, for the design of physical objects.
- Physiology - the way the body works, for the design of physical man-machine systems.
- Cognitive psychology - the way the mind the works, for the design of human-computer interactions.
- Sociology - the way people relate to each other, for the design of connected systems.
- Culture anthropology - the human condition, for global design.
- Ecology - the interdependence of living things, for sustainable design.
- Designers get the love because the we control the part that people want.
- Everything else has to work before design has a chance: affordability, performance, usefulness, usability, then delight becomes important.
- A definition: The design of the subjective and qualitative aspects of everything that is both digital and interactive, creating designs that are useful, desirable, and accessible.
- We are marching towards a period where everything that can be digital, will be digital.
- Computers will become invisible within our daily lives.
- Although many other disciplines will begin to include digital aspects, interaction designers will remain as experts in this sphere.
- Interaction Design must understand the perceptions, circumstances, habits, needs, and desires of the ultimate users.
- Learn about existing habits and context of use.
- Observe, not just ask questions.
- Jane Fulton Suri - HF researcher for IDEO.
- From her, the human factors team was expanded so that every team could have HF influence.
- Represented the 51 methods of HF research with a deck of cards - Method Cards.
- A tool that can be used flexibly to sort, browse, search, spread out, or pin up.
- Four categories: Learn, Look, Ask, Try
A New Prototype Every Day
- When prototyping early and often, we will fail frequently but succeed sooner.
- Interaction Design Prototype Defined: A representation of a design, made before the final solution exists.
- The following are experts from "Experience Prototyping"
- Experience vs Object Prototyping.
- Understanding existing user experiences and context.
- Exploring and evaluating design ideas.
- Communicating ideas.
- Duane Bray: BA in Printer Design. MS in Electornic Media. Became head of Interaction Design at IDEO. Believes Interaction Design has 3 main categories: Screen-based experiences, Interactive Products, and Services.
- At first, company web sites were taken directly from their page-based print material.
- Then, agencies such as Razorfish emerged, specializing in sites for the new economy.
- Now the web is more like software or interactive media.
- Can be taken from the "Try" method cards.
- Can use paper on appropriate size and content.
- Balance between "perfect looking" and too simple.
- Consider "flip book".
- Combine 2D representations with changes over time.
- Can use Director, Flash etc.
- Live prototyping: using code to prototype that can become a part of your final design. accessing real databases.
- Everyday products that can "behave" as enabled by interactive technology.
- Challenge when the physical object and electronic behavior are integrated.
- At the beginning, tape random objects together, use Lego etc.
- Techniques are similar to mechanical or electrical engineering.
- Live prototyping.
- Consider the need for a scalable prototype.
- Designers and developers are converging.
- Don't get attached to the code during prototyping.
Designing Something New
- People and prototypes are needed most when you are designing something with no precedent.
- Study what is out there already - previous designs, literature, alternative versions etc.
- Think about people.
- It takes a long time to develop design patterns.
- Constraints
- Synthesis
- Framing
- Ideation
- Envisioning
- Uncertainty
- Selection
- Visualization
- Prototyping
- Evaluation
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