Interaction Design
Encyclopedia : I : IN : INT : Interaction Design
Interaction Design (ID) is the designing of interactive experiences in any media. Interaction design defines the behaviors or interactions of an object or system over time with a user or between users.
Interaction designers work collaboratively with designers from several other disciplines, such as visual/graphic design, information design/architecture, industrial design, architecture, user research, usability, system engineering/programming, etc.
Common practices of interaction design are known as Interaction design pattern.
Why interaction design?
As products and experiences become more complicated or gain new capabilities, often due to technology, designers face new challenges in helping people (customers, users, audiences, participants) effectively use or experience these solutions. Often, new technologies are created in such a ways as to be more complicated and less clear. Simplifying these offerings, requiring the deletion of capabilities, is not usually effective. Instead, interaction design aims to clarify use and behavior with a minimum of training and optimizing long-term ease of use. This can lead to less frustration, higher productivity, and higher satisfaction for users.Interaction design improves the usability and experience of the object or system, by first researching and understanding user's goals, expectations, behaviors, and needs and then deliberately designs to meet and exceed these needs and desires for designated user groups.
Relationship with User Interface Design
Interaction Design is often associated with the design of system interfaces in a variety of media (see also: User Interface Design, Interface Design, Experience Design) but concentrates on the aspects of the interface that define and present its behavior over time, with a focus on developing the system to respond to the user's experience and not the other way around. The system interface can be thought of as the artifact (whether visual or other sensory) that represents an offering's designed interactions. Interactive voice response (Telephone User Interface) is an example of interaction design without graphical user interface as a media.Interactivity, however, is not limited to technological systems. People have been interacting with each other as long as humans have been a species. Therefore, interaction design can be applied to the development of all solutions (or offerings), such as services and events. Those who design these offerings have, typically, performed interaction design inherently without naming it as such.
History
Interaction design was first proposed by Bill_Moggridge in 1980s. It was called "Soft face" and later renamed "Interaction Design".Recently, it was acknowledged that interaction design exists in all media, such as events, live shows, and games.
The rise of Internet has uncovered the social dimension of interaction, where interpersonal and social factors are also included in the design of interactions.
General Steps in ID
- User studies and research (often including ethnographic techniques)
- Creation of Personas/Profiles and Scenarios (use narratives)
- Prototyping and User Testing
- Implementation
- System Testing
Social Interaction Design
Social interaction design (SxD) is emerging due to many of our computing devices have become networked and have begun to integrate communication capabilities. Phones, digital assistants and the myriad of connected devices from computers to games facilitate talk and social interaction. Social interaction design account for interactions among users as well as between users and their devices. The dynamics of interpersonal communication, speech and writing, the pragmatics of talk and interaction--these now become critical factors in the use of social technologies. And they are factors described less by an approach steeped in the rational choice approach taken by cognitive science than than by sociology, psychology, and anthropology.Virtual world is an example of system which is heavily rely on social interaction design. Social interaction in the community, gathering and teamwork are also some examples of activities can be designed by social interaction design.
Human-robot interaction design
Human-robot interaction design have a long history of using teleoperation to control. However, teleoperated control of robots have some limitations, including: Julie A. Adams(2005) "Human-robot interaction design: Understanding user needs and requirements- # Number of robots a human is able to control simultaneously is limited;
- # Human always focus on a single robot at a time.
- # Loop syndrome;
- # Over-reliance on automation.
Social robotics conduct social interaction with human, the interaction design of social robotics are closely related with social interaction design.
From User-centric to practice-oriented design
Product design can be split into two primary axes of interest: functions and s. What does it do, and how is it used? Architects, engineers, mechanical, industrial, and product designers tend to tackle the former. User interface design, user experience design, and interaction designers, along with information architects and usability experts handle the latter. Social interaction designers must still be aware of traditional design concerns, as users must still interact with a technology in order to get through to users at the other end. But the focus shifts to secondary effects of communication technology use.Technologies can handle both structured and unstructured interactions. Social interaction designers look at how to capture or preserve familiar interaction structures with technologies by embedding sequences and timing, routines and order, roles and positions, and more into their applications. With unstructured interactions, they look for emerging practices among users. IM'ing conventions and online community ethics have emerged because all social interaction requires conventions. These conventions inform users about what's going on, which in turn helps them choose how to proceed; it's this phenomenon that the social interaction designer wants to anticipate while s/he builds out a social networking system.
We go from user-centric to practice-oriented concerns:
User-centric concerns
Practice-oriented concerns
People communicate with one another very differently than they interact with technologies. Meaning does not exist as something fixed and stable, but is achieved through the mutual (and unfolding!) efforts of those who produce it. The content of a communication may use language, which has its rules, but what's exchanged among people in an interaction may have little to do with what's actually said!
It's this "meta" level of communication, the features of face and performance, turn-taking and attention-giving, timing, transactions, exchanges, and all that we do while we're talking, and with our talk, that the social interaction designer must attend to. Talk technologies and talk systems distort interactions and transform social situations by amplifying some attributes of an exchange while bracketing others. For example, web-based applications (social software, blogging, IM and chat, etc) store communication and often provide means to search and browse it. This artificially preserves "conversations," holding out their conclusions and enabling participation any time and from any place.
Consider corporate intranets, groupware, project management and communication tools, which are designed to facilitate and promote employee communication: by coordinating team efforts, embedding collaboration into communication tools, and by capturing knowledge, they too produce a suspended communication "space" that's out of synch with time (tools often being asynchronous). And more and more kinds of interactions are finding their way into mediated formats, from video chats (think porn) to online gaming. We don't yet know what it means to a culture and to a society for members to be able to conduct so much of their activities with others without face-to-face interactions. But we do know that well-designed communication technologies must account for a whole new set of factors.
See also
Related fields
- Collaborative software
- Computer supported cooperative work
- Computer mediated communication
- Design methods
- Ethnography
- Experience design
- Gameplay
- Group dynamics
- Groupware
- Human-computer interaction
- Human factors
- Human geography
- Information architecture
- Interaction
- Interaction design pattern
- Interactivity
- Interface design
- Knowledge management
- Knowledge visualization
- Organizational development
- Organizational theory
- Participatory design
- Social software
- Systems theory
- Theories of technology
- Social dynamics
- Usability
- User-centered design
- User experience
- User interface design
- Video teleconference
See also
Bibliography
- Lon Barfield: The User Interface: Concepts and Design, Bosko Books, ISBN 0-9547239-0-2
- Susanne Bdker: Through the Interface: A Human Activity Approach to User Interface Design, Lawrence Erlbaum Associates, ISBN 0805805702
- Jane Carey: Human Factors in Information Systems: The Relationship Between User Interface Design and Human Performance, Intellect L & D E F a E, ISBN 1567502865
- Alan Cooper: About Face: The Essentials of User Interface Design (ISBN 1568843224)
- Alan Cooper: About Face 2.0: The Essentials of Interaction Design (with Robert Reimann (interaction designer)) (ISBN 0764526413)
- Alan Cooper: The Inmates Are Running the Asylum: Why High-Tech Products Drive Us Crazy and How to Restore the Sanity (ISBN 0672316498)
- Alan Dix, Janet Finlay, Gregory D. Abowd, Russell Beale: Human Computer Interaction, Prentice Hall, ISBN 0-13-046109-1
- Jesse James Garrett: The Elements of User Experience, New Riders Publishing, ISBN 0-7357-1202-6
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- Anthony Giddens. (1990) The Consequences of Modernity. Cambridge: Polity Press.
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- Erving Goffman: The Presentation of Self in Everyday Life, University of Edinburgh Social Sciences Research Centre.
- Erving Goffman: Asylums: Essays on the Social Situation of Mental Patients and Other Inmates. New York, Doubleday.
- Erving Goffman: Stigma: Notes on the Management of Spoiled Identity. Prentice-Hall.
- Erving Goffman. Frame analysis: An essay on the organization of experience. London: Harper and Row.
- Jeff Johnson: GUI Bloopers, Morgan Kaufmann Publishers, ISBN 1-55860-582-7
- Steve Krug: Don't Make Me Think, New Riders Publishing, ISBN 0-7897-2310-7
- Soren Lauesen: User Interface Design, A Software Engineering Perspective, Addison-Wesley, ISBN 0-3211-8143-3
- Brenda Laurel: "Design Research: Methods and Practice", MIT Press, ISBN 0262122634
- Jenny Le Peuple, Robert Scane: User Interface Design, Crucial, ISBN 1-903337-19-4
- Niklas Luhmann: Liebe als Passion: Zur Codierung von Intimität (Trans. 1984 Love as Passion)
- Niklas Luhmann: Soziale Systeme / Social Systems, 1984.
- Theo Mandel: The Elements of User Interface Design, John Wiley & Sons, ISBN 0-471-16267-1
- Jakob Nielsen: Coordinating User Interfaces for Consistency, Morgan Kaufmann Publishers, ISBN 1-55860-821-4
- Jakob Nielsen: Usability Engineering, Morgan Kaufmann Publishers, ISBN 0-12-518406-9
- Donald A. Norman: The Design of Everyday Things, Basic Books, ISBN 0-465-06710-7
- Donald A. Norman: Emotional Design: Why We Love or Hate Everyday Things, Basic Books, ISBN 0-465-05135-9
- Jennifer Preece, Yvonne Rogers, Helen Sharp: Interaction Design, John Wiley & Sons, ISBN 0-471-49278-7
- Jef Raskin: Humane Interface - The New Directions for Designing Interactive Systems, Addison-Wesley, ISBN 0-2013-7937-6
- Jeffrey Rubin: Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests, John Wiley & Sons, ISBN 0-471-59403-2
- Dan Saffer: Designing for Interaction: Creating Smart Applications and Clever Devices, ISBN 0-321-43206-1
- Nathan Shedroff: "Experience Design 1", New Riders, ISBN 0735710783
- Ben Shneiderman, Catherine Plaisant: Designing the User Interface: Strategies for Effective Human-Computer Interaction, Addison-Wesley, ISBN 0-3212-6978-0
- Joel Spolsky: User Interface Design for Programmers, Apress, ISBN 1-893115-94-1
- Constantine Stephanidis: User Interfaces for All, Lea, ISBN 0805829679
- Y. y. Tang, P. S. P. Wang, P. C. Yuen: Multimodal Interface for Human-Machine Communication, World Scientific Publishing, ISBN 9810245947
- R. J. Torres: Practitioner's Handbook for User Interface Design, Prentice Hall, ISBN 0130912964
- Larry E. Wood: User Interface Design: Bridging the Gap from User Requirements to Design, CRC Press, ISBN 0849331250
- Carl Zetie: Practical User Interface Design: Making Guis Work, McGraw-Hill Publishing, ISBN 0077091671
External links
- [Always On network]
- [Social Software Alliance definition list]
- [Digital Dust]
- [Dead Media Project]
- [Emerging Communications]
- [Smartmobs]
- [Technorati]
- [Bruce Tognazzini's First Principles of Interaction Design]
- [Nathan Shedroff's Unified Field Theory of Design]
- [Design Patterns in Interaction Design]
- [Interaction-Design.org] - an open-content, peer-reviewed Encyclopedia covering terms from the disciplines of Interaction Design and related fields.
- [Interaction Design Patterns in Games]
- [Introducing Interaction Design - Boxes and Arrows]
- [Usability News]
- Organizations
- [American Institute of Graphic Arts]
- [Interaction Design Association]
- [Design Council on Interaction Design]
- [NextD Leadership Institute]
- [User Experience Network]
- [Artez Arhem] degree programme Information & Interactive Media Design, Netherlands
- [Savannah College of Art and Design] Undergraduate programs in Interaction Design, USA
- [Carnegie Mellon University] Graduate and PhD degree program in Interaction Design, USA
- [Simon Fraser University - SIAT] Bachelor's, Master's and PhD degree programs in Interaction Design, Canada
- [Stanford d.school] Graduate and PhD courses in Interaction Design, USA
- [NYU's Interactive Telecommunications Program] 2 years Masters program, USA
- [University of Applied Sciences in Potsdam]: MA and BA programme in Interaction/Interface Design, Germany
- [Unversity of Queensland, School of Information Technology and Electrical Engineering]: Bachelors, Masters and PhD programmes in Interaction design, Australia
- [Utrecht School of Arts faculty Art, Media and Technology] Bachelor's programme Interaction Design and Master's programme European Media Master of Arts, Netherlands
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