what is interaction design?

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This is a presentation I did to open up a panel, meant to be a survey of the practice of IxD at the IDSA N.E. District Conference @ RISD in Providence

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Interaction Design (IxD) Survey Panel

David Malouf (moderator) – V. P. Interaction Design Association (IxDA)

Edwin “Ted” Booth – Design Manager, User Experience, Motorola Enterprise Mobility (EMb)

Mike LaVign – Assoc. Creative Director, frog design

Robert Reimann – Manager, User Experience – Bose Corp

Panel’s Agenda

What is IxD – David Malouf, IxDA Agency view of IxD – Mike LaVigne, frog design Consumer electronics – Robert Reimann, Bose Corp. Industry and Enterprise – Edwin “Ted” Booth, Motorola EMb Audience & Moderator Q&A

What is IxD?

David Malouf

Vice President, IxDA

Excess material is removedTo reveal new object

Let’s start with the basics

What is interaction? The listening and responding between at least 2 entities.

Action by an initiation (passive or active) and a listener’s reaction, which leads to the initiator’s own reaction

EXAMPLE:

Whack withstone axe

But if only it stayed that simple

Systems & Eco-systems

Ambient & Ubiquitous & Passive Bio-feedback

A contemporary definition

A design discipline dedicated to: Defining the behavior of artifacts,

environments, and systems (i.e., products)

…and therefore concerned with:

Anticipating how use of the products will mediate human relationships and affect human understanding

Guiding the form of products to the extent that it influences/is influenced by their behavior and use

The Interaction Design Group’s(IxDG) definition of IxD can be found at http://define.ixdg.org/

Narrative

The sword and poison are but the objects in the scene

The character of those interacting creates the play

We understand an actor’s character through their behavior

Context

Many variables large and small surrounding a moment of interaction effect the dynamic of action and listening.

Different environments predispose us to understand similar actions differently

What we see as available cultural clues within the elements we are given allowance to manipulate guide our behavior

Biological realities limit our abilities and further guide us Ergonomics (physical abilities) Cognitive Psychology (mental abilities)

Our emotional states perceived or real of all actors human or synthetic act as a filter over our ability to choose, communicate, listen, understand, and even act.

The relationship between elements that we interact with communicate nuances which influence behavior.

proximity

contrast

Time

Interactions can’t take place without time.

Time is relative. Time is fungible.

Abstraction & Metaphor

Technology increases the level of abstraction from physical action to realized result.

Everything using digital uses metaphor as a means of translating

Rich tool chest

For understanding Usability testing

Ethnography

Participatory design

For designing HCI – Human Computer Interaction

Computer science Cognitive Psychology

Visual Design/Communications design

Story telling/Theatre/game design

Resources

Books Designing Interactions – Bill Moggridge About Face 3.0 (out soon) – Alan Cooper & Robert Reimann Thoughts on Interaction Design – Jon Kolko Design for Interaction – Dan Saffer Designing Interfaces – Jennifer Tidwell

Online IxDA Community – IxDA.org Blogsphere

Functioning Form – www.lukew.com/ff Synaptic Burn – www.synapticburn.com ODannyBoy – www.odannyboy.com

IxDA International Conference

Jan 26-27, 2008, SCAD, Savannah, GA.

Let’s here from those doing it

Mike LaVigne – frog design Robert Reimann – Bose Corp. Edwin “Ted” Booth – Motorola Enterprise Mobility

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