history of interaction design - reprised - scad - 12nov2008

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I gave this presentation to the students & faculty at SCAD\'s Industrial Design Dept on Nov. 12, 2008, during my house hunting trip. It was meant to be a preview of their future professor of interaction design, which I become on Jan 2nd.


  • 1. An abstract history of Interaction Design David Malouf

2. Lets 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 listeners reaction, which leads to the initiators own reaction
    • EXAMPLE:

Excess material is removed To reveal new object Whack with stone axe 3. But if only it stayed that simple 4. Systems & Eco-systems 5. Social Interactions 6. Open Data The Unproduct 7. Gestural 8. Ambient & Ubiquitous & Passive Bio-feedback 9. That was about the mediums

  • What about the focus of the designer?
  • What about the practice?
  • Where are we today?

10. Marc Rettigs take Goals of the process Marc Rettig 2004.http://marcrettig.com/ 11. Historical view of the focus in terms of practice

  • Human Factors
  • Leads to Human Computer Interaction
  • Leads to Usability Evaluation
  • Leads to early Interaction Design
    • Enter (Design aesthetics & story telling)
  • Leads to Social Interaction Design
    • Participatory story telling
    • Designer enables his own loss of control over the system
  • Leads to co-designing Interactive Systems
    • As the data opens up, all control is lost, and the eco-systems infrastructure is what is designed, NOT the interfacing points.
    • But they still have to be imagined and modeled and exemplified.

12. Human Factors 13. Human Computer Interaction 14. Usability Evaluation 15. Interaction Design takes off VerplankMoggrigde Parc IDEO 16. The Software Design Manifesto

    • 1991 (and again in 1996)
    • Mitch Kapor outlines the need for software to be designed, not just engineered.
    • Firmness, commodity anddelight
  • Despite the enormous outward success of personal computers, the daily experience of using computers far too often is still fraught with difficulty, pain, and barriers for most people, which means that the revolution, measured by its original goals, has not as yet succeeded.

17. 2 directions creating a continuum of practice

  • N. America remains focused on research & evaluation tools
    • Cooper, Tog, J. Raskin
  • Europe takes aim at aesthetics, expressionism, and experimentation.
    • Gillian Crampton Smith
      • Royal College of Art
      • Interaction Design Institute of Ivrea

18. Systems and Experience Design

  • 1998 Everyone wants to become an Imagineer!
  • Experience Design takes off as new brand value
  • All touch points inform the brand
  • Story telling
  • Service Design

19. Web 2.0 + iPod = Increase need for IxD 20. Bringing it all together 21. Other examples of bringing it together

  • JetBlue
  • Bloomberg
  • Blackberry
  • What do you think?
    • Google/Android?
    • Nokia?
    • Sony?

22. The state of interaction design today

  • Designers are still primarily educated focused on their medium.
  • Interaction Designers are still arguing over definitions.
  • An immature design discipline, Interaction Design, still does not contribute to design foundation in almost every design education program.
  • In practice, those doing Interaction Design, do so as non-designers.
    • Collaboration with visual or industrial designers is weak
    • Interaction Designers often do not have basic design language education.
  • The demand for Interaction Design practice is outpacing the numbers of Interaction Designers out there today.