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    Craig Ivaiv

    Applicais ad Dvics

    SeConD eDItI on

    dsigigfr iraci

    Da Saffr

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    Designing for Interaction, Second Edition:Creating Innovative Applications and DevicesDan Saer

    New Riders

    1249 Eighth Street

    Berkeley, CA 94710

    510/524-2178

    510/524-2221 (ax)

    Find us on the Web at: www.newriders.com

    o report errors, please send a note to [email protected]

    New Riders is an imprint o Peachpit, a division o Pearson Education

    Copyright 2010 by Dan Saer

    Project Editor: Michael J. Nolan

    Development Editor: Box welve Communications, Inc.

    Production Editor: Becky Winter

    Copyeditor: Rose Weisburd

    Prooreader: Darren Meiss

    Indexer: James Minkin

    Cover designer: Aren Howell

    Interior designer: Andrei Pasternak with Maureen Forys

    Notice of Rights

    All rights reserved. No par t o this book may be reproduced or transmitted in any orm

    by any means, electronic, mechanical, photocopying, recording, or otherwise, without

    the prior written permission o the publisher. For inormation on getting permission or

    reprints and excerpts, contact [email protected].

    Notice of Liability

    Te inormation in this book is distributed on an As Is basis without warranty. While

    every precaution has been taken in the preparation o the book, neither the author nor

    Peachpit shall have any liabilit y to any person or entity with respect to any loss or damage

    caused or alleged to be caused directly or indirectly by the instruct ions contained in this

    book or by the computer soware and hardware products described in it.

    Trademarks

    Many o the designations used by manuacturers and sellers to distinguish their products

    are claimed as trademarks. Where those designations appear in this book, and Peachpit

    was aware o a trademark claim, the designations appear as requested by the owner o

    the trademark. All other product names and services identied throughout this book are

    used in editorial ashion only and or the benet o such companies with no intention oinringement o the trademark. No such use, or the use o any t rade name, is intended to

    convey endorsement or other aliation with this book.

    ISBN 13: 978-0-321-64339-1

    ISBN 10: 0-321-64339-9

    9 8 7 6 5 4 3 2 1

    Printed and bound in the United States o America

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    Ad

    Te shadow o the two years I spent steeping in design at Carnegie Mel-

    lon University looms large over this book. When I wrote the rst edition,

    I ound mysel constantly reerring to my notes rom that time and hear-

    ing the echoes o my proessors words, including those o Dan Boyarski,

    Kristen Hughes, Karen Moyer, John Zimmerman, and Jodi Forlizzi. I want

    to particularly note the infuence o Dick Buchanan, who immeasurably

    broadened my understanding o this discipline, and my riend and advisor

    Shelley Evenson, who taught me at least hal o what I know about interac-

    tion design. Without her knowledge and experience, poorly ltered through

    me, this book would be shallow indeed.

    In the second edition, the infuence o my proessional colleagues at Adap-

    tive Path and now Kicker Studio can be elt. Particular kudos to Adaptive

    Pathers Brandon Schauer, Peter Merholz, and especially Henning Fischer,

    who helped lead me, sometimes kicking and screaming, into the world o

    design strategy. Tis book is much improved or its inclusion. My Kicker

    Studio partners Jennier Bove and om Maiorana have been generous with

    their editing and design help, not to mention encouragement.

    My interviewees were generous with their time and expertise and Id l ike to

    especially thank them. Your presence in my book honors me.

    Im also grateul to companies who lent their case studies and beautiulproduct images to the book, illustrating my points better than I could have

    with words alone.

    Te sta at Peachpit/New Riders has been a tremendous help in making this

    book what it is, in this edition and the last. My editors Michael Nolan, Becky

    Winter, and Je Riley have polished my rough edges (and there were many)

    into the ne tome you have in your hands (or on your screen). Another spe-

    cial thanks goes to my riend and technical editor Bill DeRouchey, whose

    insights burnished this book.

    Other riends who have lent their support and help with both this edi-

    tion and the last: Phi-Hong Ha, Jesse James Garrett, Andrew Crow, Jan-

    nine akahashi-Crow, Krist ina Halvorson, Marc Rettig, Adam Greeneld,

    Ryan Freitas, Rae Brune, Jennier Fraser, Lane Becker, Brian Oberkirch,

    Chad Torton, Rob Adams, Kenneth Berger, Willow Stelzer, Kim Lenox,

    odd Wilkens, Uday Gajendar, Chiara Fox, Dave Malou, Kim Goodwin,

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    vi AcknowleDgements

    Nancy Broden, Alan Cooper, Dana Smith, Rachel Hinman, Erika Hall,

    Rachel Glaves, Samantha Soma, Sarah Nelson, Jared Spool, Jody Medich,Mike Scully, Laura Kirkwood-Datta, Liz Danzico, Kevin Daly, Shinohara

    oshikazu, Zach Hettinger, my in-laws Mary and Barry King, and my sister,

    Meagan Duy.

    Tanks to my parents, who bought me my rst computer (a imex Sin-

    clair 1000) and a 300 baud modem and who paid the ensuing long-distance

    phone bills.

    My daughter Fiona, a budding interaction designer hersel, had to endure

    my writing when I could have been playing Wii with her. More time or

    Mario now.

    Lastly, and most importantly, without the support o my wie, Rachael King,

    the creation o this book would have been impossible. All writers need time

    and space, and those are always her gis to me. Tis book is as much a prod-

    uct o her generosity as it is o my words.

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    c

    Introduction xiii

    Chapr 1: Wha Is Iraci Dsig? 1

    What Are Interactions and Interaction Design? . . . . . . . . .3

    Tree Ways o Looking at Interaction Design . . . . . . .4

    Why Interaction Design? . . . . . . . . . . . . . . . . . . .5

    Focusing on Users . . . . . . . . . . . . . . . . . . .6

    Finding Alternatives . . . . . . . . . . . . . . . . . .6

    Using Ideation and Prototyping . . . . . . . . . . . . .6

    Collaborating and Addressing Constraints . . . . . . . .7

    Creating Appropriate Solutions . . . . . . . . . . . . .7

    Drawing on a Wide Range o Infuences . . . . . . . . . .8

    Incorporating Emotion . . . . . . . . . . . . . . . . . 8

    A (Very) Brie History o Interaction Design. . . . . . . . . . .8

    1830s to 1940s . . . . . . . . . . . . . . . . . . . . .9

    1940s to 1960s . . . . . . . . . . . . . . . . . . . . 10

    1960s to 1970s . . . . . . . . . . . . . . . . . . . . 11

    1980s . . . . . . . . . . . . . . . . . . . . . . . . 14

    1990s . . . . . . . . . . . . . . . . . . . . . . . . 16

    2000s to Present . . . . . . . . . . . . . . . . . . . 17A Stew o Disciplines . . . . . . . . . . . . . . . . . . . . 20

    Products and Services . . . . . . . . . . . . . . . . . . . 25

    Why Practice Interaction Design? . . . . . . . . . . . . . . 28

    For Further Reading . . . . . . . . . . . . . . . . . . . . 29

    Chapr 2: th Fur Apprachs Iraci Dsig 31

    User-Centered Design . . . . . . . . . . . . . . . . . . . 33

    Activity-Centered Design . . . . . . . . . . . . . . . . . . 35

    Systems Design . . . . . . . . . . . . . . . . . . . . . . 37

    Genius Design . . . . . . . . . . . . . . . . . . . . . . . 43

    Summary . . . . . . . . . . . . . . . . . . . . . . . . . 46

    For Further Reading . . . . . . . . . . . . . . . . . . . . 46

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    viii contents

    Chapr 3: Dsig Sragy 47

    What Is Design Strategy? . . . . . . . . . . . . . . . . . . 48Design Strategy and Business Strategy . . . . . . . . . 49

    Framing the Problem . . . . . . . . . . . . . . . . . . . . 53

    raditional Research . . . . . . . . . . . . . . . . . 56

    Design Brie . . . . . . . . . . . . . . . . . . . . . 57

    Stakeholder Interviews . . . . . . . . . . . . . . . . 57

    Metrics and Return on Investment (ROI) . . . . . . . . 59

    Competitive Analysis . . . . . . . . . . . . . . . . . 60

    Determining Dierentiators. . . . . . . . . . . . . . . . . 62

    Fighting Feature-itis . . . . . . . . . . . . . . . . . 65

    Pricing . . . . . . . . . . . . . . . . . . . . . . . 67Visualization and Visioning. . . . . . . . . . . . . . . . . 67

    Vision Prototypes . . . . . . . . . . . . . . . . . . 69

    Project Planning and Roadmapping . . . . . . . . . . . . . 70

    Product Roadmap . . . . . . . . . . . . . . . . . . 71

    Summary . . . . . . . . . . . . . . . . . . . . . . . . . 72

    For Further Reading . . . . . . . . . . . . . . . . . . . . 72

    Chapr 4: Dsig Rsarch 73

    What Is Design Research?. . . . . . . . . . . . . . . . . . 74

    Why Bother with Design Research?. . . . . . . . . . . 75

    Research Planning . . . . . . . . . . . . . . . . . . . . . 78

    Costs and ime . . . . . . . . . . . . . . . . . . . 78

    Recruiting . . . . . . . . . . . . . . . . . . . . . . 79

    Moderator Script . . . . . . . . . . . . . . . . . . . 81

    Conducting Design Research . . . . . . . . . . . . . . . . 82

    What Not to Do . . . . . . . . . . . . . . . . . . . 82

    Ethical Research . . . . . . . . . . . . . . . . . . . 83

    What to Look For and How to Record It . . . . . . . . . 84

    Research Methods . . . . . . . . . . . . . . . . . . . . . 86

    Observations . . . . . . . . . . . . . . . . . . . . 86

    Interviews . . . . . . . . . . . . . . . . . . . . . . 87Activities . . . . . . . . . . . . . . . . . . . . . . 89

    Summary . . . . . . . . . . . . . . . . . . . . . . . . . 91

    For Further Reading . . . . . . . . . . . . . . . . . . . . 91

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    contents ix

    Chapr 5: Srucurd Fidigs 93

    Preparing the Data . . . . . . . . . . . . . . . . . . . . . 94Make the Data Physica l . . . . . . . . . . . . . . . . 94

    Manipulating the Data . . . . . . . . . . . . . . . . 95

    Analyzing the Data. . . . . . . . . . . . . . . . . . . . . 97

    Analysis . . . . . . . . . . . . . . . . . . . . . . . 98

    Summation . . . . . . . . . . . . . . . . . . . . .101

    Extrapolation . . . . . . . . . . . . . . . . . . . .102

    Abstraction . . . . . . . . . . . . . . . . . . . . .103

    Conceptual Models . . . . . . . . . . . . . . . . . . . .103

    Personas . . . . . . . . . . . . . . . . . . . . . . . . .106

    Summary . . . . . . . . . . . . . . . . . . . . . . . . . 111For Further Reading . . . . . . . . . . . . . . . . . . . . 111

    Chapr 6: Idai ad Dsig Pricipls 113

    Creating Concepts . . . . . . . . . . . . . . . . . . . . . 114

    Getting Started. . . . . . . . . . . . . . . . . . . . 118

    Structured Brainstorming . . . . . . . . . . . . . . .119

    Organizing Concepts . . . . . . . . . . . . . . . . .122

    Creating Design Principles . . . . . . . . . . . . . . . . .122

    Summary . . . . . . . . . . . . . . . . . . . . . . . . .126

    For Further Reading . . . . . . . . . . . . . . . . . . . .126

    Chapr 7: Rm 127

    Constraints . . . . . . . . . . . . . . . . . . . . . . . .128

    Te Laws and Principles o Interaction Design . . . . . . . . .129

    Direct and Indirect Manipulation . . . . . . . . . . .129

    Aordances . . . . . . . . . . . . . . . . . . . . .130

    Feedback and Feedorward . . . . . . . . . . . . . . 131

    Mental Model . . . . . . . . . . . . . . . . . . . .133

    Standards . . . . . . . . . . . . . . . . . . . . . .134

    Fittss Law . . . . . . . . . . . . . . . . . . . . . .134

    Hicks Law. . . . . . . . . . . . . . . . . . . . . .135Te Magic Number Seven . . . . . . . . . . . . . . .135

    eslers Law o the Conservation o Complexity . . . . .136

    Te Poka-Yoke Principle. . . . . . . . . . . . . . . .137

    Errors. . . . . . . . . . . . . . . . . . . . . . . .138

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    x contents

    Frameworks. . . . . . . . . . . . . . . . . . . . . . . .138

    Metaphor . . . . . . . . . . . . . . . . . . . . . .138Postures. . . . . . . . . . . . . . . . . . . . . . .140

    Structure . . . . . . . . . . . . . . . . . . . . . .140

    Documentation and Methods o Renement . . . . . . . . .143

    Scenarios . . . . . . . . . . . . . . . . . . . . . .144

    Sketches and Models . . . . . . . . . . . . . . . . . 145

    Storyboards . . . . . . . . . . . . . . . . . . . . .146

    ask Flows. . . . . . . . . . . . . . . . . . . . . .147

    Use Cases . . . . . . . . . . . . . . . . . . . . . .148

    Mood Boards . . . . . . . . . . . . . . . . . . . .149

    Wirerames . . . . . . . . . . . . . . . . . . . . .151

    Service Blueprint . . . . . . . . . . . . . . . . . . .156

    Controls . . . . . . . . . . . . . . . . . . . . . . . . .158

    Non-traditional Inputs . . . . . . . . . . . . . . . . . . .165

    Voice . . . . . . . . . . . . . . . . . . . . . . . .166

    Gestures . . . . . . . . . . . . . . . . . . . . . .166

    Presence. . . . . . . . . . . . . . . . . . . . . . .167

    Summary . . . . . . . . . . . . . . . . . . . . . . . . .167

    For Further Reading . . . . . . . . . . . . . . . . . . . . 167

    Chapr 8: Prypig, tsig, ad Dvlpm 169

    Interace Design . . . . . . . . . . . . . . . . . . . . . . 170Sound Eects . . . . . . . . . . . . . . . . . . . . 174

    Prototyping . . . . . . . . . . . . . . . . . . . . . . . . 174

    Low-Fidelity Prototypes . . . . . . . . . . . . . . . .177

    High-Fidelity Prototypes . . . . . . . . . . . . . . .179

    Service Prototypes . . . . . . . . . . . . . . . . . .180

    esting . . . . . . . . . . . . . . . . . . . . . . . . . . 181

    Heuristic Evaluation . . . . . . . . . . . . . . . . .184

    Development . . . . . . . . . . . . . . . . . . . . . . .185

    Agile . . . . . . . . . . . . . . . . . . . . . . . .191

    Summary . . . . . . . . . . . . . . . . . . . . . . . . .191

    For Further Reading . . . . . . . . . . . . . . . . . . . .192

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    contents xi

    Chapr 9: th Fuur f Iraci Dsig 193

    Te Next Five Years o the Internet . . . . . . . . . . . . . .195ools or the Next Web . . . . . . . . . . . . . . . .196

    Intelligent Agents . . . . . . . . . . . . . . . . . . . . .197

    Spimes and the Internet o Tings . . . . . . . . . . . . . .197

    Human-Robot Interactions . . . . . . . . . . . . . . . . .199

    Wearables. . . . . . . . . . . . . . . . . . . . . . . . .203

    Ubiquitous Computing . . . . . . . . . . . . . . . . . . .205

    Summary . . . . . . . . . . . . . . . . . . . . . . . . .210

    For Further Reading . . . . . . . . . . . . . . . . . . . . 210

    epilgu: Dsigig fr Gd 211

    Ethics in Design . . . . . . . . . . . . . . . . . . . . . . 212

    Principles . . . . . . . . . . . . . . . . . . . . . .213

    Deliberate Choices . . . . . . . . . . . . . . . . . . . . . 213

    Index 215

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    Ab h Ah

    Although he wouldnt hear the term interaction design or another decade

    and a hal, Dan Saer did his rst interaction design work as a teenager in

    the mid-1980s when he designed and ran a dial-up game on his Apple IIe, a

    2600-baud modem, two foppy disk drives, and a phone line. And yes, it was

    in his parents basement.

    Hes worked ormally in interactive media and product design since 1995 as

    a webmaster, inormation architect, copywriter, developer, producer, cre-

    ative lead, creative director, and, o course, interaction designer. Currently,

    hes one o the ounders and principals o Kicker Studio, a product design

    consultancy in San Francisco.

    Dan has designed a wide range o products, rom Web sites to interactive

    V services, rom mobile and medical devices, to touchscreens, gestural

    interaces, and robots. His clients have included Fortune 100 companies,

    government agencies, and startups.

    He holds a Masters in Design, Interaction Design rom Carnegie Mellon

    University, where he also taught interaction design undamentals.

    He lives and works in San Francisco and can be ound online at http://www.

    odannyboy.com and on witter at @odannyboy.

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    Irduci

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    xiv IntroDuctIon

    In the last decade, and especially in the three years since the rst edition o

    Designing or Interaction was published, interaction design as a disciplinehas come into its own. Even people who have never heard o interaction

    designwhich is to say, most peopleunderstand that how their devices

    work is as important as how they look. A beautiul mobile phone that unc-

    tions poorly will cause months o rustration. We know, and the popular

    press has celebrated, that the best products are those that are unctionally

    and aestheticallybeautiul.

    Te past several years have also brought us some absolutely wonderul

    examples o interaction design that have sparked the imagination: Apples

    iPhone, Nintendos Wii, iRobots Roomba, Microsos Surace, witter,

    and social networks like Facebook. More and more, previously dumbproducts are being outtted with microprocessors, sensors, and network-

    ing capabilities, while the Web has matured to a sophisticated platorm or

    applications o a ll sorts. Desktop applications have become interwoven with

    the Internet or interesting combinations. Devices can locate themselves in

    physical space and provide geo-located inormation. Exploding processing

    power, cloud computing, and cheap digital storage make all sorts o new

    products possible.

    All o these things mean the rules o interaction design (such as they are) are

    being rewritten. Te paradigms o how we interact with computing devices,

    such as the desktop metaphor that weve used or around 40 years now, arechanging and being added to. We relate to our productsand thus, to each

    otherin new ways. Its an exciting t ime to be in this eld.

    Tis book is about the discipline that denes how digital products behave.

    It doesnt contain any code; indeed, Ive tried to be as technology and plat-

    orm agnostic as possible. Ive written this book or both new designers who

    are just getting started, as well as more advanced designers who might want

    to rene their processes or add to their set o design tools.

    Whas nw i this edii

    Tis book addresses a airly serious faw in the rst edition, namely that

    while there was a lot o good inormation, there was no process to help new

    designers put all that inormation into an order, into practice. In this edi-

    tion, Chapters 3 through 8 step through a general design process that can

    be used or a wide variety o projects. Not every step needs to be ollowed,

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    xvIntroDuctIon

    and the process is in an ideal order that seldom happens in designing. But

    at least there is a process.

    Additionally, several signicant new topics have been added. Design strat-

    egy (Chapter 3) is brand new in this edition and I daresay does the best

    job Ive seen in distilling this step (and growing eld unto itsel) down to

    its essentials. In the rst edition, the translation o research into models

    and then into concepts was poorly done; this edition addresses that crucia l

    stage. Likewise, there was no mention o design principles, and this was an

    unortunate oversight.

    Service design, which was its own chapter in the rst edition, has been more

    integrated into the book or two reasons. Te rst is that service design has

    become its own area o study. Te second reason is that the line between

    services and products has gotten blurrier. It is dicult to nd products,

    and especially the networked products interaction designers work on, that

    arent part o a service o some kind.

    Readers o the rst edition also asked or reerences and recommendations

    to dive deeper into the various topics, so each chapter now has a For Fur-

    ther Reading section at the end as well as ootnotes to specic articles.

    I hope this book is a starting point or your work in interaction design. It

    is, however, only a book, and books alone cant make you a great designer.

    Only designing will do that. I urge you to try out everything in this bookor yoursel, change it as necessary to t your working style, your company,

    your users, and the project youre on.

    So get to ittheres much to be designed.

    San Francisco

    June 2009

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    1

    What Is Interaction

    Design?

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    2 chapter 1 What Is InteractIon DesIgn?

    Every moment o every day, millions o people send e-mail, talk on mobile

    phones, instant message each other, record V shows on digital videorecorders (DVRs), and listen to music on MP3 players. All o these things

    are made possible by good engineering. But its interaction design that

    makes them usable, useul, and un.

    You benet rom good interaction design every time you:

    . Go to an automatic teller machine (AM) and withdraw cash with a

    ew simple touches on a screen.

    . Become engrossed in a computer game.

    . Cut and paste cells on a spreadsheet.

    . Buy something online.

    . witter rom your mobile phone.

    . Update your status on Facebook.

    But the reverse is oen also true. We suer rom poor interaction design all

    around us. Tousands o interaction design problems wait to be solved

    such as when you:

    . ry to use the sel-checkout at a grocery store and it takes you hal

    an hour.

    . Cant get your car to tell you whats wrong with it when it breaks down.

    . Wait at a bus stop with no idea when the next bus wil l arrive.

    . Struggle to synchronize your mobile phone to your computer.

    . Cant gure out how to set the clock in your microwave oven.

    Any time behaviorhow a product worksis involved, interaction designers

    could be involved. Indeed, or the best experience, theyshouldbe involved.

    Back in 1990, Bill Moggridge (Figure 1.1), a principal o the design rm

    IDEO, realized that or some time he and some o his colleagues had been

    creating a very dierent kind o design. It wasnt product design exactly, but

    they were denitely designing products. Nor was it communication design,

    although they used some o that disciplines tools as well. It wasnt computerscience either, although a lot o it had to do with computers and soware.

    No, this was something dierent. It drew on all those disciplines, but was

    something else, and it had to do with connecting people through the prod-

    ucts they used. Moggridge cal led this new practice interaction design.

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    What are InteractIons anD InteractIon DesIgn? 3

    In the decades since then, interaction design has

    grown rom a tiny, specialized discipline to onepracticed by tens o thousands o people all over

    the world, many o whom dont call themselves

    interaction designers and may not even be aware

    o the discipline. Universities now oer degrees

    in it, and youll nd practitioners o interaction

    design at every major soware and design rm,

    as well as in banks such as Wells Fargo, hospitals

    such as the Mayo Clinic, and appliance manuac-

    turers such as Whirlpool.

    Te rise o the commercial Internet in the mid 1990s and the widespreadincorporation o microprocessors into machines such as cars, dishwashers,

    and phones where previously they hadnt been used led to this explosive

    growth in the number o interaction designers because suddenly a mul-

    titude o serious interaction problems needed to be solved. Our gadgets

    became digital, as did our workplaces, homes, transportation, and com-

    munication devices. Our everyday stu temporarily became unamiliar to

    us; the conusion we once collectively had about how to set the clock on

    the VCR spread to our entire lives. We had to relearn how to dial a phone

    number and work the stereo and use our computers. It was the initial prac-

    titioners o interaction designmostly coming rom other disciplines

    who helped us begin to make sense o our newly digitized world and the

    Internet, and these same people, now aided by new interaction designers,

    continue to rene and practice the cra as our devices, and our world, grow

    ever more complex.

    W a Ii d Ii Di?

    Although we experience examples o good and bad interaction design every

    day, interaction design as a discipline is tricky to dene. In part, this is

    the result o its interdisciplinary roots: in industrial and communication

    design, human actors, and human-computer interaction. Its also because a

    lot o interaction design is invisible, unctioning behind the scenes. Why do

    the Windows and Mac operating systems, which basically do the same thing

    and can, with some tinkering, even look identical,feelso dierent? Interac-

    tion design is about behavior, and behavior is much harder to observe and

    Figure 1.1

    B Mggrdg,

    ar f Designing

    Interactions and

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    n f r app

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    CouRtesyBillMoGGRiDGe

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    4 chapter 1 What Is InteractIon DesIgn?

    understand than appearance. Its much easier to notice and discuss a garish

    color than a subtle transaction that may, over time, drive you crazy.

    An interaction, grossly speaking, is a transaction between two entities, typ-

    ically an exchange o inormation, but it can also be an exchange o goods

    or services. Tis book is called DesigningforInteraction because it is this

    sort o exchange that interaction designers try to engender in their work.

    Interaction designers designforthe possibility o interaction. Te interac-

    tion itsel takes place between people, machines, and systems, in a variety

    o combinations.

    Three Ways of Looking at Interaction Design

    Tere are three major schools o thought when it comes to dening interac-

    tion design:

    . A technology-centered view.

    . A behaviorist view.

    . Te Social Interaction Design view.

    What is common about all three views is

    that interaction design is seen as an artan

    applied art, like urniture making; its not a

    science, although some tried and true rules

    have emerged (see Chapter 7). Interaction

    design is by its nature contextual: it solves

    specic problems under a particular set o cir-

    cumstances using the available materials. For

    example, even though a 1994 Mosaic browser

    (Figure 1.2) was an excellent piece o interac-

    tion design, you wouldnt install it on your

    computer now. It served its purpose for its

    time and context.

    Like other applied arts, such as architecture, interaction design involves

    many methods and methodologies in its tasks, and ways o working go in

    and out o vogue and oen compete or dominance. Currently, a very user-

    centered design methodology in which products are generated with users

    is in style, but this hasnt always been the case, and recently these methods

    Figure 1.2

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    Why InteractIon DesIgn? 5

    have been challenged (see Chapter 2). Microso perorms extensive user

    testing and research; Apple, known or its innovative interaction design,does very little.

    The Technology-Centered View

    Interaction designers make technology, particularly digital technology,

    useul, usable, and pleasurable to use. Tis is why the rise o soware and

    the Internet was also the rise o the eld o interaction design. Interaction

    designers take the raw stu produced by engineers and programmers and

    mold it into products that people enjoy using.

    The Behaviorist ViewAs Jodi Forlizzi and Robert Reimann succinctly put it in 1999 in their pre-

    sentation Interaction Designers: What we are, what we do, & what we need

    to know, 1 interaction design is about dening the behavior o artiacts,

    environments, and systems (or example, products). Tis view ocuses on

    unctionality and eedback: how products behave and provide eedback

    based on what the people engaged with them are doing.

    The Social Interaction Design View

    Te third, and broadest, view o interaction design is that it is inherently

    social, revolving around acilitating communication between humansthrough products. Tis perspective is sometimes called Social Interaction

    Design. echnology is nearly irrelevant in this view; any kind o object or

    device can make a connection between people. Tese communications can

    take many orms; they can be one-to-one as with a telephone call, one-to-

    many as with a blog, or many-to-many as with the stock market.

    W Ii Design?

    Te term design can be dicult to get a handle on. Consider this ina-

    mous sentence by design history scholar John Heskett: Design is to designa design to produce a design.

    1 Dwnad nn a p://gdgr.cm/dc/AiGAFrzz_Rmann2001.pdf

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    6 chapter 1 What Is InteractIon DesIgn?

    People have many preconceived notions about design, not the least o which

    is that design concerns only how things look: design as decoration or styl-ing. And while there is nothing wrong with appealing aesthetics, design can

    be more than that. Communication (graphic) and industrial design bring

    ways o working that interaction designers embrace as well. Here are some

    o the approaches that interaction design employs:

    Focusing on Users

    Designers know that users dont understand or care how the company that

    makes a product is run and structured. Tey care about doing their tasks

    and achieving their goals within their limits. Designers are advocates or

    end users.

    Finding Alternatives

    Designing isnt about choosing among multiple optionsits about creating

    options, nding a third option instead o choosing between two unde-

    sirable ones. Tis creation o multiple possible solutions to problems sets

    designers apart. Consider, or example, Googles AdWords. Te company

    needed advertising or revenue, but users hated traditional banner ads.

    Tus, designers came up with a third approach: text ads.

    Using Ideation and Prototyping

    Designers nd their solutions through brainstorming and then, most impor-

    tant, building models (Figure 1.3) to test the solutions. Certainly, scientists

    and architects and even accountants model things, but design involves a sig-

    nicant dierence: design prototypes arent xed. Any particular prototype

    doesnt necessarily represent the solution, onlya solution. Its not uncommon

    to use several prototypes to create a single product. Je Hawkins, designer o

    the original PalmPilot, amously carried around small blocks o wood, pre-

    tending to write on them and storing them in his shirt pocket until he came

    upon the right size, shape, and weight or the device.

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    Why InteractIon DesIgn? 7

    Collaborating and Addressing Constraints

    Few designers work alone. Designers usually need resources (money, mate-

    rials, developers, printers, and so on) to produce what they dream up, and

    these resources come with their own constraints. Designers seldom have

    carte blanche to do whatever they want. Tey must address business goals,

    compromise with teammates, and meet deadlines. Designing is almostalways a team eort.

    Creating Appropriate Solutions

    Most designers create solutions that are appropriate only to a particular

    project at a particular point in time. Designers certainly carry experience

    and wisdom rom one project to the next, but the ultimate solution should

    uniquely address the issues o that particular problem. Tis is not to say

    that the solution (the product) cannot be used in other contextsexperi-

    ence tells us it can and wi ll bebut that the same exact solution cannot (or

    shouldnt anyway) be exact ly copied or other projects. Amazon has a greate-commerce model, but it cant be exactly replicated elsewhere (although

    pieces o it certainly can be); it works well within the context o the Amazon

    site. Design solutions have to be appropriate to the situation.

    Figure 1.3

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    RylRieDel

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    8 chapter 1 What Is InteractIon DesIgn?

    Drawing on a Wide Range of Inuences

    Because design touches on so many subject areas (psychology, ergonom-ics, economics, engineering, architecture, art, and more), designers bring to

    the table a broad, multidisciplinary spectrum o ideas rom which to draw

    inspiration and solutions.

    Incorporating Emotion

    In analyt ical thinking, emotion is seen as an impediment to logic and mak-

    ing the right choices. In design, products without an emotional component

    are lieless and do not connect with people. Emotion needs to be thought-

    ully included in design decisions. What would the Volkswagen Beetle be

    without whimsy?

    a (V) Bi hi Ii Di

    Teres a tendency to think that interaction design began around the time

    that Bill Moggridge named it, in 1990, but thats not really true. Interaction

    design probably began, although obviously not as a ormalized discipline,

    in prerecorded history, when Native Americans and other tribal peoples

    used smoke signals to communicate over long distances, and the Celts and

    Inuit used stone markers called cairns or inuksuit as landmarks, to com-

    municate over time (Figure 1.4).

    Figure 1.4

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    a (Very) BrIef hIstory of InteractIon DesIgn 9

    1830s to 1940s

    Many centuries later, in the mid 1830s, Samuel Morse created a system toturn simple electromagnetic pulses into a language o sorts and to com-

    municate those words over long distances. Over the next 50 years, Morse

    code and the telegraph spread across the globe (Figure 1.5). Morse not only

    invented the telegraph, but also the entire system or using it: everything

    rom the electrical systems, to the mechanism or tapping out the code, to

    the training o telegraph operators. Tis didnt happen overnight, naturally,

    but the telegraph was the rst instance o communication technology that,

    unlike the printing press, was too sophisticated or a small number o people

    to install and use. It required the creators to design an entire system o use.

    Similarly, other mass communication technologies, rom the telephone to

    radio to television, required engineers to design systems o use and inter-

    aces or the new technologies. And these systems and interaces were

    needed not only or the receiving devicesthe telephones, radios, and tele-vision setsbut also or the devices used to create and send messages: the

    telephone switches, microphones, television cameras, control booths, and

    so on. All o these components required interaction design, although it cer-

    tainly wasnt called that at the time. Indeed, it is very common or the rst

    Figure 1.5

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    10 chapter 1 What Is InteractIon DesIgn?

    practitioners o interaction design in any new platorm or medium to be the

    engineers who created the technology itsel.

    But the machines that ueled these technologies were, or the most part,

    just that: machines. Tey responded to human input, certainly, but not in

    a sophisticated way. Tey didnt have any awareness that they were being

    used. For that, we needed computers.

    1940s to 1960s

    Te rst wave o computersENIAC and its ilkwere engineered, not

    designed. Humans had to adapt to using them, not vice versa, and this

    meant speaking the machines language, not ours. Entering anything into

    the computer required days plugging in cables or, in later machines, hours

    preparing statements on punch cards or paper tape or the machine to read.

    Tese paper slips were the interace (Figure 1.6). Engineers expended very

    little design eort to make the early computers more usable. Instead, they

    worked to make them aster and more powerul, so the computers could

    solve complicated computational problems.

    At the same time as these developments were occurring in the computing

    eld, other disciplines that eventually inormed interaction design were

    Figure 1.6

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    a (Very) BrIef hIstory of InteractIon DesIgn 11

    growing, too. Engineers and industrial designers such as Henry Dreyuss

    created the new eld o human actors, which ocused on the design oproducts or dierent sizes and shapes o people. Te eld o ergonomics

    ocused on workers productivity and saety, determining the best ways

    to perorm tasks. Cognitive psychology, ocusing on human learning and

    problem solving, experienced a resurgence, led by such academics as Allen

    Newell and George Miller.

    In 1945, Atlantic Monthly published a seminal article titled As We May

    Tink2 (reportedly written in 1936) by Vannevar Bush, in which he intro-

    duced the Memex, a microlm-based device or storing books, records, and

    communications, which is mechanized so that it may be consulted with

    exceeding speed and exibility.

    It consists o a desk, and while it can presumably be operated rom a dis-

    tance, it is primarily a piece o urniture. On the top are slanting translucent

    screens, on which material can be projected or convenient reading. Tere

    is a keyboard, and sets o buttons and levers. Otherwise it looks like an

    ordinary desk.

    Te Memex (Figure 1.7) was Bushs con-

    cept or augmenting human memory.

    While just a concept, it was the rst

    imagining o hypertext, and one o the

    rst or a desktop computing system. It

    has inuenced generations o interaction

    designers since, starting with Douglas

    Engelbart and ed Nelson in the 1960s.

    1960s to 1970s

    As computers became more powerul, engineers began to ocus on the peo-

    ple using computers in the 1960s, and began to devise new methods o input

    and new uses or the machines. Engineers added control panels to the ront

    o computers, al lowing input through a complicated series o switches, usu-

    ally in combination with a set o punch cards that were processed as a group

    (batch processing).

    2 Rad nn a p://www.aanc.cm/dc/194507/b

    Figure 1.7

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    12 chapter 1 What Is InteractIon DesIgn?

    In 1960, ed Nelson started his Project Xanadu, with the goal o creating

    computer networks with simple user interaces. While it never real ly cameto ruition, it was the rst attempt at a hypertext system. Nelson, in act,

    coined the term hypertext in 1963.

    1963 also brought Ivan Sutherlands

    Sketchpad (Figure 1.8), the rst

    computer program to utilize a ully

    graphical user interace and a light

    pen or input. Using Sketchpad, users

    could draw both horizontal and verti-

    cal lines and combine them into g-

    ures and shapes. Sutherland in 1968created Te Sword o Damocles, which is widely considered to be the rst

    virtual reality system. (Te head-mounted display worn by the user was so

    heavy it had to be suspended rom the ceiling, thus inspiring the name.)

    Sometime around 1965, the rst killer application, e-mail, was invented

    as a way or multiple users o a time-sharing mainrame computer to com-

    municate. By 1966, e-mail had expanded to allow users to send messages

    between dierent computers. By 1971, e-mail was being sent across ARPA-

    NE, the precursor to the Internet. Ray omlinson, who created the e-mail

    standards still in use (such as the @ symbol in e-mail addresses), sent the

    rst e-mail between dierent host systems, reportedly something insigni-cant like QWERYUIOP.

    Te ARPANE (Advanced Research Projects Agency Network) was devel-

    oped by ARPA o the United States Department o Deense and was the pre-

    decessor o the global Internet. Conceived as the Intergalactic Computer

    Network in 1962 by J.C.R. Licklider, the rst two links o the network

    (UCLA and Stanord) connected on November 21, 1969. While ARPANE

    certainly wasnt a design milestone, its creation lead to the platorm and

    medium that caused interaction design to ourish: the Internet.

    In 1968, Doug Engelbart did a 90-minute presentation that is now known

    as Te Mother o All Demos3 (Figure 1.9). In it, Engelbart showed the

    work hed been doing or the previous several years, essentially creating

    the next two decades o interaction design. As well as being the rst public

    3 Wac nn a p://an.anfrd.d/Ms/1968Dm.m

    Figure 1.8

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    a (Very) BrIef hIstory of InteractIon DesIgn 13

    demonstration o the mouse,

    Engelbart demonstrated an incred-ible variety o interaction design

    paradigms we now take or granted,

    such as point and click, hyperlinks,

    cutting and pasting, and networked

    collaboration.

    Many o these paradigms were to nd a home at Xerox PARC (Palo Alto

    Research Center), ounded in 1970. Te head o Xerox PARC, Bob aylor, urged

    employees to think o computers not as just processing devices, but instead as

    communication devices.

    Xerox PARC remains legendary. Its

    contributions to the eld, many o

    which are contained in its signature

    products the Xerox Alto (Figure 1.10)

    and the Xerox Star, are everything

    rom windowing and icons and the

    desktop metaphor to WYSIWYG text

    editing. Employees included Alan

    Kay, who conceived o the rst laptop

    computer, the Dynabook, in 1968;

    Larry esler and im Mott, who con-ceived o the desktop metaphor and

    such now-standard interactions as

    cut-and-paste; and Robert Metcale,

    who invented Ethernet networking

    in 1973.

    Famously, Steve Jobs got a demo o the Xerox Star and proceeded to include

    its innovations into Apples subsequent computers, the Lisa and, eventually,

    the Macintosh.

    In the mid-to-late 1970s, experiments like Myron Kruegers VIDEOPLACE

    explored virtual reality experiences and gestural interaces, and the rst

    touchscreen devices became commercially available.

    Te 1970s also began the computer gaming industry with games such

    as Pong (1972) and the Atari 2600 gaming console (1977). Tis reected

    another major trend in the 1970s: the shiing ocus rom the computer

    Figure 1.9

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    14 chapter 1 What Is InteractIon DesIgn?

    itselthe hardwareto the soware that runs it, particularly soware

    that was not designed by computer scientists and engineers or themselvesor trained operators. Designers and engineers in the 1970s rened and

    expanded the command-line interace (which had begun in the 1950s)

    into such industry-dening soware, as VisiCalc, the rst spreadsheet

    soware, introduced in 1979, and WordStar, a popular word-processing

    program introduced in 1978 (Figure 1.11).

    1980s

    Tis new emphasis on users came to ruition in the early 1980s with the

    explosion o the graphical user interacespearheaded by Apple Computer,

    rst in the Lisa (Figure 1.12) and then in the Macintoshto a mass audi-

    ence. Like at Xerox PARC, the interaction design o the Lisa and Macintosh

    was a group eort, eaturing designers such as Joy Mountord, Je Raskin,

    and Bill Atkinson.

    Te 1980s was the era o the personal computer. For the rst time, most

    people working with computing devices were working with their own, and

    thus had a more one-to-one relationship with one than in previous decades.1981 also saw some o the rst portable computers, such as the Osborne 1.

    Te increasing memory and power o the devices a llowed or more sophis-

    ticated soware such as Mitch Kapors Lotus 1-2-3 (1983).

    Figure 1.11

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    a (Very) BrIef hIstory of InteractIon DesIgn 15

    Tis increasing sophistication and power was demonstrated most capably in

    the surge o so-called video or arcade games. Gaming consoles such as

    the Sega Genesis (1989) and the Super Nintendo Entertainment System (1990)

    brought unprecedented graphics and computing power to a mass audience.

    Tis era also eatured game designers such as the legendary Shigeru Miya-

    moto, the Father o Modern Video Games and creator o Mario, Legend

    o Zelda, and Donkey Kong. Gaming provided a new set o parallel interac-

    tion design paradigms that exist alongside the more traditional or pro-

    essional ones or the desktop. (Mobile and touchscreen devices are other

    similar parallel tracks.)

    In the mid-1980s, bulletin board systems (BBSs) like Te WELL (1985) and

    Prodigy (1988) sprung up so that people could leave e-mail and messages

    or one another on remote computers using dial-up modems.

    In the late 1980s, Mark Weiser and John Seely Brown at Xerox PARC beganputting together the rameworks and denitions or what would become

    known as ubiquitous computing, or ubicomp. Its taken about two decades,

    but the era o ubicomp has likely already begun (see Chapter 9).

    Figure 1.12

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    16 chapter 1 What Is InteractIon DesIgn?

    1990s

    Te era o networked computing, and the beginning o interaction designas a ormal discipline, began in earnest during the 1990s. Te World

    Wide Web, which allowed anyone to easily publish hypertext documents

    accessible to anyone with a modem worldwide, and the mass adoption o

    e-mail, brought the need or better interaction design to the oreront. Marc

    Andreessens Mosaic browser (1993) was an important piece o interaction

    design, introducing such paradigms as the back button.

    It is no exaggeration to state that the advent o the commercial, public Inter-

    net changed the world and the relationship o humans to computing devices

    and even to inormation. Te early Web was as much a sandbox or new

    interactions as was the desktop a decade beore, i not more so. Te Web,along with technologies such as Adobes Flash, a llowed or experimentation

    on a grand scale, and or a time, everythingincluding general controls

    like scrollbars and buttonswere up or grabs. Eventually, in the late 1990s,

    standards began to emerge and the Web stabilized as a platorm.

    At the same time, engineers and designers began building sensors and

    microprocessors, which were getting smaller, cheaper, and more powerul,

    into things that werent considered computers: cars, appliances, and elec-

    tronic equipment. Suddenly, these physical objects could demonstrate kinds

    o behavior that they previously couldnt; they could display an awareness

    o their environment and o how they were being used that was previouslyinconceivable. Cars could monitor their own engines and alert drivers to

    problems beore they occurred. Stereos could adjust their settings based

    on the type o music being played. Dishwashers could lengthen their wash

    cycles depending on how dirty the dishes were. All these behaviors needed

    to be designed and, most important, communicated to the human beings

    using the objects.

    Other pieces o technology acilitated interactions among people, mostly

    in the entertainment space. Karaoke spread rom bars in China and Japan

    to the United States (Figure 1.13). Arcade video games like Dance Dance

    Revolution allowed expression in ront o crowds. Multiplayer games oncomputers and game consoles like the Sony PlayStation acilitated competi-

    tion and collaboration in new ways. Online communities like EverQuest

    and Te Sims Online incorporated sophisticated economies that rivaled

    those o ofine countries.

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    a (Very) BrIef hIstory of InteractIon DesIgn 17

    Mobile phones and deviceswhich had existed since the 1980senjoyed

    explosive market growth in the 1990s. oday, billions o customers carry

    these devices with them. Starting as simply a means o making calls on

    the go, mobile phones can now contain myriad digital eatures that rival

    those o desktop computers. Personal digital assistants (PDAs) got o to

    a shaky start with the ailure o Apples Newton in 1995, but by the end o

    the decade, they had gained traction with devices like the PalmPilot and

    BlackBerry PDAs.

    2000s to Present

    Te turn o the millennium also coincided with the era o social soware and

    the beginning o the era o ubiquitous computing. No longer did many people

    have a one-to-one relationship with devices, but instead had access to many

    devices able to interact with each other and the Internet over a network. By

    2003, laptops had started outselling desktop systems. As o this writing (2009),

    nearly as many people access the Web via a mobile device as with a traditional

    desktop or laptop, and that number is likely to be surpassed shortly.

    As the Internet matured, so did the technologies creating and driving it.

    Since the end o the 1990s, the Internet has become less about reading con-

    tent than about doing things: executing stock trades, making new (and

    Figure 1.13

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    a rprng

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    i prvd a wa

    cmmnca

    mna w

    frnd.

    CouRtesyistoCkPhoto

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    18 chapter 1 What Is InteractIon DesIgn?

    nding old) acquaintances, selling

    items, manipulating live data, sharingphotos, making personal connections

    between one piece o content and

    another. Te Internet also provides

    several new ways o communicat-

    ing, among them instant messaging,

    Voice over Internet Protocol (VoIP)

    (Figure 1.14), and witter.

    Te Internet has become a plat-

    orm or applications, in much the

    same way that Microso DOS oncewas, but these applications can take

    advantage o the many eatures o the

    Internet: collective actions like the

    SEI@Home project in which people

    compete to see who can nd extraterrestrial activity rst, data that is col-

    lected passively rom large numbers o people as with Amazons People

    who bought this also bought... eature, ar-ung social communities such

    as that o online photography site Flickr, aggregation o many sources o

    data in XML and RSS eeds, near real-time access to timely data like stock

    quotes and news, and easy sharing o content such as blogs and Youube.

    Access to the Internet, through broadband connections and wireless networks

    on portable devices, is changing the types o interactions we can have and

    where we can have them. Our cities and towns are becoming platorms and

    data sources or geo-located services. Services themselves are being aected

    by interaction design (see Products and Services later in this chapter).

    Gestural interaces and touchscreen devices such as Nintendos Wii and

    Apples iPhone have ushered in a new era o interaction design, where taps

    on a screen or gestures in space are becoming a new set o commands or

    our devices.

    Teres never been a better time to be an interaction designer. Te disciplines

    uture (see Chapter 9) contains both many challenges and many possibilities.

    Figure 1.14

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    rdr mak pn

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    a (Very) BrIef hIstory of InteractIon DesIgn 19

    Marc Rettig on Interaction Designs History and FutureMarc Rettig is a designer, educator, and researcher, as well

    as founder and principal of Fit Associates. He has taught

    at Carnegie Mellons Graduate School of Design (where he

    held the 2003 Nierenberg Distinguished Chair of Design)

    and the Institute of Design, IIT, in Chicago. Marc served

    as chief experience ofcer of the user experience rm

    HannaHodge, and was a director of user experience at

    Cambridge Technology Partners.

    Wn dos isoy of inion dsign bgin?

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    nracn dgn, pbcan f wc nncd r bgn wrkng n a mar

    wa. A j n xamp, da f acang a prgram w a pcr wa brn r. W

    ca m cn, and frg wa a brakrg cnncn bwn nrfac mn and

    ndrng manng a nc wa. ta wa ar--md 1970, and sar papr ar

    gra radng.

    W lds v d gs inun on inion dsign?

    A crrn praccd? W, fwar dvpmn and grapc dgn. t m xn,

    ndra dgn. A dab f pcg and man facr. A dab f bn.

    Wa i magn w nd mr f: mmakng and ar, bg, cnng and rap

    ( prfna a acqrng and cckng an mpac pn f vw), mab anrp-

    g. And pca ngcm nw branc f ngc a nbd carvng

    : ngc f dgnd nracn.

    W n inion dsigns ln fom noniniv ools?

    id k pn qn g b brvng a an nracn dgnr, wacng a

    n am a brvng a cnvran. evrng, n a n, a np and

    p. Frm a pn f vw, bndar bwn nracv and nnnracv

    ar dv.

    inracn dgn arg ab manng a pp agn ng and vn, and

    w pp r xpr manng. s arn frm an , nracv r n, g wac

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    20 chapter 1 What Is InteractIon DesIgn?

    Marc Rettig on Interaction Designs History and Future(continued)

    pp ng . y ar m ak . y m agn a r f rprng

    nrpran ap, cr, pnng, dng, dn, and bavr. y m fa

    n v w a ng a bcm gan wrn. y m cm a a ng and

    c gnr , , r vn ma . And i garan wn av d mc f

    bfr ncnr mn w mak a mna mappng wd nvr dram

    pb. And arn frm a.

    iv bn ng a k a an xamp n m f m acng, bca n n and

    k ar famar , and r n nracv n a brdrn, prdcab, mcan-

    ca r f wa. B nc ar xamn manng nvvd w k n ,

    raz av ng a a pp wd v knw, b m dgn dn awm b ad. im gng , b i av n war n m. M war a gd mpra-

    r fr a cd cca. im c. i nd b cand. And n. id v

    canc ak a r nracn dgn apprac mng k a a k.

    a sw Diii

    Interaction design as a ormal discipline has been around or less than two

    decades. Its a young eld, still dening itsel and guring out its place

    among sister disciplines such as inormation architecture (IA), industrial

    design (ID), visual (or graphic) design, user experience (UX) design, and

    human actors. In addition, some o these other disciplines are also new

    and still discovering their boundaries as well, or are radically changing to

    accommodate changing design landscape. Figure 1.15 attempts to clariy

    the relationships between them.

    As you can see, most o the disciplines all at least partially under the

    umbrella o user-experience design, the discipline o looking at all aspects

    visual design, interaction design, sound design, and so ono the users

    encounter with a product, and making sure they are in harmony.

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    a steW of DIscIplInes 21

    USER EXPERIENCE DESIGN

    Content(Text, Video,

    Sound)

    ARCHITECTURE

    INDUSTRIAL

    DESIGN

    INTERACTION DESIGN

    VISUAL

    DESIGN

    INFORMATION

    ARCHITECTURE

    HUMAN-COMPUTER

    INTERACTION

    SOUND

    DESIGN

    HUMAN

    FACTORS

    Inormation architecture is concerned with the structure o content: how

    to best organize and label content so that users nd the inormation they

    need. Yahoo, with its dozens o labeled and categorized content areas, oers

    an excellent illustration o inormation architecture. Visual design is about

    creating a visual language to communicate content. Te onts, colors, and

    layout o user interaces and printed materials l ike this book provide exam-

    ples o visual design. Industrial design is about ormshaping objects in a

    way that communicates their use while also making them unctional. Phys-

    ical objects like urniture, kitchenware, and mechanical objects illustrateindustrial design. Human actors ensure our products conorm to the limi-

    tations o the human body, both physically and psychologically. Human-

    computer interaction is closely related to interaction design, but its methods

    are more quantitative, and its methods are more those o engineering and

    Figure 1.15

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    22 chapter 1 What Is InteractIon DesIgn?

    computer science than o design. Architecture concerns itsel with physical

    spaces: their orm and use (program). Sound design denes a set o noises,spoken word, or music to create an aural landscape.

    Its easy to see why people are conused!

    Although these disciplines are separate, as the gure illustrates, they still

    overlap a great deal. In act, where the disciplines overlap can be major areas

    o practice, such as interace design, where visual and interaction design

    meet; or navigation, where visual and interaction design meet inormation

    architecture.

    Te best products involve multiple disciplines working in harmony. What is

    a laptop computer except a blend o the ruits o many o these disciplines?Separating them can be nearly impossible.

    Youll also notice that many o these disciplines have parts that lie outside

    the user experience realm. Tis is because many o these disciplines have

    tasks that have to do with getting their designs produced, developed, and

    built, and those tasks may have little to do with what the user experiences.

    It is also important to note that not every organization needs a specialist

    working in each discipline; within an organization, one person, who might

    be called anything rom an inormation architect to a user-interace engi-

    neer, canand probably willshi back and orth as needs require. Its the

    role that is important, not the title. Te imagineer at Disney might do ajob similar to that o the user-interace architect at a startup company.

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    a steW of DIscIplInes 23

    The Company

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    The Problem

    in ar 2000, wa car man nd Mcrf a mng ad b dn ab

    r b-ng, nar bq fwar Mcrf ofc. t rgna nracn and

    nrfac dgn, crad a dcad bfr, wa n cang w. Nw far wr bng ddn

    b nrfac, and vn far r ad rqd and ad bn p n nw vrn

    f prdc cdn b fnd b vr am r. t fwar appard bad,

    nfcn, and nwd. Fr xamp, 50 mn m and 2 bar frm Mcrf Wrd 1.0

    ad band 260 mn m and vr 30 bar b Wrd 2003.

    Case Study: Microsoft Ofce 2007

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    24 chapter 1 What Is InteractIon DesIgn?

    The Process

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    wr ng ofc 2003. t kd fr w mpran ng: drab far w w

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    wr ard g (wc man pp ra wand m). t fcd n dgn

    prncp ( Capr 6) u f a bradr f and dd vra ar f rav

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    The Solution

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    pac an prv vrn. on man (and cnrvra) ui cang wa Rbbn

    (pcrd), wc cr pc f fncna a p f crn n arg, a--

    cck arg. Anr nnvan wa knwn a Mnbar, wc appard nar bjc

    a wr ggd and awd r qck mdf cn w avng

    dd w mn r Rbbn. t nw dgn a bn a b-r, and adn fr

    rvw n New York Times rad Frm Bad sk.

    Case Study: Microsoft Ofce 2007 (continued)