Topic 1 Assignment
Topic 1 Assignment
Topic 1 Assignment
Interaction Design
Overview
INTERACTION
Week 1 DESIGN (IXD)
In Microsoft research report entitled ‘Being Human’, takes as its starting
point what life might be like in the near future:
What will our world be like in 2020? Digital technologies will continue to
proliferate, enabling ever more ways of changing how we live. But will such
developments improve the quality of life, empower us and make us feel safer,
happier and more connected? Or will living with technology make it more
tiresome, frustrating, angst-ridden, and security-driven? What will it mean to
be human when everything we do is supported or augmented by technology?
INTRODUCTION
WHAT IS INTERACTION DESIGN?
WHO IS
INVOLVED Interaction design is mostly carried
IN IXD? out by multidisciplinary teams,
such as engineers, designers,
programmers, psychologists,
artists, and others.
FITBIT WRISTBAND
Fitbit, a wristbands that track
physical fitness. It’s "helping
people lead healthier, more active
lives.
THE
PROCES Prototyping - understanding the
Efficiency
– the product supports users in carrying out their tasks
Learnability
– how easy a system is to learn to use
Memorability
– how easy a product is to remember how to use, once
learned.
USER EXPERIENCE
GOALS
Desirable aspects
Satisfying Helpful Fun
Undesirable aspects
Boring Unpleasant
Frustrating Patronizing
Annoying Cutesy
Childish Gimmicky
DESIGN PRINCIPLES
Design principles are derived from a mix of theory- They tend to be written in a prescriptive manner,
based knowledge, experience and common sense. suggesting to designers what to provide and what to
avoid at the interface.
Visibility - the more visible the functions are, the more
likely it is that users know what to do next.
Intrinsic - internal
motivations such as
autonomy, mastery and
meaning.
Extrinsic - external
motivational techniques such
as money, trophies etc.
HISTORY OF IXD
Pre-computer:
Useful
Usable
Desirable
Affordable
Appropriately styled, complex, transparent in function and use
Appropriately adaptable, extensible, malleable
Overall, having “good fit” with people, content, activity, result
BACK IN THE DAY
Engineering design
People adaptation to machines and the language of the machines
Elaborate efforts to prepare problems for the machines
No designers involved, but a lots of clever engineers -emergence
of a new set of skills, new disciplines
The booming of human factors field along with things like
“aviation psychology”.
COMPUTER
Invention:
IBM computers, had to incorporate a means through which human
operators could input information and the computers could output
results of the computations.
Example: punch cards and primitive printouts or blinking lights.
In 1973, the designers at Xerox PARC used interaction design to
build one of the first personal computers, a desktop model with a
keyboard and monochrome monitor.
Apple would incorporate many of these interaction designs into the
early Macintosh computer.
• “The alternative to good design is
GOOD always bad design. There is no such
thing as no design.” — Adam Judge,
AND author
POOR • https://medium.com/@marion.bonin/
good-design-vs-bad-design-6-exampl
DESIGN es-in-everyday-life-30d807801971
• Bad Design vs. Good Design: 5 Exam
ples We can Learn From | Interaction
Design Foundation (IxDF) (interactio
n-design.org)
• Design Failures | Interaction Design F
oundation (IxDF) (interaction-design.
org)