Description
Thoughts on Interaction Design explores the theory behind the field of Interaction Design in a new way. It aims to provide a better definition of Interaction Design that encompasses the intellectual facets of the field and the particular methods used by practitioners in their day-to-day experiences. It also attempts to provide Interaction Designers with the vocabulary necessary to justify their existence to other team members.
The book positions Interaction Design in a way that emphasizes the intellectual facets of the discipline. It discusses the role of language, argument, and rhetoric in the design of products, services, and systems. It examines various academic approaches to thinking about Design, and concludes that the Designer is a liberal artist left to infuse empathy in technologically driven products. The book also examines the tools and techniques used by practitioners. These include methods for structuring large quantities of data, ways of thinking about users, and approaches for thinking about human behavior as it unfolds over time. Finally, it introduces the idea of Interaction Design as an integral facet of the business development process.
*First book to provide a solid definition and framework for the booming field of interaction design, finally giving designers the justification needed to prove their essential role on every development team
*Provides designers with tools they need to operate effectively in the workplace without compromising their
Chapter
Section One: Understanding Interaction Design
Chapter One: Multiple Roots, and an Uncertain Future
Human Factors in the creation of mass-produced objects
Human Factors in the creation of software
Convergent product design creates new challenges
Understanding the role of technology
Interaction Design as a professional discipline
Designing and shaping behavior
Chapter
Two: Computing and Human Computer Interaction
Understanding the history of human-computer
interaction
Cyborgs and the ubiquity of
technology
Interaction Design in an Engineering - Centric
World
Section Two: Connecting People, Emotions, and Technology
Chapter Three: A Process for Thinking about
People
Defining the design problem or opportunity
Discovering hidden wants, needs, and desires
A cyclical process of synthesis, creation, and refinement
A thoughtful reflection of the process
The role of Design in the business process
Usable, useful, and desirable
Chapter
Four: Managing Complexity
Structuring
data in order to make useful information
Designing
with the fourth dimension in mind
Using a concept map to understand
relationship and vocabulary
Using a Process Flow Diagram to understand the logical flow of entities
The
classification of words
Chapter Five: Shaping Aesthetics
to Inform Experience
Aesthetic relationships between
nature and technology
Visual
form language creates product families
The
role of brand in visual families
Moving from artifacts to experiences
Interaction Design as Business
Lubricant
Thinking is the new black
Enter the Interaction Designer
Section Three: The Rhetorical Nature of Interaction Design
Chapter Six: Interaction Design
and Communication
The
designer as persuader
Designed
artifacts identify an underlying culture
Design
language can provide the cultural substance
The
honesty of poetic interactions
Investigating
mindfulness
Providing
a vivid and refined attention to sensory detail
A
poetic interaction may not be a usable interaction
On the Nature of Interaction as
Language
Interaction: Framing the Concept within Design
Language: passing meaning to others
Metaphors: enabling people to understand
Affordances: Interaction and Language in Practice
Design as communication: the essential theme revealed
Section Four: Challenges Facing Interaction Design in Industry
Chapter Seven: The Political Dynamics of Product
Development
Interaction
design at the center of the world
Working with product managers
Your job is to make decisions and deliver them to other
people
Jack of all trades, master of none
Bureaucracy versus politics
Intuition and the art of design
Finger puppets, the IDEO tradition, and other UI-designer la-la land t
echniques