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{{Short description|Specialization of design focused on the experience users have of a product or service}}
In [[design]], [[human–computer interaction]], and [[software development]], '''interaction design''', often abbreviated '''IxD''', is "about shaping digital things for people’s use",<ref>[http://interaction-design.org Encyclopedia of Interaction Design]</ref> alternately defined as "the practice of designing interactive digital products, environments, systems, and services."<ref name="AboutFace3">{{cite book
{{Use dmy dates|date=December 2020}}
|title=About Face 3: The Essentials of Interaction Design
'''Interaction design''', often abbreviated as '''IxD''', is "the practice of designing interactive digital products, environments, systems, and services."<ref name="AboutFace3">{{cite book|url=https://books.google.com/books?id=0gdRAAAAMAAJ|title=About Face 3: The Essentials of Interaction Design|last1=Cooper|first1=Alan|last2=Reimann|first2=Kaye|last3=Keezer|first3=Leiben|publisher=[[John Wiley & Sons|Wiley]]|year=2007|isbn=978-0-470-08411-3|location=[[Indianapolis|Indianapolis, Indiana]]|author-link=Alan Cooper (software designer)|access-date=18 July 2011}}</ref>{{rp|xxvii|location=30}} While interaction design has an interest in form (similar to other design fields), its main area of focus rests on behavior.<ref name="AboutFace3" />{{rp|xxvii|location=30}} Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field, as opposed to a science or engineering field.<ref name="AboutFace3" />
|last=Cooper

|first=Alan
Interaction design borrows from a wide range of fields like psychology, [[Human–computer interaction|human-computer interaction]], [[information architecture]], and user research to create designs that are tailored to the needs and preferences of users. This involves understanding the context in which the product will be used, identifying user goals and behaviors, and developing design solutions that are responsive to user needs and expectations.{{rp|xxvii|pages=|location=}}
|authorlink=Alan Cooper
|last2=Reimann
|first2=Robert
|last3=Cronin
|first3=Dave
|year=2007
|publisher=[[John Wiley & Sons|Wiley]]
|location=[[Indianapolis|Indianapolis, Indiana]]
|isbn=978-0-470-08411-3
|pages=610
|url=http://books.google.com/books?id=0gdRAAAAMAAJ
|accessdate=18 July 2011
}}</ref>{{rp|xxxi,1}} Like many other design fields interaction design also has an interest in form but its main focus is on behavior.<ref name="AboutFace3" />{{rp|1}} What clearly marks interaction design as a design field as opposed to a science or engineering field is that it is synthesis and imagining things as they might be, more so than focusing on how things are.<ref name="AboutFace3" />{{rp|xviii}}


Interaction design is heavily focused on satisfying the needs and desires of the people who will use the product.<ref name="AboutFace3" />{{rp|xviii}} Where other disciplines like [[software engineering]] have a heavy focus on designing for technical stakeholders of a project. <!-- re-read sections in Inmates are running the asylum for citations: When designing to meet the needs and desires of users as opposed to technical stake holders, the results are unequivicaly different.... -->
While disciplines such as software engineering have a heavy focus on designing for technical stakeholders, interaction design is focused on meeting the needs and optimizing the experience of users, within relevant technical or business constraints.<ref name="AboutFace3" />{{rp|xviii}}


== History ==
== History ==
The term ''interaction design'' was first coined by [[Bill Moggridge]]<ref>[http://www.ibm.com/developerworks/library/ws-soa-busmodeling/index.html Integrate business modeling and interaction design]</ref> and [[Bill Verplank]] in the mid-1980s. It would be another 10 years before other designers rediscovered the term and started using it.<ref name="AboutFace3" />{{rp|xviii}} To Verplank, it was an adaptation of the computer science term ''user interface design'' to the [[industrial design]] profession.<ref>[http://www.billverplank.com/professional.html Bill Verplank home site]</ref> To Moggridge, it was an improvement over ''soft-face'', which he had coined in 1984 to refer to the application of industrial design to products containing software.<ref name="DesigningInteractions">*{{cite book
The term ''interaction design'' was coined by [[Bill Moggridge]] and [[Bill Verplank]] in the mid-1980s,<ref>{{cite web|url=http://www.ibm.com/developerworks/library/ws-soa-busmodeling/index.html|title=Integrate business modeling and interaction design|website=[[IBM]] |date=8 June 2007|url-status=live|archive-url=https://web.archive.org/web/20080212063437/http://www.ibm.com/developerworks/library/ws-soa-busmodeling/index.html|archive-date=12 February 2008}}</ref><ref>{{Cite book |last=Moggridge |first=Bill |url=https://www.worldcat.org/oclc/86070696 |title=Designing interactions |date=2007 |publisher=MIT Press |isbn=978-0-262-28006-8 |location=Cambridge, Mass. |pages=14 |oclc=86070696 |quote=I gave my first conference presentation on the subject in 1984, and at that time I described it as “Soft-face”, thinking of a combination between software and user-interface design [...] we went on thinking of possible names until I eventually settled on “interaction design” with the help of Bill Verplank.}}</ref> but it took 10 years before the concept started to take hold.<ref name="AboutFace3" />{{rp|xxviii|pages=31}} To Verplank, it was an adaptation of the computer science term ''user interface design'' for the [[industrial design]] profession.<ref>{{cite web|url=http://www.billverplank.com/professional.html|title=Bill Verplank - Professional|url-status=live|archive-url=https://web.archive.org/web/20080123153501/http://www.billverplank.com/professional.html|archive-date=23 January 2008}}</ref> To Moggridge, it was an improvement over ''soft-face'', which he had coined in 1984 to refer to the application of industrial design to products containing software.<ref name="DesigningInteractions">*{{cite book
|last=Moggridge
|last=Moggridge
|first=Bill
|first=Bill
|authorlink=Bill Moggridge
|author-link=Bill Moggridge
|title=Designing Interactions
|title=Designing Interactions
|publisher=[[MIT Press]]
|publisher=[[MIT Press]]
|year=2007
|year=2007
|isbn=0-262-13474-8
|isbn=978-0-262-13474-3
|url=https://archive.org/details/designinginterac00mogg
}}</ref><!--Moggridge's book, ''Designing Interactions'' explores many prominent examples of interaction design (e.g. the [[input device]], laptop, handheld) and includes interviews with some of its best-known practitioners.-->
}}</ref><!--Moggridge's book, ''Designing Interactions'' explores a number of prominent examples of interaction design (e.g., the [[input device]], laptop, handheld) and includes interviews with some of its best-known practitioners.-->


The earliest programs in design for interactive technologies were the Visible Language Workshop, started by [[Muriel Cooper]] at MIT in 1975, and the [[Interactive Telecommunications Program]] founded at NYU in 1979 by Martin Elton and later headed by Red Burns.<ref>{{Cite news|url=https://www.nytimes.com/2013/08/27/nyregion/red-burns-godmother-of-silicon-alley-dies-at-88.html|title=Red Burns, 'Godmother of Silicon Alley,' Dies at 88|last=Martin|first=Douglas|date=2013-08-26|newspaper=The New York Times|issn=0362-4331|access-date=2016-08-01|url-status=live|archive-url=https://web.archive.org/web/20160524195449/http://www.nytimes.com/2013/08/27/nyregion/red-burns-godmother-of-silicon-alley-dies-at-88.html|archive-date=24 May 2016}}</ref>
The first academic program officially named as Interaction Design was established at [[Carnegie Mellon University]] in 1994 as Master of Design in Interaction Design.<ref>[http://www.design.cmu.edu/show_program.php?s=2&t=3]</ref> When the program started it focused mostly on screen interfaces, but today more on the “big picture” aspects of interaction — people, organizations, culture, service, and system.


The first academic program officially named "Interaction Design" was established at [[Carnegie Mellon University]] in 1994, as a Master of Design in Interaction Design.<ref>{{cite web|url=http://www.design.cmu.edu/show_program.php?s%3D2%26t%3D3 |title=Interaction Design > School of Design > Carnegie Mellon University |access-date=2012-12-03 |url-status=dead |archive-url=https://web.archive.org/web/20121130142448/http://www.design.cmu.edu/show_program.php?s=2&t=3 |archive-date=30 November 2012}}</ref> At the outset, the program focused mainly on screen interfaces, before shifting to a greater emphasis on the "big picture" aspects of interaction—people, organizations, culture, service and system.
In 1990, Gillian Crampton-Smith established Computer-related Design MA at the [[Royal College of Art]] (RCA) in London, which later changed its name to Interaction Design.<ref>[http://www.interaction.rca.ac.uk RCA Design Interactions Website]</ref> In 2001, she helped found the [[Interaction Design Institute Ivrea]], a small institute in Northern Italy dedicated solely to interaction design; the institute moved to Milan in October 2005 and merged courses with [[Domus Academy, Postgraduate School of Design|Domus Academy]]. In 2007, some of the people originally involved with IDII have now set up the [[Copenhagen Institute of Interaction Design]] (CIID).


In 1990, [[Gillian Crampton Smith]] founded the Computer-Related Design MA at the [[Royal College of Art]] (RCA) in London, which in 2005 was renamed Design Interactions,<ref>[http://www.interaction.rca.ac.uk RCA Design Interactions Website] {{webarchive|url=https://web.archive.org/web/20100710032805/http://www.interaction.rca.ac.uk/ |date=10 July 2010 }}</ref> headed by Anthony Dunne.<ref>[http://www.design-interactions.rca.ac.uk/anthony-dunne RCA Design Interactions About Students Staff & Guests Research Graduating Projects] {{webarchive|url=https://web.archive.org/web/20131205163817/http://www.design-interactions.rca.ac.uk/anthony-dunne |date=5 December 2013 }}</ref> In 2001, Crampton Smith helped found the [[Interaction Design Institute Ivrea]] (IDII), a specialized institute in [[Olivetti|Olivetti's]] hometown in Northern Italy, dedicated solely to interaction design. In 2007, after IDII closed due to a lack of funding, some of the people originally involved with IDII set up the [[Copenhagen Institute of Interaction Design]] (CIID), in Denmark. After Ivrea, Crampton Smith and Philip Tabor added the Interaction Design (IxD) track in the Visual and Multimedia Communication at the [[Ca' Foscari University of Venice|University of Venice]], Italy.
Today, interaction design is taught in [[List of interaction design programs|many schools worldwide]].

In 1998, the [[Swedish Foundation for Strategic Research]] founded [[The Interactive Institute]]—a Swedish research institute in the field of interaction design.


==Methodologies==
==Methodologies==


===Goal-oriented design===
===Goal-oriented design===
Goal-oriented design (or Goal-Directed™ design) "is concerned most significantly with satisfying the needs and desires of the people who will interact with a product or service."<ref name="AboutFace3" />{{rp|xviii}}
Goal-oriented design (or Goal-Directed design) "is concerned with satisfying the needs and desires of the users of a product or service."<ref name="AboutFace3" />{{rp|xxviii|location=31}}

[[Alan Cooper (software designer)|Alan Cooper]] argues in ''The Inmates Are Running the Asylum'' that we need a new approach to solving interactive software-based problems.<ref name="Inmates">{{cite book |title=Inmates Are Running the Asylum, The: Why High-Tech Products Drive Us Crazy and How to Restore the Sanity |last=Cooper |first=Alan |year=2004 |publisher=Sams Publishing |isbn=0-672-32614-0 |pages=288 }}</ref>{{rp|1}} The problems with designing computer interfaces are fundamentally different from those that do not include software (e.g., hammers). Cooper introduces the concept of cognitive friction, which is when the interface of a design is complex and difficult to use, and behaves inconsistently and unexpectedly, possessing different modes.<ref name="Inmates"/>{{rp|22}}


Alternatively, interfaces can be designed to serve the needs of the service/product provider. User needs may be poorly served by this approach.
[[Alan Cooper]] argues in ''The Inmates Are Running The Asylum'' that we need to take a new approach to how interactive software based problems are solved.<ref name="Inmates">{{cite book |title=Inmates Are Running the Asylum, The: Why High-Tech Products Drive Us Crazy and How to Restore the Sanity |last=Cooper |first=Allan |authorlink= |coauthors= |year=2004 |publisher=Sams Publishing |location= |isbn=0-672-32614-0 |pages=288 |url=http://www.amazon.com/dp/0672316498 |accessdate=17 July 2011}}</ref>{{rp|1}} The problems faced with designing computer based interfaces are fundamentally different to the challenges we face when designing interfaces for products that do not include software (e.g. hammers). Alan introduces the concept of cognitive friction, whereby we treat things as human when they are significantly complex enough that we cannot always understand how they behave. Computer interfaces are sufficiently complex as to be treated this way.<ref name="Inmates"/>{{rp|22}}


===Usability===
It is argued that we must truly understand the goals of a user (both personal and objective) in order to solve the problem in the best way possible and that the current approach is much oriented towards solving individual problems from the perspective of a business or other interested parties.
Usability answers the question "can someone use this interface?". Jakob Nielsen describes usability as the quality attribute<ref>{{cite web|url=https://www.nngroup.com/articles/usability-101-introduction-to-usability/|title=Usability 101: Introduction to Usability|website=nngroup.com|url-status=live|archive-url=https://web.archive.org/web/20160901213207/https://www.nngroup.com/articles/usability-101-introduction-to-usability/|archive-date=1 September 2016}}</ref> that describes how usable the interface is. Shneiderman proposes principles for designing more usable interfaces called "Eight Golden Rules of Interface Design"<ref>{{cite web|url=https://faculty.washington.edu/jtenenbg/courses/360/f04/sessions/schneidermanGoldenRules.html|title=Shneiderman's Eight Golden Rules of Interface Design|website=faculty.washington.edu|url-status=live|archive-url=https://web.archive.org/web/20170109012011/http://faculty.washington.edu/jtenenbg/courses/360/f04/sessions/schneidermanGoldenRules.html|archive-date=9 January 2017}}</ref>—which are well-known heuristics for creating usable systems.


====Personas====
===Personas===
[[Persona (user experience)|Personas]] are archetypes that describe the various goals and observed behaviour patterns among users.<ref name="Designing for the Digital Age">{{cite book|last1=Goodwin|first1=Kim|title=Designing for the Digital Age|date=2009|publisher=Wiley|isbn=978-0-470-22910-1|page=229}}</ref>
Goal-oriented design as explained in ''The Inmates Are Running The Asylum'' advocates for the use of [[Persona (marketing)|personas]], which are created after interviewing a significant number of users.


A persona encapsulates critical behavioural data in a way that both designers and stakeholders can understand, remember, and relate to.<ref>{{Cite journal|last1=An|first1=J.|last2=Kwak|first2=H.|last3=Jung|first3=S.|last4=Salminen|first4=J.|last5=Admad|first5=M.|last6=Jansen|first6=Bernard James|date=2018-11-01|title=Imaginary people representing real numbers: Generating personas from online social media data|url=https://pennstate.pure.elsevier.com/en/publications/imaginary-people-representing-real-numbers-generating-personas-fr|journal=ACM Transactions on the Web|volume=12|issue=4|pages=27|doi=10.1145/3265986|s2cid=53578657|issn=1559-1131}}</ref> Personas use storytelling to engage users' social and emotional aspects, which helps designers to either visualize the best product behaviour or see why the recommended design is successful.<ref name="Designing for the Digital Age"/>
The aim of a persona is to "Develop a precise description of our user and what he wishes to accomplish." The best method as described within ''The Inmates Are Running The Asylum'' is to fabricate users with names and back stories who represent real users of a given product. These users are not as much a fabrication but more so as a product of the investigation process. The reason for constructing back stories for a persona is to make them believable, such that they can be treated as real people and their needs can be argued for. Personas also help eliminate idiosyncrasies that may be attributed to a given individual.<ref name="Inmates"/>{{rp|93}}


===Cognitive dimensions===
===Cognitive dimensions===
The [[cognitive dimensions]] framework<ref>{{cite web |title=Instructions and Descriptions: some cognitive aspects of programming and similar activities|author=T. R. G. Green|url=http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.32.8003 }}</ref> provides a specialized vocabulary to evaluate and modify particular design solutions. Cognitive dimensions are designed as a lightweight approach to analysis of a design quality, rather than an in-depth, detailed description. They provide a common vocabulary for discussing many factors in notation, UI or programming language design.
The [[cognitive dimensions]] framework<ref>{{cite CiteSeerX |title=Instructions and Descriptions: some cognitive aspects of programming and similar activities |author=T. R. G. Green |year=2000 |author-link=Thomas R.G. Green|citeseerx=10.1.1.32.8003 }}</ref> provides a vocabulary to evaluate and modify design solutions. Cognitive dimensions offer a lightweight approach to analysis of a design quality, rather than an in-depth, detailed description. They provide a common vocabulary for discussing notation, [[user interface]] or programming language design.


Dimensions provide high-level descriptions of the interface and how the user interacts with it such as ''consistency'', ''error-proneness'', ''hard mental operations'', ''viscosity'' or ''premature commitment''. These concepts aid the creation of new designs from existing ones through ''design maneuvers'' that alter the position of the design within a particular dimension.
Dimensions provide high-level descriptions of the interface and how the user interacts with it: examples include ''consistency'', ''error-proneness'', ''hard mental operations'', ''viscosity'' and ''premature commitment''. These concepts aid the creation of new designs from existing ones through ''design maneuvers'' that alter the design within a particular dimension.


===Affective interaction design===
=== Affective interaction design ===
{{See also|Interaction cost}}
Throughout the process of interaction design, designers must be aware of key aspects in their designs that influence emotional responses in target users. The need for products to convey positive emotions and avoid negative ones is critical to product success.<ref name="Sharp 2007">{{cite book

|last=Sharp
Designers must be aware of elements that influence user emotional responses. For instance, products must convey positive emotions while avoiding negative ones.<ref name="Sharp 2007">{{cite book
|first=Helen
|last1=Sharp
|first1=Helen
|last2=Rogers
|last2=Rogers
|first2=Yvonne
|first2=Yvonne
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|title=Interaction Design: Beyond Human–Computer Interaction
|title=Interaction Design: Beyond Human–Computer Interaction
|edition=2nd
|edition=2nd
|page=184
|pages=181–217 [184]
|pages=181–217
|publisher=[[John Wiley & Sons]]
|publisher=[[John Wiley & Sons]]
|year=2007
|year=2007
}}</ref> These aspects include positive, negative, motivational, learning, creative, social and persuasive influences to name a few. One method that can help convey such aspects is the use of expressive interfaces. In software, for example, the use of dynamic icons, animations and sound can help communicate a state of operation, creating a sense of interactivity and feedback. Interface aspects such as fonts, color pallete, and graphical layouts can also influence an interface's perceived effectiveness. Studies have shown that affective aspects can affect a user's perception of usability.<ref name="Sharp 2007"/>
}}</ref> Other important aspects include motivational, learning, creative, social and persuasive influences. One method that can help convey such aspects is for example, the use of dynamic icons, animations and sound to help communicate, creating a sense of interactivity. Interface aspects such as fonts, color palettes and graphical layouts can influence acceptance. Studies showed that affective aspects can affect perceptions of usability.<ref name="Sharp 2007"/>

Emotion and pleasure theories exist to explain interface responses. These include [[Don Norman]]'s [[emotional design]] model, Patrick Jordan's pleasure model<ref>{{Cite web | url=http://changingminds.org/explanations/emotions/happiness/four_pleasures.htm | title=Four pleasures}}</ref> and McCarthy and Wright's Technology as Experience framework.<ref>{{Cite book | url=https://mitpress.mit.edu/books/technology-experience |title = Technology as Experience &#124; the MIT Press| date=10 September 2004 | publisher=MIT Press | isbn=9780262134477 }}</ref>


==Five dimensions==
Emotional and pleasure theories exist to explain people's responses to the use of interactive products. These include [[Don Norman]]'s [[emotional design]] model, Patrick Jordan's pleasure model, and McCarthy and Wright's Technology as Experience framework.
The concept of dimensions of interaction design were introduced in Moggridge's book ''Designing Interactions.'' Crampton Smith wrote that interaction design draws on four existing design languages, 1D, 2D, 3D, 4D.<ref>{{cite book|last=Moggridge|first=Bill|title=Designing Interactions|year=2007|publisher=The MIT Press|isbn=978-0-262-13474-3|url=https://archive.org/details/designinginterac00mogg}}</ref> Kevin Silver later proposed a fifth dimension, behaviour.<ref>{{cite web|last=Silver|first=Kevin|title=What Puts the Design in Interaction Design|url=http://www.uxmatters.com/mt/archives/2007/07/what-puts-the-design-in-interaction-design.php|publisher=UX Matters|access-date=6 March 2012|url-status=live|archive-url=https://web.archive.org/web/20111115072245/http://www.uxmatters.com/mt/archives/2007/07/what-puts-the-design-in-interaction-design.php|archive-date=15 November 2011}}</ref>


===Words===
==The Five Dimensions of Interaction Design==
The dimensions of interaction Design was first introduced in the introduction of the book ''Designing Interactions''. Gillian Crampton Smith stated that there were four dimensions to an interaction design language.<ref>{{cite book|last=Moggridge|first=Bill|title=Designing Interactions|year=2007|publisher=The MIT Press|isbn=978-0-262-13474-3}}</ref> An additional fifth dimension was added by Kevin Silver.<ref>{{cite web|last=Silver|first=Kevin|title=What Puts the Design in Interaction Design|url=http://www.uxmatters.com/mt/archives/2007/07/what-puts-the-design-in-interaction-design.php|publisher=UX Matters|accessdate=6 March 2012}}</ref>


This dimension defines interactions: words are the element that users interact with.
===1D Words===


===Visual representations===
This dimension defines the interactions. Words are the interaction that users use to interact with.


Visual representations are the elements of an interface that the user perceives; these may include but are not limited to "typography, diagrams, icons, and other graphics".
===2D Visual Representations===


===Physical objects or space===
The visual representations are the things that the user interacts with on the interface. These may include but not limited to "typography, diagrams, icons, and other graphics"


===3D Physical objects or space===
This dimension defines the objects or space "with which or within which users interact".


===Time===
The space with which the user interacts is the third dimension of interaction design. It defines the space or objects "with which or within which users interact with"


The time during which the user interacts with the interface. An example of this includes "content that changes over time such as sound, video or animation".
===4D Time===


===Behavior===
The time with which the user interacts with the interface. Some examples of this are "content that changes over time such as sound, video, or animation"


Behavior defines how users respond to the interface. Users may have different reactions in this interface.
===5D Behavior===


==Interaction Design Association==
The behavior defines the users actions reaction to the interface and how they respond to it.
The Interaction Design Association<ref>{{cite web|url=http://www.ixda.org/|title=Interaction Design Association – IxDA|url-status=live|archive-url=https://web.archive.org/web/20160602161020/http://www.ixda.org/|archive-date=2 June 2016}}</ref> was created in 2003 to serve the community. The organization has over 80,000 members and more than 173 local groups.<ref>{{Cite web|url=http://www.ixda.org/|title=Interaction Design Association - Homepage {{!}} IxDA|website=ixda.org|access-date=2016-06-03|url-status=live|archive-url=https://web.archive.org/web/20160602161020/http://www.ixda.org/|archive-date=2 June 2016}}</ref> IxDA hosts Interaction<ref>{{cite web|url=http://interaction16.ixda.org/|title=Interaction 16|url-status=live|archive-url=https://web.archive.org/web/20151117034042/http://interaction16.ixda.org/|archive-date=17 November 2015}}</ref> the annual interaction design conference, and the Interaction Awards.<ref>{{cite web|url=http://awards.ixda.org/|title=Home/ IxD Awards|url-status=live|archive-url=http://archive.wikiwix.com/cache/20131013092453/http://awards.ixda.org/|archive-date=13 October 2013}}</ref>


==Related disciplines==
==Related disciplines==
;[[Industrial design]]<ref name="interactiondesign.com.au - disciplines and domaines">http://www.interactiondesign.com.au/disciplines-and-domains</ref>
;[[Industrial design]]<ref name="interactiondesign.com.au - disciplines and domaines">{{cite web|url=http://www.interactiondesign.com.au/disciplines-and-domains|title=Disciplines & Domains of Interaction Design|access-date=19 July 2011|archive-url=https://web.archive.org/web/20110706105217/http://www.interactiondesign.com.au/disciplines-and-domains|archive-date=6 July 2011|url-status=dead}}</ref>
:The core principles of industrial design overlap with those of interaction design. Industrial designers use their knowledge of physical [[form]], color, [[aesthetics]], [[Perception|human perception]] and desire, [[usability]] to create a fit of an object with the person using it.
:The core principles of industrial design overlap with those of interaction design. Industrial designers use their knowledge of physical [[Shape|form]], color, [[aesthetics]], [[Perception|human perception]] and desire, and [[usability]] to create a fit of an object with the person using it.


;Human factors and [[ergonomics]]<ref name="interactiondesign.com.au - disciplines and domaines" />
;[[Human factors and ergonomics]]
:Certain basic principles of ergonomics provide grounding for interaction design. These include [[anthropometry]], [[biomechanics]], [[kinesiology]], [[physiology]] and [[psychology]] as they relate to human behavior in the built environment.
:Certain basic principles of ergonomics provide grounding for interaction design. These include [[anthropometry]], [[biomechanics]], [[kinesiology]], [[physiology]] and [[psychology]] as they relate to human behavior in the built environment.


Line 109: Line 107:
:Academic research in human–computer interaction (HCI) includes methods for describing and testing the usability of interacting with an interface, such as [[cognitive dimensions]] and the [[cognitive walkthrough]].
:Academic research in human–computer interaction (HCI) includes methods for describing and testing the usability of interacting with an interface, such as [[cognitive dimensions]] and the [[cognitive walkthrough]].


;Design research
;[[Design research]]
:Interaction designers are typically informed through iterative cycles of user research. User research is used to identify the needs, motivations and behavior of end users. They [[design]] with an emphasis on user goals and experience, and evaluate designs in terms of [[usability]] and affective influence.
:Interaction designers are typically informed through iterative cycles of user research. User research is used to identify the needs, motivations and behaviors of end users. They [[design]] with an emphasis on user goals and experience, and evaluate designs in terms of [[usability]] and affective influence.


;[[Architecture]]<ref name="interactiondesign.com.au - disciplines and domaines" />
;[[Architecture]]<ref name="interactiondesign.com.au - disciplines and domaines" />
:As interaction designers increasingly deal with [[ubiquitous computing]] and [[urban computing]], the architects' ability to make, place, and create context becomes a point of contact between the disciplines.
:As interaction designers increasingly deal with [[ubiquitous computing]], [[urban informatics]] and [[urban computing]], the architects' ability to make, place, and create context becomes a point of contact between the disciplines.


;[[User interface design]]
;[[User interface design]]
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==See also==
==See also==
{{div col|colwidth=20em}}
{{Portal|Design}}
*[[List of interaction design programs]]
*[[Activity-centered design]]
*[[Attentive user interface]]
*[[Chief Experience Officer]] ([[CXO]])
*[[Chief experience officer]] (CXO)
*[[Data presentation architecture]]
*[[Data presentation architecture]]
*[[Hardware interface design]]
*[[Human-computer interaction]]
*[[Human interface guidelines]] (user friendly computer application designs)
*[[Industrial design]]
*[[Information architecture]]
*[[Information architecture]]
*[[Instructional design]]
*[[Instructional design]]
*[[Interaction Design Foundation]]
*[[Interaction design pattern]]
*[[Interaction design pattern]]
*[[Interactive systems engineering]]
*[[Interactive systems engineering]]
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*[[Interface design]]
*[[Interface design]]
*[[Kinetic user interface]]
*[[Kinetic user interface]]
*[[Mobile interaction]]
*[[PACT (interaction design)]]
*[[Service design]]
*[[Service design]]
*[[Sonic interaction design]]
*[[Sonic interaction design]]
Line 138: Line 140:
*[[User experience design]]
*[[User experience design]]
*[[User-centered design]]
*[[User-centered design]]
*[[Web literacy]] (creating interactive experiences on the web)
*[[Media psychology]]
*[[Design prototyping]]{{div col end}}


==References==
==References==
{{Reflist|colwidth=30em}}
{{Reflist|30em}}


== Further reading ==
== Further reading ==
*{{cite book
*{{cite book
|last=Bolter
|last1=Bolter
|first=Jay D.
|first1=Jay D.
|last2=Gromala
|last2=Gromala
|first2=Diane
|first2=Diane
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|location=Cambridge, Massachusetts
|location=Cambridge, Massachusetts
|year=2008
|year=2008
|isbn=0-262-02545-0
|isbn=978-0-262-02545-4
|url=https://archive.org/details/windowsmirrorsin0000bolt
}}
}}
*{{cite book
*{{cite book
|last=Buchenau
|last1=Buchenau
|first=Marion
|first1=Marion
|last2=Suri
|last2=Suri
|first2=Jane Fulton
|first2=Jane Fulton
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|last=Buxton
|last=Buxton
|first=Bill
|first=Bill
|authorlink=Bill Buxton
|author-link=Bill Buxton
|title=Sketching the User Experience
|title=Sketching the User Experience
|publisher=[[New Riders Press]]
|publisher=[[New Riders Press]]
Line 172: Line 178:
|isbn=0-321-34475-8
|isbn=0-321-34475-8
}}
}}
*{{cite book
|last1=Cooper
|first1=Alan
|author-link =Alan Cooper (software designer)
|title=The Inmates are Running the Asylum
|url=https://archive.org/details/inmatesarerunni000coop
|url-access=registration
|year=1999
|publisher=Sams
|isbn=0672316498
}}
*{{cite book
|last1=Cooper
|first1=Alan
|author-link=Alan Cooper (software designer)
|last2=Reimann
|first2=Robert
|last3=Cronin
|first3=David
|last4=Noessel
|first4=Christopher
|title=About Face
|year=2014
|publisher=Wiley
|isbn=9781118766576
|edition=4th}}
*{{cite book
*{{cite book
|last=Dawes
|last=Dawes
Line 185: Line 217:
|title=Designing for the Digital Age: How to Create Human-Centered Products and Services
|title=Designing for the Digital Age: How to Create Human-Centered Products and Services
|year=2009
|year=2009
|publisher=Wiley
|isbn=978-0-470-22910-1
|isbn=978-0-470-22910-1
}}
}}
*{{cite book
*{{cite book
|last=Houde
|last1=Houde
|first=Stephanie
|first1=Stephanie
|last2=Hill
|last2=Hill
|first2=Charles
|first2=Charles
Line 204: Line 237:
|year=1997
|year=1997
}}
}}
*Jones, Matt & Gary Marsden: ''Mobile Interaction Design'', John Wiley & Sons, 2006, ISBN 0-470-09089-8.
*Jones, Matt & Gary Marsden: ''Mobile Interaction Design'', John Wiley & Sons, 2006, {{ISBN|0-470-09089-8}}.
*{{cite book
*{{cite book
|last=Kolko
|last=Kolko
|first=Jon
|first=Jon
|authorlink=Jon Kolko
|author-link=Jon Kolko
|title=Thoughts on Interaction Design
|title=Thoughts on Interaction Design
|year=2009
|year=2009
|publisher=Morgan Kaufmann
|isbn=978-0-12-378624-1
|isbn=978-0-12-378624-1
}}
}}
*{{cite book
*{{cite book
|last=Laurel
|last1=Laurel
|first=Brenda
|first1=Brenda
|last2=Lunenfeld
|last2=Lunenfeld
|first2=Peter
|first2=Peter
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}}
}}
*{{cite conference
*{{cite conference
|last=Tinauli
|last1=Tinauli
|first=Musstanser
|first1=Musstanser
|last2=Pillan
|last2=Pillan
|first2=Margherita
|first2=Margherita
|title=Interaction Design and Experiential Factors: A Novel Case Study on Digital Pen and Paper
|title=Interaction Design and Experiential Factors: A Novel Case Study on Digital Pen and Paper
|booktitle=Mobility '08: Proceedings of the International Conference on Mobile Technology, Applications, and Systems
|book-title=Mobility '08: Proceedings of the International Conference on Mobile Technology, Applications, and Systems
|location=New York
|location=New York
|publisher=[[Association for Computing Machinery|ACM]]
|publisher=[[Association for Computing Machinery|ACM]]
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|last=Norman
|last=Norman
|first=Donald
|first=Donald
|authorlink=Donald Norman
|author-link=Donald Norman
|title=[[The Design of Everyday Things]]
|title=The Design of Everyday Things
|publisher=[[Basic Books]]
|publisher=[[Basic Books]]
|location=New York
|location=New York
|year=1988
|year=1988
|isbn=978-0-465-06710-7
|isbn=978-0-465-06710-7
|title-link=The Design of Everyday Things
}}
}}
*{{cite book
*{{cite book
|last=Raskin
|last=Raskin
|first=Jef
|first=Jef
|authorlink=Jef Raskin
|author-link=Jef Raskin
|title=[[The Humane Interface]]
|title=The Humane Interface
|publisher=[[Association for Computing Machinery|ACM Press]]
|publisher=[[Association for Computing Machinery|ACM Press]]
|year=2000
|year=2000
|isbn=0-201-37937-6
|isbn=0-201-37937-6
|title-link=The Humane Interface
}}
}}
*{{cite book
*{{cite book
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|isbn=0-321-43206-1
|isbn=0-321-43206-1
}}
}}

==External links==
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*[http://www.interaction-design.org Interaction-Design.org] – A peer-reviewed encyclopedia, a comprehensive bibliography, and a calendar of interaction design events
*[http://www.welie.com/patterns/ Design Patterns in Interaction Design]
*[http://www.designinginteractions.com/interviews Designing Interactions: Interviews] – conversations with key figures in interaction design
*[http://www.boxesandarrows.com/view/introducing_interaction_design Introducing Interaction Design – Boxes and Arrows]
<!--
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Please propose new links on talk page before inserting.

COMMERCIAL LINKS WILL BE REMOVED.
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{{Use dmy dates|date=July 2011}}


{{Design}}
{{Design}}
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[[Category:Usability]]
[[Category:Usability]]
[[Category:Multimodal interaction]]
[[Category:Multimodal interaction]]

[[de:Interaction Design]]
[[es:Diseño de interacción]]
[[fa:طراحی تعامل]]
[[fr:Design numérique]]
[[ko:인터랙션 디자인]]
[[it:Interaction design]]
[[he:עיצוב אינטראקטיבי]]
[[nl:Interaction design]]
[[ja:インタラクションデザイン]]
[[no:Interaksjonsdesign]]
[[pl:Projektowanie interakcji]]
[[pt:Design de interação]]
[[ru:Проектирование взаимодействия]]
[[sv:Interaktionsdesign]]
[[zh:交互设计]]

Latest revision as of 15:05, 6 December 2024

Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services."[1]: xxvii, 30  While interaction design has an interest in form (similar to other design fields), its main area of focus rests on behavior.[1]: xxvii, 30  Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field, as opposed to a science or engineering field.[1]

Interaction design borrows from a wide range of fields like psychology, human-computer interaction, information architecture, and user research to create designs that are tailored to the needs and preferences of users. This involves understanding the context in which the product will be used, identifying user goals and behaviors, and developing design solutions that are responsive to user needs and expectations.

While disciplines such as software engineering have a heavy focus on designing for technical stakeholders, interaction design is focused on meeting the needs and optimizing the experience of users, within relevant technical or business constraints.[1]: xviii 

History

[edit]

The term interaction design was coined by Bill Moggridge and Bill Verplank in the mid-1980s,[2][3] but it took 10 years before the concept started to take hold.[1]: 31  To Verplank, it was an adaptation of the computer science term user interface design for the industrial design profession.[4] To Moggridge, it was an improvement over soft-face, which he had coined in 1984 to refer to the application of industrial design to products containing software.[5]

The earliest programs in design for interactive technologies were the Visible Language Workshop, started by Muriel Cooper at MIT in 1975, and the Interactive Telecommunications Program founded at NYU in 1979 by Martin Elton and later headed by Red Burns.[6]

The first academic program officially named "Interaction Design" was established at Carnegie Mellon University in 1994, as a Master of Design in Interaction Design.[7] At the outset, the program focused mainly on screen interfaces, before shifting to a greater emphasis on the "big picture" aspects of interaction—people, organizations, culture, service and system.

In 1990, Gillian Crampton Smith founded the Computer-Related Design MA at the Royal College of Art (RCA) in London, which in 2005 was renamed Design Interactions,[8] headed by Anthony Dunne.[9] In 2001, Crampton Smith helped found the Interaction Design Institute Ivrea (IDII), a specialized institute in Olivetti's hometown in Northern Italy, dedicated solely to interaction design. In 2007, after IDII closed due to a lack of funding, some of the people originally involved with IDII set up the Copenhagen Institute of Interaction Design (CIID), in Denmark. After Ivrea, Crampton Smith and Philip Tabor added the Interaction Design (IxD) track in the Visual and Multimedia Communication at the University of Venice, Italy.

In 1998, the Swedish Foundation for Strategic Research founded The Interactive Institute—a Swedish research institute in the field of interaction design.

Methodologies

[edit]

Goal-oriented design

[edit]

Goal-oriented design (or Goal-Directed design) "is concerned with satisfying the needs and desires of the users of a product or service."[1]: xxviii, 31 

Alan Cooper argues in The Inmates Are Running the Asylum that we need a new approach to solving interactive software-based problems.[10]: 1  The problems with designing computer interfaces are fundamentally different from those that do not include software (e.g., hammers). Cooper introduces the concept of cognitive friction, which is when the interface of a design is complex and difficult to use, and behaves inconsistently and unexpectedly, possessing different modes.[10]: 22 

Alternatively, interfaces can be designed to serve the needs of the service/product provider. User needs may be poorly served by this approach.

Usability

[edit]

Usability answers the question "can someone use this interface?". Jakob Nielsen describes usability as the quality attribute[11] that describes how usable the interface is. Shneiderman proposes principles for designing more usable interfaces called "Eight Golden Rules of Interface Design"[12]—which are well-known heuristics for creating usable systems.

Personas

[edit]

Personas are archetypes that describe the various goals and observed behaviour patterns among users.[13]

A persona encapsulates critical behavioural data in a way that both designers and stakeholders can understand, remember, and relate to.[14] Personas use storytelling to engage users' social and emotional aspects, which helps designers to either visualize the best product behaviour or see why the recommended design is successful.[13]

Cognitive dimensions

[edit]

The cognitive dimensions framework[15] provides a vocabulary to evaluate and modify design solutions. Cognitive dimensions offer a lightweight approach to analysis of a design quality, rather than an in-depth, detailed description. They provide a common vocabulary for discussing notation, user interface or programming language design.

Dimensions provide high-level descriptions of the interface and how the user interacts with it: examples include consistency, error-proneness, hard mental operations, viscosity and premature commitment. These concepts aid the creation of new designs from existing ones through design maneuvers that alter the design within a particular dimension.

Affective interaction design

[edit]

Designers must be aware of elements that influence user emotional responses. For instance, products must convey positive emotions while avoiding negative ones.[16] Other important aspects include motivational, learning, creative, social and persuasive influences. One method that can help convey such aspects is for example, the use of dynamic icons, animations and sound to help communicate, creating a sense of interactivity. Interface aspects such as fonts, color palettes and graphical layouts can influence acceptance. Studies showed that affective aspects can affect perceptions of usability.[16]

Emotion and pleasure theories exist to explain interface responses. These include Don Norman's emotional design model, Patrick Jordan's pleasure model[17] and McCarthy and Wright's Technology as Experience framework.[18]

Five dimensions

[edit]

The concept of dimensions of interaction design were introduced in Moggridge's book Designing Interactions. Crampton Smith wrote that interaction design draws on four existing design languages, 1D, 2D, 3D, 4D.[19] Kevin Silver later proposed a fifth dimension, behaviour.[20]

Words

[edit]

This dimension defines interactions: words are the element that users interact with.

Visual representations

[edit]

Visual representations are the elements of an interface that the user perceives; these may include but are not limited to "typography, diagrams, icons, and other graphics".

Physical objects or space

[edit]

This dimension defines the objects or space "with which or within which users interact".

Time

[edit]

The time during which the user interacts with the interface. An example of this includes "content that changes over time such as sound, video or animation".

Behavior

[edit]

Behavior defines how users respond to the interface. Users may have different reactions in this interface.

Interaction Design Association

[edit]

The Interaction Design Association[21] was created in 2003 to serve the community. The organization has over 80,000 members and more than 173 local groups.[22] IxDA hosts Interaction[23] the annual interaction design conference, and the Interaction Awards.[24]

[edit]
Industrial design[25]
The core principles of industrial design overlap with those of interaction design. Industrial designers use their knowledge of physical form, color, aesthetics, human perception and desire, and usability to create a fit of an object with the person using it.
Human factors and ergonomics
Certain basic principles of ergonomics provide grounding for interaction design. These include anthropometry, biomechanics, kinesiology, physiology and psychology as they relate to human behavior in the built environment.
Cognitive psychology[25]
Certain basic principles of cognitive psychology provide grounding for interaction design. These include mental models, mapping, interface metaphors, and affordances. Many of these are laid out in Donald Norman's influential book The Design of Everyday Things.
Human–computer interaction[25]
Academic research in human–computer interaction (HCI) includes methods for describing and testing the usability of interacting with an interface, such as cognitive dimensions and the cognitive walkthrough.
Design research
Interaction designers are typically informed through iterative cycles of user research. User research is used to identify the needs, motivations and behaviors of end users. They design with an emphasis on user goals and experience, and evaluate designs in terms of usability and affective influence.
Architecture[25]
As interaction designers increasingly deal with ubiquitous computing, urban informatics and urban computing, the architects' ability to make, place, and create context becomes a point of contact between the disciplines.
User interface design
Like user interface design and experience design, interaction design is often associated with the design of system interfaces in a variety of media but concentrates on the aspects of the interface that define and present its behavior over time, with a focus on developing the system to respond to the user's experience and not the other way around.

See also

[edit]

References

[edit]
  1. ^ a b c d e f Cooper, Alan; Reimann, Kaye; Keezer, Leiben (2007). About Face 3: The Essentials of Interaction Design. Indianapolis, Indiana: Wiley. ISBN 978-0-470-08411-3. Retrieved 18 July 2011.
  2. ^ "Integrate business modeling and interaction design". IBM. 8 June 2007. Archived from the original on 12 February 2008.
  3. ^ Moggridge, Bill (2007). Designing interactions. Cambridge, Mass.: MIT Press. p. 14. ISBN 978-0-262-28006-8. OCLC 86070696. I gave my first conference presentation on the subject in 1984, and at that time I described it as "Soft-face", thinking of a combination between software and user-interface design [...] we went on thinking of possible names until I eventually settled on "interaction design" with the help of Bill Verplank.
  4. ^ "Bill Verplank - Professional". Archived from the original on 23 January 2008.
  5. ^ *Moggridge, Bill (2007). Designing Interactions. MIT Press. ISBN 978-0-262-13474-3.
  6. ^ Martin, Douglas (26 August 2013). "Red Burns, 'Godmother of Silicon Alley,' Dies at 88". The New York Times. ISSN 0362-4331. Archived from the original on 24 May 2016. Retrieved 1 August 2016.
  7. ^ "Interaction Design > School of Design > Carnegie Mellon University". Archived from the original on 30 November 2012. Retrieved 3 December 2012.
  8. ^ RCA Design Interactions Website Archived 10 July 2010 at the Wayback Machine
  9. ^ RCA Design Interactions About Students Staff & Guests Research Graduating Projects Archived 5 December 2013 at the Wayback Machine
  10. ^ a b Cooper, Alan (2004). Inmates Are Running the Asylum, The: Why High-Tech Products Drive Us Crazy and How to Restore the Sanity. Sams Publishing. p. 288. ISBN 0-672-32614-0.
  11. ^ "Usability 101: Introduction to Usability". nngroup.com. Archived from the original on 1 September 2016.
  12. ^ "Shneiderman's Eight Golden Rules of Interface Design". faculty.washington.edu. Archived from the original on 9 January 2017.
  13. ^ a b Goodwin, Kim (2009). Designing for the Digital Age. Wiley. p. 229. ISBN 978-0-470-22910-1.
  14. ^ An, J.; Kwak, H.; Jung, S.; Salminen, J.; Admad, M.; Jansen, Bernard James (1 November 2018). "Imaginary people representing real numbers: Generating personas from online social media data". ACM Transactions on the Web. 12 (4): 27. doi:10.1145/3265986. ISSN 1559-1131. S2CID 53578657.
  15. ^ T. R. G. Green (2000). "Instructions and Descriptions: some cognitive aspects of programming and similar activities". CiteSeerX 10.1.1.32.8003.
  16. ^ a b Sharp, Helen; Rogers, Yvonne; Preece, Jenny (2007). Interaction Design: Beyond Human–Computer Interaction (2nd ed.). John Wiley & Sons. pp. 181–217 [184].
  17. ^ "Four pleasures".
  18. ^ Technology as Experience | the MIT Press. MIT Press. 10 September 2004. ISBN 9780262134477.
  19. ^ Moggridge, Bill (2007). Designing Interactions. The MIT Press. ISBN 978-0-262-13474-3.
  20. ^ Silver, Kevin. "What Puts the Design in Interaction Design". UX Matters. Archived from the original on 15 November 2011. Retrieved 6 March 2012.
  21. ^ "Interaction Design Association – IxDA". Archived from the original on 2 June 2016.
  22. ^ "Interaction Design Association - Homepage | IxDA". ixda.org. Archived from the original on 2 June 2016. Retrieved 3 June 2016.
  23. ^ "Interaction 16". Archived from the original on 17 November 2015.
  24. ^ "Home/ IxD Awards". Archived from the original on 13 October 2013.
  25. ^ a b c d "Disciplines & Domains of Interaction Design". Archived from the original on 6 July 2011. Retrieved 19 July 2011.

Further reading

[edit]