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Interaction Design - why making skills matter
1. Interaction Design
why making skills matter
Aadjan van der Helm - a.j.c.vanderhelm@tudelft.nl
TUDelft - Faculty of Industrial Design Engineering
Robert Paauwe - r.j.paauwe@vu.nl
VU - Center for Advanced Media Research
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2. Contents
• Multidisciplinary nature of interaction design
• Personal introduction
• Historical perspective on interactive products
• Design for Experience
• Role of prototypes in the design process
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7. Bill Verplank on Interaction Design
From Desiging Interaction by Bill Moggridge 2007
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8. Affordances
• Man perceives his environment in terms of what he can
do with it
• Direct perception theory - Gibson 1986
• The action-possibilities are called affordances
• Size of human body relative to the environment
• Man’s intentions
• Bodily skills
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9. Terminology
• Human product interaction or just interaction
• Intangible quality of products, while interacting
• Product form-properties is the interface
• Link user to product functionality, controls (input)
and feedback elements (output)
• Clarify function by information-for-use
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18. Electronic products
information-for-use
technology
controls coupling
function
product form
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19. Bill Buxton (1986)
Homo WIMPi
(Windows Icons Mouse Pointer interface)
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20. information-for-use
controls coupling
technology function
product form
• Bodily skills of man are central to interaction
• Integrate form, interaction and function
• Information-for-use is inspired by function
• (Frens 2006)
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26. Product design process
New Product Development: Roozenburg and Eekels (1995)
from Saakes (2010)
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27. Designing interactive products
• Smaller time to market
• Multi-disciplinary teams
• Involve marketing, engineering and users
• Highly iterative - making many prototypes
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28. final concept with
experiential prototype
users cycle prototype
nutcracking
prototype
standalone
prototype
hacking prototype
idea space
design assignment
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29. Anatomy of the design process
• Highly iterative - many design cycles
• Rough - first design idea experiential
• Standalone - partially under computer control
• Nutcracking - solve difficult technology
• Users - test with the end-users
• Integration - believable product experience
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31. Sketch = Prototype
• Model of a “design” that includes some or all of the
intended properties of the end product
• Technology prototypes (Buxton 2007)
• Provide a look into the future when technology or
tools have not yet been built
• Experiential prototypes (Buchenau & Fulton 2000)
• Enables insight into the user experience and context
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32. Thinking prototypes
•A knowledge generator for the maker
• Experience Learning David Kolb (1975)
• Thinking through doing - physical action as an active
component of cognition (Klemmer et al.) (2006)
• Skills in making (craft)
• No more refinement than necessary
• Making more sketches is better
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33. Talking/Storing prototypes
• Using sketches/prototypes to discuss design ideas
• Allow for re-interpreting
• Archive design ideas for future use
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39. Techniques and tools
• Bodystorming (Oulasvirta et al 2002)
• Playacting (Boess, et al 2007)
• Experience Design (Fulton 2000)
• Wizard of Oz (Buxton 2007)
• Informal user testing (Greenberg, Buxton 2008)
• Technology toolkits (Max/Arduino/Processing)
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40. Recap
• Multidisciplinary nature of interaction design
• Personal introduction
• Historical perspective on interactive products
• Design for Experience
• Role of prototypes in the design process
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