Interaction design
   HOME

TheInfoList



OR:

Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." Beyond the digital aspect, interaction design is also useful when creating physical (non-digital) products, exploring how a user might interact with it. Common topics of interaction design include
design A design is a plan or specification for the construction of an object or system or for the implementation of an activity or process or the result of that plan or specification in the form of a prototype, product, or process. The verb ''to design' ...
, human–computer interaction, and
software development Software development is the process of conceiving, specifying, designing, programming, documenting, testing, and bug fixing involved in creating and maintaining applications, frameworks, or other software components. Software development invo ...
. While interaction design has an interest in form (similar to other design fields), its main area of focus rests on behavior. 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. 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.


History

The term ''interaction design'' was coined by Bill Moggridge and
Bill Verplank William "Bill" Lawrence Verplank is a designer and researcher who focuses on interactions between humans and computers. He is one of the pioneers of interaction design, a field of design that focuses on users and technology, and a term he helped c ...
in the mid-1980s, but it took 10 years before the concept started to take hold. To Verplank, it was an adaptation of the computer science term ''user interface design'' for the
industrial design Industrial design is a process of design applied to physical products that are to be manufactured by mass production. It is the creative act of determining and defining a product's form and features, which takes place in advance of the manufactu ...
profession. 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.* 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. The first academic program officially named "Interaction Design" was established at
Carnegie Mellon University Carnegie Mellon University (CMU) is a private research university in Pittsburgh, Pennsylvania. One of its predecessors was established in 1900 by Andrew Carnegie as the Carnegie Technical Schools; it became the Carnegie Institute of Technology ...
in 1994 as a Master of Design in Interaction Design. 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 Gillian Crampton Smith is a British educator, interaction designer, and a pioneer of computer desktop publishing. Since the early 1980s she has developed several academic graduate programs focused on digital graphic design, typesetting and hum ...
founded the Computer-related Design MA at the
Royal College of Art The Royal College of Art (RCA) is a public research university in London, United Kingdom, with campuses in South Kensington, Battersea and White City. It is the only entirely postgraduate art and design university in the United Kingdom. It ...
(RCA) in London, changed in 2005 to Design Interactions, headed by Anthony Dunne. In 2001, Crampton Smith helped found the Interaction Design Institute Ivrea, a small institute in Olivetti's hometown in Northern Italy, dedicated solely to interaction design. The institute moved to Milan in October 2005 and merged with Domus Academy. In 2007, some of the people originally involved with IDII set up the
Copenhagen Institute of Interaction Design The Copenhagen Institute of Interaction Design (CIID) is a postgraduate school and consultancy based in Copenhagen, Denmark and San Jose, Costa Rica, which focuses on the domain of interaction design. History The Copenhagen Institute of Interact ...
(CIID). After Ivrea, Crampton Smith and Philip Tabor added the Interaction Design (IxD) track in the Visual and Multimedia Communication at Iuav, University of Venice, Italy, between 2006 and 2014. In 1998, the
Swedish Foundation for Strategic Research The Swedish Foundation for Strategic Research (Swedish: ''Stiftelsen för strategisk forskning'', SSF) is a Swedish independent research-funding foundation. Its objective is to "support research in natural science, engineering and medicine that ...
founded The Interactive Institute—a Swedish research institute in the field of interaction design.


Methodologies


Goal-oriented design

Goal-oriented design (or Goal-Directed design) "is concerned with satisfying the needs and desires of the users of a product or service." Alan Cooper argues in ''The Inmates Are Running the Asylum'' that we need a new approach to solving interactive software-based problems. 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. Alternatively, interfaces can be designed to serve the needs of the service/product provider. User needs may be poorly served by this approach.


Usability

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


Personas

Personas A persona (plural personae or personas), depending on the context, is the public image of one's personality, the social role that one adopts, or simply a fictional character. The word derives from Latin, where it originally referred to a theat ...
are archetypes that describe the various goals and observed behaviour patterns among users. A persona encapsulates critical behavioural data in a way that both designers and stakeholders can understand, remember, and relate to. 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.


Cognitive dimensions

The
cognitive dimensions Cognitive dimensions or cognitive dimensions of notations are design principles for notations, user interfaces and programming languages, described by researcher Thomas R.G. Green and further researched with Marian Petre. The dimensions can be ...
framework 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

Designers must be aware of elements that influence user emotional responses. For instance, products must convey positive emotions while avoiding negative ones. 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. Emotion and pleasure theories exist to explain interface responses. These include Don Norman's emotional design model, Patrick Jordan's pleasure model and McCarthy and Wright's Technology as Experience framework.


Five dimensions

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. Silver later proposed a fifth dimension, behaviour.


Words

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


Visual representations

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

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


Time

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

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


Interaction Design Association

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


Related disciplines

;
Industrial design Industrial design is a process of design applied to physical products that are to be manufactured by mass production. It is the creative act of determining and defining a product's form and features, which takes place in advance of the manufactu ...
:The core principles of industrial design overlap with those of interaction design. Industrial designers use their knowledge of physical
form Form is the shape, visual appearance, or configuration of an object. In a wider sense, the form is the way something happens. Form also refers to: *Form (document), a document (printed or electronic) with spaces in which to write or enter data * ...
, color,
aesthetics Aesthetics, or esthetics, is a branch of philosophy that deals with the nature of beauty and taste, as well as the philosophy of art (its own area of philosophy that comes out of aesthetics). It examines aesthetic values, often expressed t ...
, 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 Anthropometry () refers to the measurement of the human individual. An early tool of physical anthropology, it has been used for identification, for the purposes of understanding human physical variation, in paleoanthropology and in various atte ...
, biomechanics,
kinesiology Kinesiology () is the scientific study of human body movement. Kinesiology addresses physiological, anatomical, biomechanical, pathological, neuropsychological principles and mechanisms of movement. Applications of kinesiology to human heal ...
,
physiology Physiology (; ) is the scientific study of functions and mechanisms in a living system. As a sub-discipline of biology, physiology focuses on how organisms, organ systems, individual organs, cells, and biomolecules carry out the chemic ...
and
psychology Psychology is the science, scientific study of mind and behavior. Psychology includes the study of consciousness, conscious and Unconscious mind, unconscious phenomena, including feelings and thoughts. It is an academic discipline of immens ...
as they relate to human behavior in the built environment. ;
Cognitive psychology Cognitive psychology is the scientific study of mental processes such as attention, language use, memory, perception, problem solving, creativity, and reasoning. Cognitive psychology originated in the 1960s in a break from behaviorism, which ...
: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 :Academic research in human–computer interaction (HCI) includes methods for describing and testing the usability of interacting with an interface, such as
cognitive dimensions Cognitive dimensions or cognitive dimensions of notations are design principles for notations, user interfaces and programming languages, described by researcher Thomas R.G. Green and further researched with Marian Petre. The dimensions can be ...
and the
cognitive walkthrough The cognitive walkthrough method is a usability inspection method used to identify usability issues in interactive systems, focusing on how easy it is for new users to accomplish tasks with the system. A cognitive walkthrough is task-specific, where ...
. ; 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 A design is a plan or specification for the construction of an object or system or for the implementation of an activity or process or the result of that plan or specification in the form of a prototype, product, or process. The verb ''to design' ...
with an emphasis on user goals and experience, and evaluate designs in terms of usability and affective influence. ;
Architecture Architecture is the art and technique of designing and building, as distinguished from the skills associated with construction. It is both the process and the product of sketching, conceiving, planning, designing, and constructing buildings ...
: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 User experience design (UX design, UXD, UED, or XD) is the process of defining the experience a user would go through when interacting with a digital product or website. Design decisions in UX design are often driven by research, data analysis, an ...
, 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

*
Activity-centered design Activity-centered design (ACD) is an extension of the Human-centered design paradigm in interaction design. ACD features heavier emphasis on the activities that a user would perform with a given piece of technology. ACD has its theoretical unde ...
*
Attentive user interface Attentive user interfaces (AUI) are user interfaces that manage the user's attention. For instance, an AUI can manage notifications, deciding when to interrupt the user, the kind of warnings, and the level of detail of the messages presented to the ...
* Chief experience officer (CXO) * Data presentation architecture * Hardware interface design *
Human Experience Design Humans (''Homo sapiens'') are the most abundant and widespread species of primate, characterized by bipedalism and exceptional cognitive skills due to a large and complex brain. This has enabled the development of advanced tools, culture, an ...
* Human interface guidelines (user friendly computer application designs) * Information architecture * Instructional design *
Interaction Design Foundation The Interaction Design Foundation (IxDF) is an educational organization which produces open access educational materials online with the stated goal of "democratizing education by making world-class educational materials free for anyone, anywhere." ...
* Interaction design pattern *
Interactive systems engineering Systems engineering is an interdisciplinary field of engineering and engineering management that focuses on how to design, integrate, and manage complex systems over their life cycles. At its core, systems engineering utilizes systems thinking p ...
* Interactivity *
Interface design User interface (UI) design or user interface engineering is the design of user interfaces for machines and software, such as computers, home appliances, mobile devices, and other electronic devices, with the focus on maximizing usability and ...
*
Kinetic user interface Gesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. It is a subdiscipline of computer vision. Gestures can originate from any bodily motion or sta ...
* Mobile interaction * Service design * Sonic interaction design *
Transgenerational design Transgenerational design is the practice of making products and environments compatible with those physical and sensory impairments associated with human aging and which limit major activities of daily living. The term ''transgenerational design ...
* Usability * User experience design * User-centered design * Web literacy (creating interactive experiences on the web) *
Media psychology Media psychology is the branch and specialty field in psychology that focuses on the interaction of human behavior with media and technology. Media psychology is not limited to mass media or media content; it includes all forms of mediated commu ...
* Design prototyping


References


Further reading

* * * * * * * * *Jones, Matt & Gary Marsden: ''Mobile Interaction Design'', John Wiley & Sons, 2006, . * * * * * * = {{Design Human–computer interaction Design Technical communication Usability Multimodal interaction