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Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." 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. Interaction design borrows from a wide range of fields like psychology, human-computer interaction,
information architecture Information architecture (IA) is the structural design of shared information environments; the art and science of organizing and labelling websites, intranets, online communities and software to support usability and findability; and an emerging ...
, 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.


History

The term ''interaction design'' was coined by Bill Moggridge and Bill Verplank 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 Product (business), 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 adva ...
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, United States. The institution was established in 1900 by Andrew Carnegie as the Carnegie Technical Schools. In 1912, it became the Carnegie Institu ...
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 founded the Computer-Related Design MA at the
Royal College of Art The Royal College of Art (RCA) is a public university, public research university in London, United Kingdom, with campuses in South Kensington, Battersea and White City, London, White City. It is the only entirely postgraduate art and design uni ...
(RCA) in London, which in 2005 was renamed Design Interactions, headed by Anthony Dunne. 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


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 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 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 In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine fro ...
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. Kevin 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. Interaction Awards have since ended in August 2024


Related disciplines

;
Industrial design Industrial design is a process of design applied to physical Product (business), 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 adva ...
:The core principles of industrial design overlap with those of interaction design. Industrial designers use their knowledge of physical form, color,
aesthetics Aesthetics (also spelled esthetics) is the branch of philosophy concerned with the nature of beauty and taste (sociology), taste, which in a broad sense incorporates the philosophy of art.Slater, B. H.Aesthetics ''Internet Encyclopedia of Ph ...
, human perception and desire, and
usability Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a softw ...
to create a fit of an object with the person using it. ;
Human factors and ergonomics Humans (''Homo sapiens'') or modern humans are the most common and widespread species of primate, and the last surviving species of the genus ''Homo''. They are great apes characterized by their hairlessness, bipedalism, and high intellig ...
: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 biological anthropology, physical anthropology, it has been used for identification, for the purposes of understanding human physical variation, in paleoanthr ...
,
biomechanics Biomechanics is the study of the structure, function and motion of the mechanical aspects of biological systems, at any level from whole organisms to Organ (anatomy), organs, Cell (biology), cells and cell organelles, using the methods of mechani ...
,
kinesiology Kinesiology () is the scientific study of human body movement. Kinesiology addresses physiological, anatomical, Biomechanics, biomechanical, Pathology, pathological, neuropsychological principles and mechanisms of movement. Applications of kines ...
,
physiology Physiology (; ) is the science, scientific study of function (biology), functions and mechanism (biology), mechanisms in a life, living system. As a branches of science, subdiscipline of biology, physiology focuses on how organisms, organ syst ...
and
psychology Psychology is the scientific study of mind and behavior. Its subject matter includes the behavior of humans and nonhumans, both consciousness, conscious and Unconscious mind, unconscious phenomena, and mental processes such as thoughts, feel ...
as they relate to human behavior in the built environment. ;
Cognitive psychology Cognitive psychology is the scientific study of human 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, whi ...
: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 Human–computer interaction (HCI) is the process through which people operate and engage with computer systems. Research in HCI covers the design and the use of computer technology, which focuses on the interfaces between people (users) and comp ...
: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 A design is the concept or proposal for an object, process, or system. The word ''design'' refers to something that is or has been intentionally created by a thinking agent, and is sometimes used to refer to the inherent nature of something ...
with an emphasis on user goals and experience, and evaluate designs in terms of
usability Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a softw ...
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 construction, constructi ...
: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 (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 the ...
: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

* Activity-centered design * Attentive user interface *
Hardware interface design Hardware interface design (HID) is a cross-disciplinary design field that shapes the physical connection between people and technology in order to create new hardware interfaces that transform purely digital processes into analog methods of inter ...
* Human interface guidelines (user friendly computer application designs) *
Information architecture Information architecture (IA) is the structural design of shared information environments; the art and science of organizing and labelling websites, intranets, online communities and software to support usability and findability; and an emerging ...
*
Instructional design Instructional design (ID), also known as instructional systems design and originally known as instructional systems development (ISD), is the practice of systematically designing, developing and delivering instructional materials and experiences, ...
* Interaction Design Foundation * Fitts's law * User experience design * Interface design


References


Further reading

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