Designing for Interaction: Creating Innovative Applications and Devices
β Scribed by Saffer, Dan
- Publisher
- New Riders Publishing
- Year
- 2009
- Tongue
- English
- Leaves
- 241
- Series
- Voices That Matter
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
Building products and services that people interact with is the big challenge of the 21st century. Dan Saffer has done an amazing job synthesizing the chaos into an understandable, ordered reference that is a bookshelf must-have for anyone thinking of creating new designs."
-- Jared Spool, CEO of User Interface Engineering
Interaction design is all around us. If you've ever wondered why your mobile phone looks pretty but doesn't work well, you've confronted bad interaction design. But if you've ever marveled at the joy of using an iPhone, shared your photos on Flickr, used an ATM machine, recorded a television show on TiVo, or ordered a movie off Netflix, you've encountered good interaction design: products that work as well as they look.
Interaction design is the new field that defines how our interactive products behave. Between the technology that powers our devices and the visual and industrial design that creates the products' aesthetics lies the practice that figures out how to make our products useful, usable, and desirable.
This thought-provoking new edition of "Designing for Interaction" offers the perspective of one of the most respected experts in the field, Dan Saffer. This book will help you
learn to create a design strategy that differentiates your product from the competition
use design research to uncover people's behaviors, motivations, and goals in order to design for thememploy brainstorming best practices to create innovativenew products and solutionsunderstand the process and methods used to define product behavior
It also offers interviews and case studies from industry leaders on prototyping, designing in an Agile environment, service design, ubicomp, robots, and more.
β¦ Table of Contents
Cover......Page 1
Contents......Page 8
Introduction......Page 14
Chapter 1: What Is Interaction Design?......Page 18
What Are Interactions and Interaction Design?......Page 20
Three Ways of Looking at Interaction Design......Page 21
Why Interaction Design?......Page 22
Using Ideation and Prototyping......Page 23
Creating Appropriate Solutions......Page 24
A (Very) Brief History of Interaction Design......Page 25
1830s to 1940s......Page 26
1940s to 1960s......Page 27
1960s to 1970s......Page 28
1980s......Page 31
1990s......Page 33
2000s to Present......Page 34
A Stew of Disciplines......Page 37
Products and Services......Page 42
Why Practice Interaction Design?......Page 45
For Further Reading......Page 46
Chapter 2: The Four Approaches to Interaction Design......Page 48
User-Centered Design......Page 50
Activity-Centered Design......Page 52
Systems Design......Page 54
Genius Design......Page 60
For Further Reading......Page 63
Chapter 3: Design Strategy......Page 64
What Is Design Strategy?......Page 65
Design Strategy and Business Strategy......Page 66
Framing the Problem......Page 70
Traditional Research......Page 73
Stakeholder Interviews......Page 74
Metrics and Return on Investment (ROI)......Page 76
Competitive Analysis......Page 77
Determining Differentiators......Page 79
Fighting Feature-itis......Page 82
Visualization and Visioning......Page 84
Vision Prototypes......Page 86
Project Planning and Roadmapping......Page 87
Product Roadmap......Page 88
For Further Reading......Page 89
Chapter 4: Design Research......Page 90
What Is Design Research?......Page 91
Why Bother with Design Research?......Page 92
Costs and Time......Page 95
Recruiting......Page 96
Moderator Script......Page 98
What Not to Do......Page 99
Ethical Research......Page 100
What to Look For and How to Record It......Page 101
Observations......Page 103
Interviews......Page 104
Activities......Page 106
For Further Reading......Page 108
Chapter 5: Structured Findings......Page 110
Make the Data Physical......Page 111
Manipulating the Data......Page 112
Analyzing the Data......Page 114
Analysis......Page 115
Summation......Page 118
Extrapolation......Page 119
Conceptual Models......Page 120
Personas......Page 123
For Further Reading......Page 128
Chapter 6: Ideation and Design Principles......Page 130
Creating Concepts......Page 131
Getting Started......Page 135
Structured Brainstorming......Page 136
Creating Design Principles......Page 139
For Further Reading......Page 143
Chapter 7: Refinement......Page 144
Constraints......Page 145
Direct and Indirect Manipulation......Page 146
Affordances......Page 147
Feedback and Feedforward......Page 148
Mental Model......Page 150
Fittsβs Law......Page 151
The Magic Number Seven......Page 152
Teslerβs Law of the Conservation of Complexity......Page 153
The Poka-Yoke Principle......Page 154
Metaphor......Page 155
Structure......Page 157
Documentation and Methods of Refinement......Page 160
Scenarios......Page 161
Sketches and Models......Page 162
Storyboards......Page 163
Task Flows......Page 164
Use Cases......Page 165
Mood Boards......Page 166
Wireframes......Page 168
Service Blueprint......Page 173
Controls......Page 175
Non-traditional Inputs......Page 182
Gestures......Page 183
For Further Reading......Page 184
Chapter 8: Prototyping, Testing, and Development......Page 186
Interface Design......Page 187
Prototyping......Page 191
Low-Fidelity Prototypes......Page 194
High-Fidelity Prototypes......Page 196
Service Prototypes......Page 197
Testing......Page 198
Heuristic Evaluation......Page 201
Development......Page 202
Summary......Page 208
For Further Reading......Page 209
Chapter 9: The Future of Interaction Design......Page 210
The Next Five Years of the Internet......Page 212
Tools for the Next Web......Page 213
Spimes and the Internet of Things......Page 214
Human-Robot Interactions......Page 216
Wearables......Page 220
Ubiquitous Computing......Page 222
For Further Reading......Page 227
Epilogue: Designing for Good......Page 228
Ethics in Design......Page 229
Deliberate Choices......Page 230
C......Page 232
D......Page 233
F......Page 234
I......Page 235
L......Page 236
P......Page 237
R......Page 238
T......Page 239
X......Page 240
β¦ Subjects
Design;Nonfiction;Usability;Science;Technology;Reference;Computer Science;Technical;Business;Academic;School;Website Design
π SIMILAR VOLUMES
From the Back Cover Building products and services that people interact with is the big challenge of the 21st century. Dan Saffer has done an amazing job synthesizing the chaos into an understandable, ordered reference that is a bookshelf must-have for anyone thinking of creating new designs." - J
Building products and services that people interact with is the big challenge of the 21st century. Dan Saffer has done an amazing job synthesizing the chaos into an understandable, ordered reference that is a bookshelf must-have for anyone thinking of creating new designs."<br />-- Jared Spool, CEO
Explore the new design discipline that is behind such products as the iPod and innovative Web sites like Flicer. While other books on this subject are either aimed at more seasoned practitioners or else are too focused on a particular medium like software, this guide will take a more holistic approa
If you want to get ahead in this new era of interaction design, this is the reference you need. Nintendos Wii and Apples iPhone and iPod Touch have made gestural interfaces popular, but until now theres been no complete source of information about the technology.<br>Designing Gestural Interfaces pro