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Interaction design

Interaction design defines the structure and content of communication between two or more interactive “beings” to understand each other. (source: Wikipedia)

Slow change interaction design

Slow food for thought for UX and interaction designers.

“This article sketches a theory of slow change interaction design as one way for designers to approach what we will call slow change problems-attitudinal and behavioral changes that are difficult to initiate and sustain. Those familiar with persuasive technology will recognize the theoretical foundation atop which slow change interaction design sits. The domains of persuasive technology and captology cast sufficiently wide nets as “the research, design, and analysis of interactive computing technologies created with the purpose of changing people’s attitudes or behaviors or both without using coercion or deception”. Slow change falls within these domains. Importantly, however, slow change offers evolved perspectives, or lenses, on the ethical, temporal, and systemic thinking that any designer should adopt in slow change interaction design practice.”

(Martin Siegel and Jordan Beck ~ ACM Interactions Magazine Jan-Feb 2014)

Advancing the practice of IxD through better education

Formal education and curriculums of design for UX, interaction or information architecture has been a neglected area for years.

“For the inaugural event, we brought together 25 people interested in education to listen to provocations from educators within different contexts and then to workshop around those same provocations. Although the outcomes were not as I had hoped, I do think it was a successful and well-timed event. I didn’t even know that the hosts of the next year’s Interaction conference were already thinking along the same lines and wanted to lead their own initiative. So we coupled our talents together to help prepare this year’s event with lessons learned from the previous year and we have prepared an amazing single-day event for people interested in the intersection of education and interaction design around the world.”

(Dave Malouf a.k.a. @daveixd ~ Core77)

Interaction Cost: Definition

In the end, everything has its price.

“The interaction cost is the sum of efforts – mental and physical – that the users must deploy in interacting with a site in order to reach their goals.”

(Jakob Nielsen ~ Alertbox)

How emotional design can give your website much more impact

Go Flin, go!

“While emotional design isn’t currently in scope of many (corporate) interaction design projects, it should be. Because interaction design is about how it works. You can interpret this in many ways, but we think ‘how it works’ also means what your product ‘does’ with the user, i.e. how it feels. In this article I’ll give you an idea of the potential of emotional design. We’ll be looking at copywriting and visuals but especially looking at interaction, since we’re interaction designers.”

(Flin Nortier a.k.a. @flin84 ~ The Next Web)

Interaction design: What we know and what we need to know

Increasing the relevance of HCI in the world. After people, now it’s business, government and health.

“(…) three successes: transformative technology, the importance of experience, and the user-centric design process.”

(Steve Whittaker ~ ACM Interactions Magazine) courtesy of markvanderbeeken

Opportunities and challenges for touch and gesture-based systems

“Touch. Sweet touch. You’ve given me too much to feel. Sweet touch. You’ve almost convinced me I’m real.”

“(…) getting the technology to work is hard, but the really hard part is getting the human-system interaction right, making it easy for people to use the systems. Here are the issues. Touch and sensing technology is becoming more and more popular, whether it is on mobile telephones and tablets, navigation systems, or even cooking appliances. These give great opportunities, and of course, great opportunities also pose great challenges. Some are technical, but more and more they are interaction and design challenges – how to ensure that the capabilities of the technology are well matched to the needs and capabilities of the people who use them.”

(Donald A. Norman & Bahar Wadia ~ Nielsen Norman Group)

Steampunking interaction design

A kind of out-of-place and out-of-time way of designing.

“Contemporary Steampunk culture owes much to the Internet and the communities of practice that have arisen online to share techniques, post tutorials, debate principles, and generally create an ecosystem that supports and celebrates improvisation, exploration, experimentation, and bricolage.”

(Joshua Tanenbaum, Audrey Desjardins, Karen Tanenbaum ~ ACM Interactions May/June 2013)

Jack of all trades, master of none: Danger for interaction design

Wondering why it’s ‘User Experience’ but Interaction Design.

“Interaction design is a young field. At least, that’s what we as interaction designers keep telling ourselves. And of course, in comparison to many other fields we are respectfully young. But I get the feeling that we use it more as an excuse to permit ourselves to have an unclear definition of who we are – and who we aren’t.”

(Jeroen van Geel ~ Core77)

The grammar of interactivity

Like all (visual) languages, digital has its own version of morphology, syntaxis, and semantics to communicate with humans. Grammar included.

“User experience design calls for us to write words on buttons all the time – but how do we know whether we’re choosing the right ones? Linguistics may provide a clue. What follows is a simple test to check whether your calls to action ‘work’ linguistically as well as a guide to consider the grammar of your experience elements.”

(Jonathan Richards a.k.a. @jonnyrichards ~ UX Booth)

Media studies, mobile augmented reality, and interaction design

Integrating, relating, and syncing multiple important fields of practice and disciples always results into something interesting.

“McLuhan’s idea is compelling, but media aesthetics is not as simple and singular as McLuhan suggests. It is not simply that technology changes and extends our perceptual systems, because we are not passive in this process. As individuals and as a whole culture, we create new technological forms and designs that define new relationships between us and our environment. There is a feedback loop in which our view of the world changes our designs, and our use of new artifacts and designs changes how we perceive the world. If we take a historical view, we can see these feedback processes at work. Media studies can then contribute to aesthetic design, which we can define as the practice of reconfiguring the way the user perceives her environment through technology.”

(Jay Bolter, Maria Engberg, and Blair MacIntyre ~ ACM Interactions Jan/Feb 2013)

When You Shouldn’t Use Fitts’s Law To Measure User Experience

Fitts’ law is a principle for UI design; not an evaluation method for UX.

“The key statement of Fitts’s Law is that the time required to move a pointing device to a target is a function of the distance to the target and its size. In layman’s terms: the closer and larger a target, the faster it is to click on that target. This is easy to understand, not too difficult to implement and it doesn’t seem to make much sense to contradict such a simple and obvious statement.”

(Anastasios Karafillis ~ Smashing Magazine)

Collecting Payment Information Within a Single Input

Micro-design for the best payment experience.

“For years the advice for mobile designers has been to avoid text input. Screens are small, fingers are imprecise, and so errors happen. But at the same time mobile devices are always with us, always on, and always connected. So instead of trying to limit input we should be encouraging it and taking steps to ensure it’s easy to provide accurately. Enter input masks.”

(Luke Wroblewski a.k.a. @LukeW)

Designing Life-Changing Solutions

Design of digital stuff changes everybody’s lives. Deal with it.

“The boundaries between design and psychology are progressively blurring. With designers increasingly facing high stakes challenges and more psychologists jumping off the academic pedestal to get their hands dirty with real people in real contexts, the two disciplines are more intertwined than ever before.”

(Giorgio Baresi a.k.a. @giorgiobaresi ~ design mind Frog Design) ~ courtesy of fabiosergio

It’s Time for the UX Community to Toughen Up

Screaming and kicking into the new phase.

“We, the UX crowd, are the new brand leads. We are the ones who will win battles and wars in customer perception and preference. Advertising leaves an impression, but digital interaction creates an immediate emotional state through functional creations.”

(Andrew Heaton ~ Johnny Holland Magazine)

Bill Moggridge 1943-2012

Paying tribute to one of our founding fathers.

“A tribute to esteemed museum director Bill Moggridge, who passed away on September 8, 2012 following a battle with cancer. Hear about his pioneering work and influence in the field of design from Tim Brown and David Kelley of IDEO, Bernie Roth of Stanford University and Caroline Baumann and Cara McCarty of Cooper-Hewitt, National Design Museum.”

(Cooper-Hewitt, National Design Museum)

Interaction with Big Data Analytics

Big data needs big design for big experiences.

“Here we have described big data analytics as an emerging type of knowledge work, with plenty of opportunities for study and productivity improvements. However, even for those who are not interested in this form of knowledge work, big data analytics cannot be ignored: It’s an important new avenue to learn about how people interact with computing.”

(Danyel Fisher, Rob DeLine, Mary Czerwinski, Steven Drucker ~ ACM Interactions)

Interaction as Performance

Theatre, method acting and stage performance are great metaphors, inspirations and analogies for digital product experiences.

“Our overall goal is to lay the foundations for a ‘dramaturgy of performance’ by establishing a framework of concepts—a language, if you like—to help express the different ways in which computers can be embedded into performative experiences. We intend this framework to guide practitioners and researchers who are entering the field of artistic, performance, and cultural applications of computing. However, we also aim to stimulate wider thinking in HCI in general around the changing nature of the extended user experience and the new challenges this raises.”

(Steve Benford and Gabriella Giannachi ~ ACM Interactions)

Is your organization design ready?

The idea remains: UX is an organizational challenge, not a design one.

“Let’s presume for the moment that interaction design can be perfected and delivered to your organization in a tidy, shiny bundle of brilliance. Have you now got a magic talisman that will protect you from competition and summon market share? Of course not. Design is just the beginning.”

(Chris Noessel a.k.a. @chrisnoessel ~ Cooper Journal) ~ courtesy of willemijnprins

The Myth of Interaction Design

A professional identity is not something you get instantly. You have to work for it and grow.

“(…) we can make ourselves part of the solution. The first step in doing so is to take a minute, stop and think. We need to, at a minimum, take the time to understand human capabilities. That is really what user research is all about.”

(Elisabeth Hubert a.k.a. @lishubert)

Rage Against the Machines: A Keynote by Genevieve Bell

And they are not Luddites.

“Today technological devices have become so much a part of our lives that we need them alive or dead. Bell closes by challenging designers to rebalance the users relationship with technology by approaching each project through designing relationships and not interactions.”

(Ciara Michelle Taylor ~ Core77)