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Interaction Design - why making skills matter | PDF
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




woensdag 12 december 12                                                        1
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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Personal background
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Faculty of Industrial Design Engineering




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IDStudioLab




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Bill Verplank on Interaction Design
                 From Desiging Interaction by Bill Moggridge 2007


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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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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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How is information-for-use expressed?
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Era of handcrafted products
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Handcrafted products

                                 information-for-use




                                                   function


                                   product form




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Era of mechanical products
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Mechanical products

                              information-for-use



                                             controls     technology
                                                                       function

                                                        product form




woensdag 12 december 12                                                           14
Era of electrical products

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Electrical products

                             information-for-use



                                         controls   technology
                                                                   function

                                                    product form




woensdag 12 december 12                                                       16
Era of electronic products
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Electronic products

                            information-for-use

                                                             technology
                                      controls    coupling
                                                                     function

                                                     product form




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Bill Buxton (1986)


       Homo WIMPi
       (Windows Icons Mouse Pointer interface)

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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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Fonckel One
  Designer: Philip Ross
  http://www.fonckel.com




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http://www.fonckel.com
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Experience design


   • How-to               approach the design of interactive products

   • Bill        Buxton - Keynote Mix09

        • Book:           Sketching User Experiences




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Mix 09 Keynote




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Product design process



                          New Product Development: Roozenburg and Eekels (1995)
                                                            from Saakes (2010)




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Designing interactive products



            • Smaller      time to market

            • Multi-disciplinary    teams

                 • Involve   marketing, engineering and users

            • Highly      iterative - making many prototypes
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final concept with
                                                           experiential prototype




                              users cycle prototype



                                                 nutcracking
                                                  prototype
                          standalone
                           prototype




                                       hacking prototype
                                                                           idea space
                                 design assignment


woensdag 12 december 12                                                                 28
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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Rough prototype    Integration prototype
                      Evocative    Didactic
                        Suggest    Describe
                         Explore   Refine
                       Question    Answer
                        Propose    Test
                        Provoke    Resolve
                       Tentative   Specific
                   Noncommittal    Depiction




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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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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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Talking/Storing prototypes



   • Using                sketches/prototypes to discuss design ideas

   • Allow                for re-interpreting

   • Archive                design ideas for future use




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Enacting interaction
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Text




        Avatar - Xandra van Wijk
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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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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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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 woensdag 12 december 12 1
  • 2.
    Contents • Multidisciplinary nature of interaction design • Personal introduction • Historical perspective on interactive products • Design for Experience • Role of prototypes in the design process woensdag 12 december 12 2
  • 3.
  • 4.
  • 5.
    Faculty of IndustrialDesign Engineering woensdag 12 december 12 5
  • 6.
  • 7.
    Bill Verplank onInteraction Design From Desiging Interaction by Bill Moggridge 2007 woensdag 12 december 12 7
  • 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 woensdag 12 december 12 8
  • 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 woensdag 12 december 12 9
  • 10.
    How is information-for-useexpressed? woensdag 12 december 12 10
  • 11.
    Era of handcraftedproducts woensdag 12 december 12 11
  • 12.
    Handcrafted products information-for-use function product form woensdag 12 december 12 12
  • 13.
    Era of mechanicalproducts woensdag 12 december 12 13
  • 14.
    Mechanical products information-for-use controls technology function product form woensdag 12 december 12 14
  • 15.
    Era of electricalproducts woensdag 12 december 12 15
  • 16.
    Electrical products information-for-use controls technology function product form woensdag 12 december 12 16
  • 17.
    Era of electronicproducts woensdag 12 december 12 17
  • 18.
    Electronic products information-for-use technology controls coupling function product form woensdag 12 december 12 18
  • 19.
    Bill Buxton (1986) Homo WIMPi (Windows Icons Mouse Pointer interface) woensdag 12 december 12 19
  • 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) woensdag 12 december 12 20
  • 21.
  • 22.
    Fonckel One Designer: Philip Ross http://www.fonckel.com woensdag 12 december 12 22
  • 23.
  • 24.
    Experience design • How-to approach the design of interactive products • Bill Buxton - Keynote Mix09 • Book: Sketching User Experiences woensdag 12 december 12 24
  • 25.
    Mix 09 Keynote woensdag12 december 12 25
  • 26.
    Product design process New Product Development: Roozenburg and Eekels (1995) from Saakes (2010) woensdag 12 december 12 26
  • 27.
    Designing interactive products • Smaller time to market • Multi-disciplinary teams • Involve marketing, engineering and users • Highly iterative - making many prototypes woensdag 12 december 12 27
  • 28.
    final concept with experiential prototype users cycle prototype nutcracking prototype standalone prototype hacking prototype idea space design assignment woensdag 12 december 12 28
  • 29.
    Anatomy of thedesign 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 woensdag 12 december 12 29
  • 30.
    Rough prototype Integration prototype Evocative Didactic Suggest Describe Explore Refine Question Answer Propose Test Provoke Resolve Tentative Specific Noncommittal Depiction woensdag 12 december 12 30
  • 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 woensdag 12 december 12 31
  • 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 woensdag 12 december 12 32
  • 33.
    Talking/Storing prototypes • Using sketches/prototypes to discuss design ideas • Allow for re-interpreting • Archive design ideas for future use woensdag 12 december 12 33
  • 34.
  • 35.
  • 36.
  • 37.
    Text Avatar - Xandra van Wijk woensdag 12 december 12 37
  • 38.
  • 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) woensdag 12 december 12 39
  • 40.
    Recap • Multidisciplinary nature of interaction design • Personal introduction • Historical perspective on interactive products • Design for Experience • Role of prototypes in the design process woensdag 12 december 12 40