The authors of Thoughtful Interaction Design go beyond the usual technical concerns of usability and usefulness to consider interaction design from a design perspective. The shaping of digital artifacts is a design process that influences the form and functions of workplaces, schools, communication, and culture; the successful interaction designer must use both ethical and aesthetic judgment to create designs that are appropriate to a given environment. This book is not a how-to manual, but a collection of tools for thought about interaction design. Working with information technology—called by the authors "the material without qualities"—interaction designers create not a static object but a dynamic pattern of interactivity. The design vision is closely linked to context and not simply focused on the technology. The authors' action-oriented and context-dependent design theory, drawing on design theorist Donald Schön's concept of the reflective practitioner, helps designers deal with complex design challenges created by new technology and new knowledge. Their approach, based on a foundation of thoughtfulness that acknowledges the designer's responsibility not only for the functional qualities of the design product but for the ethical and aesthetic qualities as well, fills the need for a theory of interaction design that can increase and nurture design knowledge. From this perspective they address the fundamental question of what kind of knowledge an aspiring designer needs, discussing the process of design, the designer, design methods and techniques, the design product and its qualities, and conditions for interaction design.
Interaction design that entails a qualitative shift from a symbolic, language-oriented stance to an experiential stance that encompasses the entire design and use cycle. With the rise of ubiquitous technology, data-driven design, and the Internet of Things, our interactions and interfaces with technology are about to change dramatically, incorporating such emerging technologies as shape-changing interfaces, wearables, and movement-tracking apps. A successful interactive tool will allow the user to engage in a smooth, embodied, interaction, creating an intimate correspondence between users' actions and system response. And yet, as Kristina Höök points out, current design methods emphasize symbolic, language-oriented, and predominantly visual interactions. In Designing with the Body, Höök proposes a qualitative shift in interaction design to an experiential, felt, aesthetic stance that encompasses the entire design and use cycle. Höök calls this new approach soma design; it is a process that reincorporates body and movement into a design regime that has long privileged language and logic. Soma design offers an alternative to the aggressive, rapid design processes that dominate commercial interaction design; it allows (and requires) a slow, thoughtful process that takes into account fundamental human values. She argues that this new approach will yield better products and create healthier, more sustainable companies. Höök outlines the theory underlying soma design and describes motivations, methods, and tools. She offers examples of soma design “encounters” and an account of her own design process. She concludes with “A Soma Design Manifesto,” which challenges interaction designers to “restart” their field—to focus on bodies and perception rather than reasoning and intellect.
By placing classic texts from the tradition of critical theory next to commentary by leading experts in the fields of HCI and design, the editors of this volume hope to show how interactive design can benefit from humanities and social science based criticism. The editors take the position that diverse disciplines contribute to HCI, and that each distinctive resource can offer usful designs, good experiences and improve the interaction design that mediates everyday reality. This volume includes classic essays by philosophers ranging from Aristotle to Slavojek, and then situates those traditions in the contemporary field of HCI through essays by such luminaries as Paul Dourish, Erik Stolterman, and Carl DiSalvo. The editors and authors show how theories normally relegated to the humanities (art theory, feminism, postcolonialism, etc.) can all play significant roles in how we understand interaction design-- Publisher.
With the coming flood of connected products, many UX and interaction designers are looking into hardware design, a discipline largely unfamiliar to them. If you’re among those who want to blend digital and physical design concepts successfully, this practical book helps you explore seven long-standing principles of industrial design. Two present and former design directors at IDEO, the international design and innovation firm, use real-world examples to describe industrial designs that are sensorial, simple, enduring, playful, thoughtful, sustainable, and beautiful. You’ll learn how to approach, frame, and evaluate your designs as they extend beyond the screen and into the physical world. Sensorial: create experiences that fully engage our human senses Simple: design simple products that provide overall clarity in relation to their purpose Enduring: build products that wear well and live on as classics Playful: use playful design to go beyond functionality and create emotional connections Thoughtful: observe people’s struggles and anticipate their needs Sustainable: design products that reduce environmental impact Beautiful: elevate the experience of everyday products through beauty
"When we create new things - technologies, organizations, processes, systems, environments, ways of thinking - we engage in design. With this expansive view of design as their premise, [the authors] make the case for design as its own culture of inquiry and action. They offer ... a formulation of design culture's fundamental core of ideas. These ideas - which form 'the design way' - are applicable in an infinite variety of design domains, from such traditional fields as architecture and graphic design, to such nontraditional areas as organizational, educational, interaction and healthcare design"--Publisher's description.
The things that keep us busy -- Thought styles and use paradigms -- An approach to interactivity -- Interaction -- Complexity -- Control -- The character of things -- Expressions and impressions -- Faceless interaction -- Taking measures -- Full speed ahead
Speaking to the HCI community and other design professionals, this work is grounded in both practice and scientific research. It encourages designers to try new methods, test themselves with the exercises and projects, and see an improvement in innovative interaction design that works.
Design for Services explores what service design brings to the table and reflects on why the ideas and practices of service design are resonating with today's design community. The contributors offer a broad range of concrete examples to help clarify the issues, practices, knowledge and theories that are beginning to define this emerging field. Whilst acknowledging service design as the disciplinary term, Anna Meroni and Daniela Sangiorgi focus on articulating what design is doing and can do for services and how this connects to existing fields of knowledge and practice.
A thorough analysis of contemporary digital media practices, showing how people increasingly not only consume but also produce and even design media. With many new forms of digital media–including such popular social media as Facebook, Twitter, and Flickr—the people formerly known as the audience no longer only consume but also produce and even design media. Jonas Löwgren and Bo Reimer term this phenomenon collaborative media, and in this book they investigate the qualities and characteristics of these forms of media in terms of what they enable people to do. They do so through an interdisciplinary research approach that combines the social sciences and humanities traditions of empirical and theoretical work with practice-based, design-oriented interventions. Löwgren and Reimer offer analysis and a series of illuminating case studies—examples of projects in collaborative media that range from small multidisciplinary research experiments to commercial projects used by millions of people. Löwgren and Reimer discuss the case studies at three levels of analysis: society and the role of collaborative media in societal change; institutions and the relationship of collaborative media with established media structures; and tribes, the nurturing of small communities within a large technical infrastructure. They conclude by advocating an interventionist turn within social analysis and media design.
The classic text, Interaction Design by Sharp, Preece and Rogers is back in a fantastic new 2nd Edition! New to this edition: Completely updated to include new chapters on Interfaces, Data Gathering and Data Analysis and Interpretation, the latest information from recent research findings and new examples Now in full colour A lively and highly interactive Web site that will enable students to collaborate on experiments, compete in design competitions, collaborate on designs, find resources and communicate with others A new practical and process-oriented approach showing not just what principals ought to apply, but crucially how they can be applied "The best basis around for user-centered interaction design, both as a primer for students as an introduction to the field, and as a resource for research practitioners to fall back on. It should be labelled 'start here'." —Pieter Jan Stappers, ID-StudioLab, Delft University of Technology
A systematic presentation of activity theory, its application to interaction design, and an argument for the development of activity theory as a basis for understanding how people interact with technology. Activity theory holds that the human mind is the product of our interaction with people and artifacts in the context of everyday activity. Acting with Technology makes the case for activity theory as a basis for understanding our relationship with technology. Victor Kaptelinin and Bonnie Nardi describe activity theory's principles, history, relationship to other theoretical approaches, and application to the analysis and design of technologies. The book provides the first systematic entry-level introduction to the major principles of activity theory. It describes the accumulating body of work in interaction design informed by activity theory, drawing on work from an international community of scholars and designers. Kaptelinin and Nardi examine the notion of the object of activity, describe its use in an empirical study, and discuss key debates in the development of activity theory. Finally, they outline current and future issues in activity theory, providing a comparative analysis of the theory and its leading theoretical competitors within interaction design: distributed cognition, actor-network theory, and phenomenologically inspired approaches.
Experience-centered design, experience-based design, experience design, designing for experience, user experience design. All of these terms have emerged and gained acceptance in the Human-Computer Interaction (HCI) and Interaction Design relatively recently. In this book, we set out our understanding of experience-centered design as a humanistic approach to designing digital technologies and media that enhance lived experience. The book is divided into three sections. In Section 1, we outline the historical origins and basic concepts that led into and flow out from our understanding of experience as the heart of people's interactions with digital technology. In Section 2, we describe three examples of experience-centered projects and use them to illustrate and explain our dialogical approach. In Section 3, we recapitulate some of the main ideas and themes of the book and discuss the potential of experience-centered design to continue the humanist agenda by giving a voice to those who might otherwise be excluded from design and by creating opportunities for people to enrich their lived experience with and through technology. Table of Contents: How Did We Get Here? / Some Key Ideas Behind Experience-Centered Design / Making Sense of Experience in Experience-Centered Design / Experience-Centered Design as Dialogue / What do We Mean by Dialogue? / Valuing Experience-Centered Design / Where Do We Go from Here?
Today's work is characterized by a high degree of innovation and thus demands a thorough overview of relevant knowledge in the world and in organizations. Semantic Work Environments support the work of the user by collecting knowledge about needs and providing processed and improved knowledge to be integrated into work. Emerging Technologies for Semantic Work Environments: Techniques, Methods, and Applications describes an overview of the emerging field of Semantic Work Environments by combining various research studies and underlining the similarities between different processes, issues and approaches in order to provide the reader with techniques, methods, and applications of the study.
"This book provides a collection of successful designs, defined as communicative relation-building solutions, for individuals and collectives of interlocutors. It includes a longitudinal perspective of past mistakes, current trends and future opportunities, and is a must-have for beginners in the field as well as qualified professionals exploring the full potential of human interactions"--Provided by publisher.