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2015-06-29
In the same way that industrial designers have shaped our everyday life through objects that they design for our offices and for our homes, interaction design is shaping our life with interactive technologies-computers, telecommunications, mobile phones, and so on. If i were to sum up interactions design in a sentence, I would say that it's about shaping our everyday life through digital artifacts- for work, for play, and for entertainment.
Good Interaction Design
A clear mental model of what we're interacting with.
has reassuring feedback that we know what we've done when we've done it.
Navigability is also essential.
Consistency.
In order to create products that are enjoyable, satisfying to use, and aesthetically pleasing in behavior as well as shape, designers would need to learn how to design hardware and software as well as physical objects.
P17
Wen you were interacting considerably with the screen, you needed some sort of device to select objects on the screen, to tell the computer that you wanted to do something with them.
Four areas in which human capabilities could be augmented:
1.Artifacts- physical objects designed to provide for human comfort, the manipulation of things or materials, and the manipulation of symbols.
2.Language- the way in which the individual classifies the picture of his world into the concepts that his mind uses to model that world, and the symbols that he attaches to those concepts and uses in consciously manipulating the concepts("thinking")
3.Methodology-the methods, procedures, and strategies with which an individual organizes his goal-centered(problem-solving) activity.
4. Training-the conditioning needed by the individual to bring his skills in using augmentation means 1,2 and 3 to the point where they are operationally effective.
The Demo was truly amazing, proving that interactive computing could be used for real-time manipulations of information in ways that very few people had imagined before.
It is easy to understand the idea of going for the best, of catering to the expert user, and then providing a path to get there from a simple user interface designed for the beginner. In practice, however, this has proved to be the wrong way round, as it's not easy to get something right for the beginner when your design is already controlled by something that is difficult to learn.
P53
I was in a bar late one afternoon waiting for a friend, doodling on a bar napkin and thinking about this problem. I was just obsessed with this design at the time; I was just consumed by it . I was thinking about what happens in an office. Someone's got a document and they want to file it, so they walk over to the file cabinet and put it in the file cabinet; or if they want to make a copy of it, they walk over to the copier and they make a copy of it ; or they want to throw it away, so they reach under their desk and throw it in the trashcan.
The metaphor was that entire documents could be grabbed by the mouse and moved around on the screen.
P63
The five-minute learning curve.
P77
P89
"what about this?"
"what do people expect?"
we just help them not to spend a lot of time on the dead ends, and encourage them to explore the good stuff.
P101
Those of us on the Macintosh team were really excited about what we were doing. The result was that people saw a Mac and fell in love with it. Only secondarily did they think, "How can I justify buying this thing?" There was an emotional connection to the Mac that I think came from the heart and soul of the design team.
P146
There is nothing that I would not consider changing; I think an interface really has to be appropriate for the people who are using it, and the task that they are performing. People don't use a computer to enjoy the operating system; they don't care about setting their system preferences, nor do they care about choosing what kind of scrollbars they want. They use a computer because they want to create something; they want to communicate with somebody; they want to express their own personality, everything from writing a novel to balancing their checkbook-some more fun than others, but it's all about accomplishing something that really doesn't have anything to do with using a computer. The computer is just a tool.
As interaction designers, we need to remember that it is not about the interface, it's about what people want to do! To come up with great designs, you need to know who those people are and what they are really trying to accomplish.
P214
More people would join the company and want to add more features, saying,"well, Microsfot is adding more features..:. It was developed as a way to teach people the philosophies that the core team knew instinctively. I was trying to articulate the ideas in a way that people could walk away and remember. People had referred to Palm products as Zenlike, so I thought, "okay, let's play on that theme!".
P224
We wanted something that didn't broadcast that you were using a piece of technology, or that you were overly concerned with technology. We were looking for something more like a piece of jewelry or accessory- an elegant watch or something you might wear, or have in your purse, like a compact or something. We put together a design team that was half women, which worked out very well.
It was hard to find examples of hand held products made out out of metal to use as a precedent, but they eventually located the people who made the camera bodies for the Canon Elf, and worked with them to make the aluminum stampings for the Palm V.
P283
Why was the algorithm applied to a standard windows interface, in a foreign language,without reference to design and usability expertise? Perhaps the answer is typical of technology driven companies around the world, where so much effort is put into invention and patent applications, but there is an assumption that the inventors can design usable solutions themselves. IN the earlier phases of adoption of the technology, this has often worked, as enthusiasts and professionals are patient and acquisitive. Once the adoption of the technology teaches the consumer phase, the skills of interaction designers and psychologists are much more likely to be essential for a successful outcome.
P285
Computer printers have a history of innocuous and self-effacing design, trying hard to fit into the background of the office environment as the undistinguished peripheral cousins of the computers that drive them.
P293
Interaction design started from two separate directions, with screen graphics for displays and separate input devices, but it got more interesting when the hardware and software came together in products. Then along came the information appliance, implying that technology would start to fit into our everyday lives, and when the Internet connected everything together, we found ourselves designing complete experiences. by David Kelley,2004
P295
When we tested mice and joysticks with kids, we found out that they had trouble watching the screen while they moved the device. Whenever they wanted to do something they would look down at their hand, so they couldn't watch the screen and look; it just wasn't natural for them. We played with lots of things, but none of them worked. Someone had the idea that if we use big muscle groups instead of just little hand movements, that they would be more comfortable looking up, which actually turned out to be true. So we went to a really big trackball where they were using their arms and shoulders, and then they had no trouble looking at the screen while they were activating it.
>> Testing normal things to find out the problem is then test other thing to look up the solution, and thinking about back to the human .
P401
We have successfully introduced the Internet way of thinking rather than the telecoms way of thinking to implement this service.
The handset design is very important, because the handset can represent your taste.
you can show your lifestyle by the selection of the handset. What kind of handset you are using and what kind of content you are using reflect some of your life. That's why we are always making a really heavy effort for the tiny details of this handset design. This kind of latch is very important. Feel is very important. The shape, how round it should be, is very important. The little things are very important.
P423
How do you design a service that people can use , not only obtain the functional benefit of the service, but use the expressive value?
P431
We started in product design by bringing engineering and industrial design together, with a focus on people. Then we introduced interaction design, which adds the dimension of time. Relatively recently we added the design of environments to our capabilities, with the dimension of space. Now it makes sense that IDEO can innovate in the design of services, because we understand how to create tangible contexts for intangibles, in different channels, that people interact with over time. Our philosophy is to keep our ' head in the clouds and feet on the ground' - the clouds helping us with original and innovative thinking and the ground ensuring our ability to implement the results."
P463
We interact with the world around us in theree main ways; manipulation, locomotion, and conversation.
P466
Terry also observed that Larry Page had a surprisingly diffident attitude to money:
The starting point was not,"how do you make money on the WEB?" The starting point was, "I have an idea for a search engine that's going to be better. Let's get it out there and see if people want to try it. Then, we'll figure out later where to go with it."
So when they started putting ads on, instead of starting with, "what's the way we can maximize advertising revenue?" they said, " What's the way we can give something that's useful to users without getting in their face too much?"
P625
John Maeda's laws of simplicity :
1.A complex system of many functions can be simplified by carefully grouping related functions.
2.The positive emotional response derived from a simplicity experience has less to do with utility, and more to do with saving time.
3.When the richness of an experience is increased in a manner that facilitates the perception of the overall intent, but all means don't skimp. Add more!
4.A material's failure to comply to a specific application provides indication that its more natural usage lies elsewhere.
5.The more care, attention, and effort applied to that which is less, the more it shall be perceived as more than it really is
6.The more you know about something beforehand, the simpler it will ultimately be perceived
7.In order to 'feel,' you gotta have noise. Too much noise, and all you've got is noise
8. Recognize not only the absolute laws of the physical universe as important constraints, but also the artificial laws as of equal importance when striving for simplicity.
P632
Time is the most universal type of information available. If you take a picture, the photo album or the JPEG file will have the time information, and if you create a document, it also has a modification time. So if the system allows you navigate using time, you can find the document. You can also find a picture that is close to the document's creation date. So you can browse through only using time. And there is almost no cost to archive such as location is rather difficult to always capture with currently available technology.
P649
Core skills of design
1. To synthesize a solution from all of the relevant constraints, understanding everything that will make a difference to the result
2. To frame, or reframe, the problem and objective
3. To create and envision alternatives
4. To select from those alternatives, knowing intuitively how to choose the best approach
5. To visualize and prototype the intended solution
P665
It is essential to the success of interaction design that designers find a way to understand the perceptions, circumstances, habits, needs, and desires of the ultimate users.