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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



woensdag 12 december 12                                           2
woensdag 12 december 12   3
Personal background
woensdag 12 december 12      4
Faculty of Industrial Design Engineering




woensdag 12 december 12                      5
IDStudioLab




woensdag 12 december 12   6
Bill Verplank on Interaction Design
                 From Desiging Interaction by Bill Moggridge 2007


woensdag 12 december 12                                             7
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
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
How is information-for-use expressed?
woensdag 12 december 12                        10
Era of handcrafted products
woensdag 12 december 12               11
Handcrafted products

                                 information-for-use




                                                   function


                                   product form




woensdag 12 december 12                                       12
Era of mechanical products
woensdag 12 december 12               13
Mechanical products

                              information-for-use



                                             controls     technology
                                                                       function

                                                        product form




woensdag 12 december 12                                                           14
Era of electrical products

woensdag 12 december 12                     15
Electrical products

                             information-for-use



                                         controls   technology
                                                                   function

                                                    product form




woensdag 12 december 12                                                       16
Era of electronic products
woensdag 12 december 12                   17
Electronic products

                            information-for-use

                                                             technology
                                      controls    coupling
                                                                     function

                                                     product form




woensdag 12 december 12                                                         18
Bill Buxton (1986)


       Homo WIMPi
       (Windows Icons Mouse Pointer interface)

woensdag 12 december 12                          19
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
woensdag 12 december 12   21
Fonckel One
  Designer: Philip Ross
  http://www.fonckel.com




woensdag 12 december 12    22
http://www.fonckel.com
woensdag 12 december 12                            23
Experience design


   • How-to               approach the design of interactive products

   • Bill        Buxton - Keynote Mix09

        • Book:           Sketching User Experiences




woensdag 12 december 12                                                 24
Mix 09 Keynote




woensdag 12 december 12                    25
Product design process



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




woensdag 12 december 12                                                           26
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
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

woensdag 12 december 12                                               29
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
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
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
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
Enacting interaction
woensdag 12 december 12                          34
woensdag 12 december 12   35
woensdag 12 december 12   36
Text




        Avatar - Xandra van Wijk
woensdag 12 december 12               37
woensdag 12 december 12   38
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
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

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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
  • 5. Faculty of Industrial Design Engineering woensdag 12 december 12 5
  • 7. Bill Verplank on Interaction 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-use expressed? woensdag 12 december 12 10
  • 11. Era of handcrafted products woensdag 12 december 12 11
  • 12. Handcrafted products information-for-use function product form woensdag 12 december 12 12
  • 13. Era of mechanical products woensdag 12 december 12 13
  • 14. Mechanical products information-for-use controls technology function product form woensdag 12 december 12 14
  • 15. Era of electrical products woensdag 12 december 12 15
  • 16. Electrical products information-for-use controls technology function product form woensdag 12 december 12 16
  • 17. Era of electronic products 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
  • 22. Fonckel One Designer: Philip Ross http://www.fonckel.com woensdag 12 december 12 22
  • 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 woensdag 12 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 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 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
  • 37. Text Avatar - Xandra van Wijk woensdag 12 december 12 37
  • 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