Designing Interactions
Nate’s Midpoint Independent Study Presentation
What I’ve Done..
Milestones
Week   Subject                           Deliverable

  2    Bill Moggridge Background         Blog Creation
                                         1 Blog Post
  3    Forward, Introduction            Presentation 1
       Chapter 1: The Mouse and Desktop 2 Blog Posts
  4    Chapter 2: My PC                  2 Blog Posts

  5    Chapter 3: From the Desk to the   “
       Palm
  6    Chapter 4: Adopting Technology    “
Outside Research
9 Blog Posts
Blog Posts
Blog Posts
Blog Posts
Blog Process Improvements
What I’ve Learned..
Interaction Design


“The discipline would
be concerned with
subjective and
qualitative values,
Interaction Design


“..would start from the
needs and desires
of the people who
use a product or
service,”
Interaction Design


“..and strive to create
designs that would
give aesthetic
pleasure..”
Interaction Design


“..as well as
lasting
satisfaction and
enjoyment.”
Four Dimensions of Design

     First           Second
Four Dimensions of Design

     Third            Fourth
Interaction Design Paradigms

Intelligence
Interaction Design Paradigms

Tool
Interaction Design Paradigms

Media
Interaction Design Paradigms

Life
Interaction Design Paradigms

Vehicle
Interaction Design Paradigms

Fashion
Interaction Design Processes




 Motivation   Meaning   Models   Mappings
Interaction Design Processes




 Motivation   Meaning   Models   Mappings
Interaction Design Processes




 Motivation   Meaning   Models   Mappings
Interaction Design Processes




 Motivation   Meaning   Models   Mappings
Interaction Design Processes




Motivation   Meaning   Models   Mappings
Tech Adoption Phases

      Enthusiast




                   Professional




                                  Consumer
Tech Adoption Phases


Enthusiast


       Professional




                      Consumer
Tech Adoption Phases


Enthusiast


       Professional




                      Consumer
Tech Adoption Phases


Enthusiast



             Professional


                  Consumer
Tech Adoption Phases


Enthusiast



             Professional


                  Consumer
Tech Adoption Phases


Enthusiast




              Professional




                             Consumer
Tech Adoption Phases


Enthusiast




              Professional




                             Consumer
What It Lacked..
More Methodology Please
2007: A Little Old..
A Dated Question?

“A device that does everything vs. several small
devices?”
What I’ll Do next..
Milestones
Week   Subject                        Deliverable

  7    Chapter 5: Play                Presentation Blog Post
                                      1 Blog Post
  8    Chapter 6: Services            4 Blog Posts
       Chapter 7: The Internet
  9    Chapter 8:                     2 Blog Posts
       Multisensory and Multimedia
  10   Chapter 9:                     “
       Futures and Alternative Nows
  11   Chapter 10:                    “
       People and Prototypes
  12   Wrap-Up                        Final Presentation
Talk to Designers
Research, Analyze, and…
Designing Interactions



Thank you!
Questions?

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Editor's Notes

  • #6: Critically Examining the subjects, and rephrasing in my own words
  • #10: Maybe I was writing too much and analyizing too much, instead of just keeping a regular scheduel----- Meeting Notes (2/25/13 15:06) -----Not 2 posts per chapter, but longer posts on what I found more relevant and interesting
  • #12: Definition
  • #16: Identification of design dimension elucidates it’s feature
  • #18: About what is a computer? Intelligence: Computers can do things we cant
  • #19: Physical thing we manipulate for a particular use
  • #20: Media source, to play back and consume
  • #21: Not alive, but evolve over time. Viruses and programs made to live without the programmer, can adapt to situation at hand
  • #22: Take us places to do new things, infrastructure in which they operate is important. Key to what you can and can’t design
  • #23: Look cool, be fashionable to sell. Quick to adopt, quick to be old
  • #25: Problems and Ideas give designers the seed for what they’ll make. A problem being like not being able to check your email everywhere
  • #26: Metaphor and Scenario. Explaining cloud computing by the cloud metaphor, or a give a place where people will want something
  • #27: Work your way through the situation. Gives you insight on howit will work and what questions to anser
  • #28: UI Designs and wireframes
  • #30: Hobby, exploit it. Not mass audience. People really looking for it. High learning curve.
  • #31: Hobby, exploit it. Not mass audience. People really looking for it. High learning curve.
  • #32: Helps people work. Businesses see the value.
  • #33: Helps people work. Businesses seethe value.
  • #34: Price point brought down, everyone can use it. Reliable now
  • #35: Price point brought down, everyone can use it. Reliable now
  • #37: I’m not interested in the amount of history he gives, or how certain tech was developed. Like why xerox thought this would work in 1982. I like the concepts I just presented about, and I wish it presented a little more.
  • #38: As with any technology, by the time a book is printed, the whole design world can be flipped on it’s head.
  • #39: He asks the question “the interaction design challenge” that “Will you want a single device that can do everything – a cellphone that includes a PDA, Camera, music player, video player, and communicator? Or will you prefer several divices with more limited functions that you can wear like jewelry or carry one or two at a time?”I think we’ve answered this question mostly, as smart phones can do all of these things, but the question remains to be seen with popularity of wearable tech (google glass, smart watches?)
  • #41: Continue what I’m doing, though blogs may not be 2 about each chapter, but more the sections I find interesting.
  • #42: Take advantage of Silicon valley, talk to people in these companies