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| week 02a - ios design issues, assignments, influences | |||
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| interactive design issues : | Like any medium, interactive objects and spaces have design
considerations that are specific to the medium. This section reviews some
important issues to address as an interactive designer.
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| designing behavior : | When designing the interactive part of embodied systems, a useful approach is to think of it in terms of designing its behavior. Before creating the interactive system and code, imagine that the project has a personality with certain intentions, attitudes, inner thoughts, values, ideas to communicate, and certain interests in what's going on around it. Your job as a designer is to create behaviors that reflect this personality and achieve the intentions and communications that the personality has. The personality does NOT need to be anthropormorphic or even "realistic." But the behavior should have a kind of coherency so that it makes sense to the user.
A system with behavior has the folowing characteristics:
issues
examples
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| donald norman : | Donald Norman literally "wrote the book" on the basics of usability
in interaction design (though he didn't call it interaction design) in
his book: The
Design of Everyday Things Note that the emphasis of this book is on usability, which implies that the best design satisfies the accomplishment of specific user goals. But I would argue that when you think about interactive systems as more than functional tools, other design factors come into play. If the system is designed to communicate knowledge to the user, then usability becomes only one of several design factors. And if the system is designed for productive interaction where the user creates their own knowledge space, then it becomes a combination funcational tool AND communication, which adds further complications to the design equation.
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| arc of interaction : | Interactive systems present an activity for the user that happens
over time. In the simplist terms, this is composed of encountering the
system, interacting with it, and ending the interaction. How the designer
controls this arc of interaction, from beginning to end, creates a distinct
character to the system which deeply affects its effectiveness and style
of communication.
issues
examples
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| single or multiple users : | While many interactive systems are specifically single user, this
single user focus limits the power of the system in public and group
situations. On the other hand, multiple user systems present a powerful
and unique design opportunity where the outcome is the result of a collaboration
between users. Or, a multiple user system simply makes for a more efficient
use of the system, eliminating the one-person-at-a-time line-up. Plus,
even seemingly single user systems such as cell phones turn out to have
multiple user aspects.
issues
examples
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| social affordance : | Interaction design involves not only the design of the relationship
between the user and the system, but also the relationships the user
has with other users and observers.
issues
examples
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| learning curve : | Interactive systems range in their usability from having a zero learning
curve (standard light switch) to very high learning curve (fighter jet
cockpit). While some in the interaction field, like Jakob Nielsen, argue
that there should always be no learning curve, it really depends on the
goals and intent of the system being designed.
issues
examples
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| site and scale issues : | Many interactive systems should be designed with a specific context and
scale in mind. For example, if the system is an installation, it can often
work better if the design considers the site specificity - lighting, form,
purpose of site, etc. In addition, the scale of the work often dramatically
impacts the effectiveness - small can draw attention, large can have greater
impact, etc.
issues
examples
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| passive interaction : | An underexplored area of interaction design is what does the system
do when the user is not interacting. The default is for the system to
simply wait for the next user action. But there are many alternatives
which involve the system interacting with itself--i.e. passive interaction.
The system can make decisions on its own, present material, and continue
to operate without user interaction every moment.
issues
examples
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| all materials on this web site © copyright 2008, Philip van Allen |
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