History of Interaction Design - Reprised - SCAD - 12Nov2008

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Information about History of Interaction Design - Reprised - SCAD - 12Nov2008
Design

Published on November 13, 2008

Author: dmalouf

Source: slideshare.net

Description

I gave this presentation to the students & faculty at SCAD\'s Industrial Design Dept on Nov. 12, 2008, during my house hunting trip. It was meant to be a preview of their future professor of interaction design, which I become on Jan 2nd.

An abstract history of Interaction Design David Malouf

Let’s start with the basics What is interaction? The listening and responding between at least 2 entities. Action by an initiation (passive or active) and a listener’s reaction, which leads to the initiator’s own reaction EXAMPLE: Excess material is removed To reveal new object Whack with stone axe

What is interaction?

The listening and responding between at least 2 entities.

Action by an initiation (passive or active) and a listener’s reaction, which leads to the initiator’s own reaction

EXAMPLE:

But if only it stayed that simple

Systems & Eco-systems

Social Interactions

Open Data – “The Unproduct”

Gestural

Ambient & Ubiquitous & Passive Bio-feedback

That was about the mediums … What about the focus of the designer? What about the practice? Where are we today?

What about the focus of the designer?

What about the practice?

Where are we today?

Marc Rettig’s take – Goals of the process © Marc Rettig 2004. http://marcrettig.com/

Historical view of the focus in terms of practice Human Factors Leads to Human Computer Interaction Leads to Usability Evaluation Leads to early Interaction Design Enter (Design – aesthetics & story telling) Leads to Social Interaction Design Participatory story telling Designer enables his own loss of control over the system Leads to co-designing Interactive Systems As the data opens up, all control is lost, and the eco-system’s infrastructure is what is designed, NOT the interfacing points. But they still have to be imagined and modeled and exemplified.

Human Factors

Leads to Human Computer Interaction

Leads to Usability Evaluation

Leads to early Interaction Design

Enter (Design – aesthetics & story telling)

Leads to Social Interaction Design

Participatory story telling

Designer enables his own loss of control over the system

Leads to co-designing Interactive Systems

As the data opens up, all control is lost, and the eco-system’s infrastructure is what is designed, NOT the interfacing points.

But they still have to be imagined and modeled and exemplified.

Human Factors …

Human Computer Interaction

Usability Evaluation

Interaction Design takes off Verplank Moggrigde Parc IDEO

The Software Design Manifesto 1991 (and again in 1996) Mitch Kapor outlines the need for software to be designed, not just engineered. Firmness, commodity and delight Despite the enormous outward success of personal computers, the daily experience of using computers far too often is still fraught with difficulty, pain, and barriers for most people, which means that the revolution, measured by its original goals, has not as yet succeeded.

1991 (and again in 1996)

Mitch Kapor outlines the need for software to be designed, not just engineered.

Firmness, commodity and delight

Despite the enormous outward success of personal computers, the daily experience of using computers far too often is still fraught with difficulty, pain, and barriers for most people, which means that the revolution, measured by its original goals, has not as yet succeeded.

2 directions creating a continuum of practice N. America remains focused on research & evaluation tools Cooper, “Tog”, J. Raskin Europe takes aim at aesthetics, expressionism, and experimentation. Gillian Crampton Smith Royal College of Art Interaction Design Institute of Ivrea

N. America remains focused on research & evaluation tools

Cooper, “Tog”, J. Raskin

Europe takes aim at aesthetics, expressionism, and experimentation.

Gillian Crampton Smith

Royal College of Art

Interaction Design Institute of Ivrea

Systems and Experience Design 1998 – Everyone wants to become an Imagineer! Experience Design takes off as new “brand value” All touch points inform “the brand” Story telling Service Design

1998 – Everyone wants to become an Imagineer!

Experience Design takes off as new “brand value”

All touch points inform “the brand”

Story telling

Service Design

Web 2.0 + iPod = Increase need for IxD

Bringing it all together

Other examples of bringing it together JetBlue Bloomberg Blackberry What do you think? Google/Android? Nokia? Sony?

JetBlue

Bloomberg

Blackberry

What do you think?

Google/Android?

Nokia?

Sony?

The state of interaction design today … Designers are still primarily educated focused on their medium. Interaction Designers are still arguing over definitions. An immature design discipline, Interaction Design, still does not contribute to design foundation in almost every design education program. In practice, those doing Interaction Design, do so as “non-designers”. Collaboration with visual or industrial designers is weak Interaction Designers often do not have basic design language education. The demand for Interaction Design practice is outpacing the numbers of Interaction Designers out there today.

Designers are still primarily educated focused on their medium.

Interaction Designers are still arguing over definitions.

An immature design discipline, Interaction Design, still does not contribute to design foundation in almost every design education program.

In practice, those doing Interaction Design, do so as “non-designers”.

Collaboration with visual or industrial designers is weak

Interaction Designers often do not have basic design language education.

The demand for Interaction Design practice is outpacing the numbers of Interaction Designers out there today.

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