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LECTURE 2 Interaction Design
LECTURE 2 Interaction Design
● Historical analogy
● the typical experience of an enterprise systems consultant in the
1980s whose client asked for a new system to manage payroll.
● analyzing the current situation might have turned up the insight that the old
system as such had no major shortcomings, but that the workflow of the
personnel department was severely convoluted and crippled.
● Would the consultant propose a new system anyway, or more rightly point out the
need for an organizational development consultant?
● Or perhaps even try her own hand on organizational intervention?
People’s use and interaction design
● People’s use is what interaction design shapes digital
things for.
● As indicated above, the historical notion of people’s use
was tightly connected to workplace settings and
instrumental motivations:
● Use the program to get the job done as quickly, efficiently and
correctly as possible.
Conclusion
●Interaction design can understood as shaping
be digital things for people’s
use.
●The practice of interaction is knowledge-
design intensive and multidisciplinary
at heart.
Philosophy of Interaction
●Over the last two decades, interaction design has
emerged as a design discipline alongside traditional
design disciplines such as graphics design and
furniture design.
Terminology
● Interaction "mutual or reciprocal action or
as
influence“
●Taking this definition as a starting point, what is the meaning
of interactive and interactivity?
●At the other end of the complexity scale you find interactive
products like the cockpit of a modern aeroplane; allowing
trained pilots to fly the plane through a number of input
devices and visual displays.
The scope: Interactive products and services
●If you solder a light bulb to a battery and leave it on your desk
until the battery is drained, this digital product can hardly be
called interactive.
The scope: Interactive products and services
●The perceptual field is personal: Test with real users and listen
carefully
●Interaction designers need to learn basic programming skills
●The perceptual field is personal: Test with real users and listen
carefully
●Intentionality and context matters: Make the tests realistic
●Interaction designers should be skilled in kinesthetic thinking
Human Senses