Interaction design

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Interaction design or interaction design (abbreviated IxD , and interaction design ) is engaged in the design of man-machine interfaces .

Interaction design is a comparatively young design discipline that was launched as an independent discipline in the late 1980s as part of the graphical user interface (GUI).

Area of ​​interaction design

Connection to user interface design

Interaction design is often associated with interface design (also screen design ) or user experience design. Interaction Design is increasingly concerned with the development of the dialog between man and machine (e.g. mobile phone, navigation device, notebook) over a certain period of time. The two disciplines are difficult to separate from one another, because every interaction designer usually develops an interface at the end of the day. During the design process, value is placed on a user-centered design of the so-called user experience. The user interface is an artifact that does not necessarily have to be visual or haptic in nature, but merely offers the user the opportunity to interact. An interactive speech output system that does not require an interface design (the non-existent graphical user interface) can be seen as a concrete example of the interaction design . Interface design is the design of the sensory component within the interaction, as well as the interaction itself.

Interactivity is not tied to new technologies. People have always interacted with one another. Therefore, interaction design can also be seen as the development of solutions for services and processes. For example, product designers like Dieter Rams (ex-chief designer at Braun ) have designed interactions in their products (pocket radios, televisions, record players, etc.) since the 1950s, without referring to this activity as interaction design . Due to the steadily increasing demands on the increasingly complex communication systems of the modern age, the establishment of a design discipline specializing in this was necessary.

Scientific methods

Interaction designers usually follow similar procedures within their design process to find a solution, but never the solution to a specific problem. The designers create early prototypes (simulations, interactive demos or control units) in order to subsequently check their concept with the help of users for their applicability. There are therefore six main points within the interaction design, which can vary depending on user feedback and the frequency of the iteration levels.

1. Research

Through observation, discussions, questionnaires and comparable applications and products, the designers try to explore their users and their (socio-cultural) environment in order to find out more about them and then to find the best design solution for the problem.

2. Analysis and conception

Based on research, the latest technological possibilities and business aspects, Interaction Designers develop initial concepts for new software applications, end devices, services and systems. This process often requires several passes of creativity techniques ( brainstorming , semantic intuition , method 635 etc.), discussions and suggestions for improvement. In order to be able to understand the requirements and possible restrictions of the users, the designers create around 5 to 10 personas (user profiles) for their concept. So-called scenarios are then developed for these personas , in which fictitious users are inserted. In addition, use cases (also known as use cases ) are defined in which the best personas are then used. These processes are initially recorded as mock-ups and later made more tangible via animation, in order to be able to imagine the future interaction process of the user with the device or the application.

After analyzing the user requirements, the designers create a detailed summary that takes into account all aspects of the problem. A vision statement is then drawn up in which all current and future project goals are defined. This definition of goals is the fundamental statement during the course of the project, which can be used again and again during the following project phase.

3. Creation of design variants and evaluation

After a clear problem has been defined, the designer begins to develop variants with the help of early prototypes (screen flows, paper prototypes, etc.) that support the concept and idea. The proposed solutions will be evaluated afterwards. The best results are reapplied in a solution. The result should now meet as many of the requirements as possible. Tools for visualizing the relationships are hierarchical models or class diagrams .

4. Prototyping and usability tests

Interaction designers use a variety of prototype techniques to validate their concept. These can be roughly divided into three categories. Some should reflect the task and function of the product, others aim to make the look and feel tangible and the latter should in turn show the feasibility of the application. Prototypes can be physical or digital, sketchy or extremely detailed. There are horizontal prototypes that show the functionality of the application or vertical prototypes that show the depth of the application.

5. Implementation and implementation

Interaction designers must be integrated into the process during implementation (for example by programmers, media technicians and electrical engineers) in order to monitor the correct implementation of their conception. Often changes occur during this project phase that must be implemented immediately by the designer. Furthermore, the designer must be informed of any change.

6. Final test run

After the application or the device has been created, another test round often follows (usability and bug testing). Ideally, the Interaction Designer monitors this process in order to be able to make any necessary modifications.

Further focal points of the interaction design

Social interaction design

Social Interaction Design ( SxD ) is increasing due to the ever expanding networking of computer-aided media. Mobile devices, navigation devices and other digital helpers, from computers to game consoles, make it easier to communicate with other people anywhere in the world anytime and anywhere. Social Interaction Design deals with the interaction between users and their devices, as well as with the interaction between users. The dynamics that develop during interpersonal communication (whether spoken or written) and the pragmatics with which a discussion and interaction are conducted are now also problems that must be taken into account when using socially networked technologies. These factors have so far been poorly described in rational decision theory by the cognitive sciences and sociology , psychology and anthropology .

Emotional interaction design

During the entire design process, interaction designers don't just have to pay attention to usability. It is much more about addressing the user not only rationally, but also emotionally. The demand for devices that allow interaction rather than frustration is crucial for the success of a product. In order to be able to address the emotions of the user, positive, negative, motivating, assisting, learning, creative, social and convincing aspects all play a role. To illustrate these aspects, a particularly expressive interface is required, which can be given, for example, in screen design using dynamic icons, animations and audio overlays. These should help to convey the current status of the system and give the user the feeling of being in control of the situation. A classic example is minimizing a window in Apple OSX. A short, funnel-shaped reduction of the window towards the shelf shows the user that his window is now minimized in the dock. This detail is aesthetically animated and helps the user to make the process more understandable. It is precisely these design details that make a device or application appear desirable ( Charles Eames : "The details are not the details, the details are the design"). Design parameters such as font, color, shape, size, brightness etc. also have an influence on whether the product is perceived as emotionally positive. Studies have shown that emotional aspects have a decisive influence on the usability of products. Theories like Don Norman's “emotional design model”, Patrick Jordan's “pleasure model” and McCarthy and Wright's “technology as experience framework” have already dealt with the emotional aspect of the design of interactive artifacts.

Sound interaction design

Sonic Interaction Design is the study and use of sound as a communication channel that conveys information, meaning and aesthetic / emotional content in interactive contexts. It is the interface between interaction design and computer music and uses sound in this context as both a display and an input medium.

history

The term Interaction Design was first mentioned by Bill Moggridge and Bill Verplank in the late 1980s. For Verplank it was an adaptation of the computer science term user interface design by the industrial designers. For Moggridge, it was an improvement on soft-face, a term he used in 1984 to describe the design of products with integrated software (Moggridge 2006).

In 1989, Gillian Crampton-Smith established the master's degree in Interaction Design at the Royal College of Art in London (previously known as “computer-related design” and now known as “design interactions”). In 2001 she was involved in the creation of the Interaction Design Institute Ivrea . A small university in northern Italy, which dealt exclusively with interaction design . One of the most popular products that emerged from this course is, for example, the Arduino microcontroller , which was named after the only restaurant in town. The Domus Academy bought the institute in October 2005 and moved its headquarters to Milan, but none of the teachers at that time are there any more. Since then, many other universities around the world have established interaction design courses. So you can in Germany at the University of Design in Schwäbisch Hall in the degree program interaction design or at the FH Potsdam in the degree program interface design his Bachelor of Arts acquire or Furtwangen the Master of Arts in the course "Design Interactive Media" received. Masters courses have recently also been established at the Copenhagen Institute of Interaction Design (CIID, Denmark) and the Umeå Institute of Design (UID, Sweden).

Technical colleges and universities with a focus on interaction design

Bachelor degree programs in Interaction Design

Bachelor programs with the option of specializing in interaction design

Masters degree programs in Germany

Master’s degree programs outside of Germany

  • Master of Interaction Design - Media Design School, Auckland, New Zealand
  • M.Sc. Interaction Design - Chalmers University of Technology, Sweden
  • M.Sc. Interactive Media - FH Upper Austria , Hagenberg Campus, Austria
  • MA Program Communication, Media, Sound & Interaction Design - FH Joanneum , Graz, Austria
  • MA in Interaction Design - Interaction Design Center, University of Limerick , Ireland
  • MA Design Interactions - Royal College of Art (RCA), London, UK
  • MA Interaction Design - School of Arts and Communication (K3), Malmö University , Sweden
  • MA Media Design - Art Center College of Design (ACCD), Pasadena, USA
  • Master of Design in Interaction Design - School of Design, Carnegie Mellon University , Pittsburgh, USA
  • MSc Digital Media Technologies FH St. Pölten, Austria
  • MA Design for Digital Media - University of Portsmouth (School of Art and Design), Portsmouth, UK
  • Master of Advanced Studies in Human Computer Interaction Design Interdisciplinary & part-time studies at the universities of Rapperswil & Basel, Switzerland
  • MA Interaction Design - University of Sydney , Australia
  • MA Interaction Design - Design Academy Umeå , Umeå University , Sweden
  • EMMA MA-ID - European Media Masters in Interaction Design - University for Art and Design Utrecht, Netherlands
  • MA Interaction Design - Zurich University of the Arts , Switzerland
  • MA Interaction Design - Estonian Academy Of Arts (EKA), Tallinn, Estonia

Other

See also

literature

  • Stephanie Houde, Charles Hill: What Do Prototypes Prototype? . In: M. Helander, T. Landauer, P. Prabhu (Eds.): Handbook of Human-Computer Interaction . 2nd edition, Elsevier Science, 1997.
  • Marion Buchenau, Jane Fulton Suri: Experience Prototyping . DIS, 2000, ISBN 1-58113-219-0 .
  • Jef Raskin : The Humane Interface . ACM Press, 2000, ISBN 0-201-37937-6 .
  • Gerhard M. Buurman : Total interaction. Theory and practice of a new paradigm for the design disciplines. Birkhäuser Architecture, 2001, ISBN 978-3-7643-7076-3 .
  • Donald Norman : The Design of Everyday Things . Perseus Books, 2002, ISBN 0-465-06710-7 .
  • Michael Herczeg : interaction design . Oldenbourg Wissenschaftsverlag, 2006, ISBN 978-3-486-27565-0 .
  • Brenda Laurel, Peter Lunenfeld: Design Research: Methods and Perspectives . MIT Press, 2003, ISBN 0-262-12263-4 .
  • Bill Buxton: Sketching the User Experience . New Riders Press, 2005, ISBN 0-321-34475-8 .
  • Dan Saffer: Designing for Interaction . New Riders, 2006, ISBN 0-321-43206-1 .
  • Matt Jones, Gary Marsden: Mobile Interaction Design . John Wiley, 2006, ISBN 0-470-09089-8 .
  • Alan Cooper , Robert M. Reimann, David Cronin: About Face 3: The Essentials of Interaction Design . 3rd edition, Wiley, 2007, ISBN 0-470-08411-1 .
  • Brendan Dawes: Analog in, digital out: Brendan Dawes on interaction design . New Riders, Berkeley 2007.
  • Bill Moggridge : Designing Interactions . MIT Press, 2007, ISBN 0-262-13474-8 .
  • Jay D. Bolter, Diane Gromala: Windows and mirrors: Interaction design, digital art and the myth of transparency . MIT Press, Cambridge MA 2008, ISBN 0-262-02545-0 .
  • Davide Rocchesso, Stefania Serafin, Frauke Behrendt, Nicola Bernardini, Roberto Bresin, Gerhard Eckel, Karmen Franinović, Thomas Hermann, Sandra Pauletto, Patrick Susini, Yon Visell: Sonic interaction design: sound, information and experience . In: CHI '08 Extended Abstracts on Human Factors in Computing Systems (Florence, Italy, April 5–10, 2008). ACM, New York, pp. 3969-3972, doi: 10.1145 / 1358628.1358969 .
  • Davide Rocchesso, Stefania Serafin: Sonic Interaction Design . Editorial of Special Issue. Int. J. Hum. Comput. Stud., 67, 11 (Nov. 2009), pp. 905-906. doi: 10.1016 / j.ijhcs.2009.09.009 .
  • Rainer Dorau: Emotional interaction design: gestures and facial expressions of interactive systems . Springer, 2011, ISBN 978-3-642-03100-7 .
  • Christian Moser: User Experience Design: With experience-centered software development for products that inspire . 2012, ISBN 978-3-642-13362-6 .

Web links

Commons : Interaction Design  - collection of images, videos and audio files

Individual evidence

  1. a b Helen Sharp, Yvonne Rogers, Jenny Preece: Interaction Design - beyond human-computer interaction. 2nd edition, John Wiley, 2007, pp. 181-217.
  2. Davide Rocchesso and Stefania Serafin, (2009). "Sonic Interaction Design". Editorial of Special Issue. International Journal of Human – Computer Studies 67 (11) (Nov. 2009): 905–906. doi : 10.1016 / j.ijhcs.2009.09.009
  3. Davide Rocchesso, Stefania Serafin, Frauke Behrendt, Nicola Bernardini, Roberto Bresin, Gerhard Eckel, Karmen Franinović, Thomas Hermann, Sandra Pauletto, Patrick Susini, and Yon Visell, (2008). Sonic interaction design: sound, information and experience . In: CHI '08 Extended Abstracts on Human Factors in Computing Systems (Florence, Italy, April 05-10, 2008). CHI '08. ACM, New York, NY, 3969-3972. doi : 10.1145 / 1358628.1358969
  4. Integrate Business Modeling and Interaction Design
  5. ^ Bill Verplank's website
  6. HfG Schwäbisch Gmünd IG Wiki
  7. Design of Interactive Media - Furtwangen
  8. CIID site
  9. UID website
  10. Master Human-Computer Interaction. Retrieved August 20, 2019 .