An engaging, informative, and enjoyable history of interaction design that helps us appreciate the contributions of some incredible people who shaped this corner of the design field. What fun! Dan Boyarski Professor and Head, School of Design, Carnegie Mellon University Online Attention Mouseover for Online Attention Data Overview Praise Summary A pioneer in interaction design tells the stories of designers who changed the way people use everyday things in the digital era, interviewing the founders of Google, the creator of The Sims, the inventors and developers of the mouse and the desktop, and many others. Digital technology has changed the way we interact with everything from the games we play to the tools we use at work. Designers of digital technology products no longer regard their job as designing a physical object—beautiful or utilitarian—but as designing our interactions with it.
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Shelves: design-innovation Summary: Amazing book. I already started recommending it before I finished reading it. If you are trying to start somewhere on thinking about design, particularly digital design, this is a great history that will put you square into the train of thought of it all.
This was the point, though later others realized that Summary: Amazing book. This was the point, though later others realized that building to augment those that are less genius than Mr. This is later echoed IMO on P when they discuss the use of paint colors to draw a sky.
In the physical world, you would use blue and add white paint. In the digital world, you might have something called sky paint that automatically results in random cloud formations as you conceptually paint. This is not to be misinterpretted by the areas of the book that describe good design as acknowledging real areas of limitation. For example: P. It follow so nicely with the work on memory between these two forms of sensory input.
Commentary from John Maeda that reminds us that the period began by requiring a master craftsman to work with a master designer. You end up with a mucked soup. Where are they? What are they trying to do in context? I might call this empathy 3 Modes - Modes and tasks - what is their state of mind while they are trying to accomplish it? Speed, or do we have time?
Where does the input or output need to be to be effective. New versions take different approaches. In the later you know the existing item inside and out. In the former, you start with - essentially - envisioning and imagination. Another framework for innovation multiple solutions : 1 Create a framework 2 Ideation 3 Envision 4 Uncertainty 5 Selection 6 Visualization 7 Prototyping 8 Evaluation P.
You want something familiar and somewhat new. The things we did, we did well. As long as you make it easy, intuitive, fast and so on. They are empathetic to other disciplines, which translates to having breadth.
He mostly succeeds. Designing Interactions has 10 chapters following the development of the computer and how it was affected by interactive design and how it helped Bill Moggridge, designer of the first laptop and best known as one of the founders of IDEO, wrote Designing Interactions to capture what he has seen and learned to highlight the importance of interactive design, including usability, testing and how the most accepted best practices can often wilt vs.
Designing Interactions has 10 chapters following the development of the computer and how it was affected by interactive design — and how it helped develop that discipline at the same time. He covers the development of the mouse, desktop, laptop and Palm Ch. Moggridge knows his stuff, having been there from nearly the beginning.
So, he knows how we got where we are via interaction design. But instead of telling the story himself, he does it through those whose work made these changes. Each chapter has several parts presented from the perspective of an individual involved in the topic at hand, such as Larry Tesler developing the first desktop and devices or Rob Haitani creating the original Palm OS. Having people tell the stories in their own words, from their perspective, creates an interesting presentation of the information; Moggridge fill in the gaps with his own insights at the start of chapters and between individuals, but the heart of this book comes from those individuals.
Great information included the hundreds of early iterations for creating the mouse, the creation the modern desktop interface including how testing was important, but required them to develop a new testing process as well , and developing the familiar interaction design concepts we use today.
Often, failure led to inspiration to prevent a similar problem in the future; other times, simple observation of people doing things provided the basis for standard rules. These concepts were, of course, the reason we bought this book — history is nice but we wanted something concrete to work with, and there is a lot here to learn from. Models p. But, time spent on them tended to be more biographical than relevant, focusing on how they got to where they were rather than what they DID that made them worth covering.
A condensed version, with less interpersonal commentary and stronger focus on the Interaction Design would produce a better product.
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