Interaction Design - brief intro                          about:reader?url=https://www.interaction-design.org/literature/book/the-...
interaction-design.org
                     Interaction Design - brief intro
                     18-22 minutos
                     The aim of the following chapter is to provide an introductory
                     overview of the concept and the field of interaction design, loosely
                     grounded in historical developments. This encyclopedia covers the
                     full gamut of human-computer interaction (HCI), and it should be
                     noted that interaction design covers only a part of the HCI field. My
                     intention here is to provide a frame of reference that can be used
                     in reading other, more substantial chapters to start filling the notion
                     of interaction design with solid topical content. This chapter itself is
                     brief and superficial, paints with a broad brush; yet it is my hope
                     that it conveys some of the key characteristics and considerations
                     of interaction design, thus informing the reading of the topical
                     chapters.
                     In his 2007 book Designing Interactions, industrial designer and
                     IDEO founder Bill Moggridge reminisces (p. 14):
                      I felt that there was an opportunity to create a new design
                      discipline, dedicated to creating imaginative and attractive
                      solutions in a virtual world, where one could design behaviors,
                      animations, and sounds as well as shapes. This would be the
                      equivalent of industrial design but in software rather than three-
                      dimensional objects. Like industrial design, the discipline would
                      start from the needs and desires of the people who use a product
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Interaction Design - brief intro                           about:reader?url=https://www.interaction-design.org/literature/book/the-...
                      or service, and strive to create designs that would give aesthetic
                      pleasure as well as lasting satisfaction and enjoyment.
                      I gave my first conference presentation on the subject in 1984,
                      and at that time I described it as “Soft-face”, thinking of a
                      combination between software and user-interface design [...] we
                      went on thinking of possible names until I eventually settled on
                      “interaction design” with the help of Bill Verplank.
                      -- Moggridge, 2007
                     The interaction design label remained relatively marginal until the
                     mid-1990s; the design community largely considered the
                     behaviors of the virtual world to be a specialty within industrial
                     design. During this period, academia as well as ICT industries
                     were mainly occupied with usability and human factors
                     engineering, focusing on ways to operationalize psychology and
                     ergonomics into methods for creating efficient and error-free
                     interactions to support work tasks.
                     1.1 Five major characteristics of interaction design
                     With the increasing penetration of the Internet, the advent of home
                     and leisure computing, and eventually the emergence of digital
                     interactive consumer products, the two cultures of design and
                     engineering gravitated towards a common interest in discretionary
                     use and user experience. Towards the turn of the century, the
                     notion of interaction design started to gain in popularity as a way to
                     acknowledge a more designerly approach to the topic - going
                     beyond pure utility and efficiency to consider also aesthetic
                     qualities of use, for example.
                     Since then, a plethora of professional practices, academic study
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Interaction Design - brief intro                            about:reader?url=https://www.interaction-design.org/literature/book/the-...
                     programs, literatures, networks and venues have formed under the
                     umbrella of interaction design. It goes without saying that there are
                     many different understandings of exactly what interaction design
                     is. I don't see any real point in surveying all these definitions but
                     instead I would like to offer a very simple formulation of interaction
                     design, devised to capture the heritage of the term as outlined
                     above and at the same time draw some demarcation lines to
                     indicate potential edges of the field. It goes like this:
                      Interaction design is about shaping digital things for people’s use
                     This is indeed a simple formulation. However, as we shall see in
                     the following where I discuss one of its elements at a time, it is not
                     entirely without power of discrimination.
                     The notion of shaping is used consciously to suggest a designerly
                     activity (as opposed to, e.g., “building” which suggests
                     engineering, or “making” or “creating” that could refer to more or
                     less anything). More specifically, I find it to be a distinctive trait of
                     interaction design that the gestation process is a Design process,
                     in the capital-D sense of the word. This in turn implies five major
                     characteristics.
                     1.1.1 Design involves changing situations by shaping and
                     deploying artifacts
                     In other words, design is about transformation and the means
                     available for the designer to initiate change in a particular situation
                     is ultimately the designed artifact.
                     For interaction design, this connects to the notion of what the
                     interaction designer designs. I am suggesting the delimitation that
                     interaction designers design digital things - more on this below.
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Interaction Design - brief intro                          about:reader?url=https://www.interaction-design.org/literature/book/the-...
                     What that means for now, however, is that changing a situation by
                     devising and implementing, say, a new political initiative could
                     certainly be viewed as a design act but not an act of interaction
                     design.
                     1.1.2 Design is about exploring possible futures
                     This seems almost too obvious to point out, but from an academic
                     point of view it might be worth mentioning since it entails a
                     fundamental difference in orientation; analytical and critical studies
                     focus on that which exists, whereas design concerns itself with
                     that which could be. This has epistemological consequences for,
                     e.g., how research is conducted. Framing design as exploration
                     also means that it often makes sense to spend time in early
                     phases on divergent work, essentially looking around in a design
                     space of possibilities before committing to a particular direction.
                     Exploring possible futures in interaction design often involves
                     inviting the future users in various forms of participation.
                     Claiming that design entails exploring possible futures also means
                     that activities like user studies and summative evaluations in
                     themselves do not constitute interaction design. However, they are
                     often used within interaction design processes, and arguably it
                     makes sense to consider the larger process including fieldwork,
                     innovation and evaluation as a design process in its entirety - as
                     the larger process is actually about exploring possible futures.
                     1.1.3 Design entails framing the “problem” in parallel with
                     creating possible “solutions”
                     From the notions of changing situations and exploring possible
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Interaction Design - brief intro                         about:reader?url=https://www.interaction-design.org/literature/book/the-...
                     futures follow the conclusion that when we have designed
                     something, the situation in which it is used is no longer the same.
                     This in turn means that analyzing the existing in order to define a
                     “problem” - that subsequent design should solve - is essentially of
                     limited merit. Exploring possible futures implies not only different
                     “design solutions” but also different “problems.” For contemporary
                     interaction design practice, this has implications such as
                     reconsidering notions of exhaustive specifications before build in
                     favor of perpetual-beta approaches and the like.
                     A consequence of this characteristic is that traditional systems
                     development and engineering processes, where the aim is to finish
                     descriptive analysis for a requirement specification before creative
                     design begins, are not considered designerly processes. This is
                     quite intentional.
                     1.1.4 Design involves thinking through sketching and other
                     tangible representations
                     When sketching snapshots or aspects of possible futures (such as
                     a not-yet-existing product), the designer is not merely copying
                     images from her inner eye. The drawings are micro-experiments
                     that respond with insights into strengths, weaknesses and possible
                     changes in a tight loop of thinking that involves the hand, the
                     senses and the mind. The same notion applies for other sketching
                     media used in design practice. For interaction design, there are
                     particular implications to be observed from the temporal nature of
                     our design material. One of them is that when designing innovative
                     interaction techniques, it may be necessary to sketch in software
                     and hardware rather than staying with lo-fi sketching media.
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                     In general, the notion of sketching is more about the mindset of the
                     designer than about the medium used. If a particular external
                     representation serves to engage the designer in a conversation
                     about the details and implications of a not-yet-finalized idea, and if
                     it is quick, tentative and truly disposable, then it is a sketch. It
                     could be anything from a napkin drawing to a piece of
                     programming code, perhaps even written in the language that is
                     normally used to build products for delivery - what matters is the
                     purpose and intention.
                     1.1.5 Design addresses instrumental, technical, aesthetical
                     and ethical aspects throughout
                     Each of the possible futures being explored in a design process
                     introduces considerations and tradeoffs in all these dimensions,
                     and there is no obvious way in which they can be sequenced. This
                     holds equally for interaction design: Technical decisions influence
                     the aesthetic qualities of the resulting interaction, instrumental
                     choices on features to offer have ethical repercussions, and so on.
                     Historically, there has been a tendency in human-computer
                     interaction, usability engineering and human factors to focus on
                     instrumental and technical aspects. Interaction design as a
                     designerly activity would insist that the aesthetical and ethical
                     qualities can never be ignored or factored out. Whether something
                     looks and feels good to use, and whether it makes you
                     comfortable in terms of social accountability and moral standards,
                     has a real impact not only on the overall user experience but also
                     on measurable, instrumental outcomes. For an interaction
                     designer, users are whole people with complex sensibilities and
                     design processes need to be conducted accordingly.
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Interaction Design - brief intro                          about:reader?url=https://www.interaction-design.org/literature/book/the-...
                     1.2 Digital materials and interaction design
                     Digital things are what interaction design shapes. This is
                     essentially to say that interaction designers work in digital
                     materials - software, electronics, communication networks, and the
                     like. And, as pointed out above, the digital materials pose specific
                     requirements on, e.g., sketching practices. When designing an
                     innovative interaction technique, where there is not much previous
                     experience to rely on, it is sometimes necessary to experiment
                     with constructions in software and/or hardware. Those
                     constructions should be made with a sketching mindset, however,
                     which among other things means that it is quickly made, focuses
                     on behaviors and effects, is disposable and ideally also that it is
                     one among many variations on the same theme (see above).
                     Historically, the digital things made by interaction designers were
                     largely tools - contraptions intended to be used instrumentally, for
                     solving problems and carrying out tasks, and mostly to be used
                     individually. Much of our ingrained best-practice knowledge in the
                     field emanates from this time, expressed in concepts such as user
                     goals, task flows, usability and utility. However, it turns out that
                     digital technology in society today is mostly used for
                     communication, i.e., as a medium. And as a medium, it has
                     characteristics that set it apart from previously existing personal
                     and mass communication media. For example, it lowers the
                     thresholds of media production to include virtually anyone, it
                     provides many-to-many communication with persistent records of
                     all exchanges that transpire, and it offers access to ongoing
                     modifications of its infrastructures. These characteristics of what
                     we might call collaborative media are only beginning to be
                     understood in interaction design, and one might expect that this
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                     will be one of the most significant areas for future conceptual
                     developments in our field.
                     By limiting the scope of interaction design to digital things
                     (including media), we also exclude large parts of service design,
                     organizational design, sociopolitical intervention, and so on. A
                     historical analogy may be 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?
                     Similar situations are legion in contemporary interaction design, as
                     the use of digital technology is often deeply intertwined with other
                     aspects of everyday life in the design situations approached by the
                     interaction designer. What I propose - that interaction design
                     creates digital things - should be understood as a recognition of
                     the complexities and professional demands involved in related
                     disciplines such as service design, urban development and
                     political change. Essentially, the position adopted here is that when
                     an interaction design process moves into the territory of non-digital
                     intervention, the ideal scenario would see the establishment of a
                     multidisciplinary design team. In practical work, however, this is
                     not always a feasible option. The short-term benefits of being able
                     to deliver must then be weighed against the potential long-term
                     risks of doing a less-than-professional job in a related field.
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Interaction Design - brief intro                          about:reader?url=https://www.interaction-design.org/literature/book/the-...
                     1.3 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. With the growth of digital technology outside the
                     workplace in the form of consumer products came other notions of
                     use, such as using for entertainment and for pleasure. Internet
                     penetration has made way for use as communication, which is
                     arguably today the most prominent kind of use of digital
                     technology.
                     This broadened understanding of use has had a major impact on
                     interaction design, most notably in the rise of the notion of user
                     experience to capture all manners of non-instrumental, aesthetical,
                     emotional qualities in the human use of a digital thing. However,
                     following on from the heritage of digital things as individual tools,
                     user experience in the literature is mostly an individual construct.
                     Qualities that are essential social or communal in their nature,
                     such as ethical implications and aspects of communication, are as
                     yet somewhat underdeveloped in interaction design. Again, with
                     the development of digital things towards collaborative media, one
                     might expect more interest in this area in the near future.
                     To conclude, interaction design can be understood as shaping
                     digital things for people’s use. The practice of interaction design is
                     knowledge-intensive and multidisciplinary at heart. The chapters of
                     this encyclopedia provide much of the relevant knowledge that
                     forms the basis for interaction design practice as well as its
                     scholarship.
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Interaction Design - brief intro                         about:reader?url=https://www.interaction-design.org/literature/book/the-...
                     1.4 Where to learn more
                     To me, the most approachable book-length introduction to
                     interaction design is Designing for interaction: Creating innovative
                     applications and devices by Dan Saffer (New Riders, 2nd ed.,
                     2009).
                     Following on from that, Sketching the user experience: Getting the
                     design right and the right design by Bill Buxton (Morgan
                     Kaufmann, 2007) offers a very useful treatment of what a
                     designerly approach to the digital materials means and what its
                     implications are in the contemporary ICT industry.
                     Compared to other design fields, interaction design largely lacks a
                     sense of a historical canon of products, concepts and designers.
                     This is where Designing interactions by Bill Moggridge (MIT Press,
                     2007) comes in. It is an admirable first step towards establishing
                     the much-needed discourse of the interaction design canon, and
                     has a lot to offer for someone learning the field.
                     The book Thoughtful interaction design: A design perspective on
                     information technology by myself and Erik Stolterman (MIT Press,
                     2004) introduces a number of concepts for thinking about
                     interaction design processes, skills and practices.
                     A more extensive annotated bibliography of books pertinent to
                     interaction design can be found at http://www.librarything.com
                     /catalog/jonas.lowgren
                     The most significant professional network for interaction design is
                     the Interaction Design Association (IXDA), which engages several
                     thousands of interaction designers worldwide. The website at
                     www.ixda.org offers several resources for professional learning
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                     and development, including a lively discussion forum. They also
                     organize an annual international conference called Interaction.
                     Academic research in interaction design is somewhat scattered
                     across venues. The premiere international conference on human-
                     computer interaction is called CHI and is organized annually by
                     ACM since the early 1980s. Its proceedings contain quite a lot of
                     quality interaction-design research, as well as other work that is
                     not as designerly in terms of approach and significance. The ACM
                     also runs a smaller biannual conference called DIS (Designing
                     Interactive Systems) that is more closely limited to interaction
                     design. Moreover, there is a whole range of conferences in related
                     fields where the interaction design student can find relevant
                     material, such as Ubicomp and DPPI (Designing Pleasurable
                     Products and Interfaces).
                     The academic field of HCI has a broad range of archival journals,
                     where interaction-design research is occasionally published.
                     Examples include Human-Computer Interaction, ACM
                     Transactions on Computer-Human Interaction and ACM
                     Computers in Entertainment. Finally, the magazine called
                     interactions from ACM publishes many interaction-design related
                     articles that aim to address professional as well as academic
                     audiences.
                     The field of design research in general has less of an academic
                     heritage than the field of HCI, and it comes as no surprise that its
                     selection of academic literature is more limited. A notable
                     exception is the International Journal of Design, which has quickly
                     reached a respectable level of academic quality and which
                     publishes interaction-design articles occasionally. Other journals
                     that might be interesting for students of interaction design are
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                     Design Issues and Digital Creativity.
                     1.5 References
                     Buxton, Bill (2007a): Sketching User Experiences: Getting the
                     Design Right and the Right Design. Morgan Kaufmann
                     Buxton, Bill (2007b): Sketching User Experiences: Getting the
                     Design Right and the Right Design (Interactive Technologies).
                     Morgan Kaufmann
                     Lowgren, Jonas and Stolterman, Erik A. (2004): Thoughtful
                     Interaction Design: A Design Perspective on Information
                     Technology. MIT Press
                     Moggridge, Bill (2007): Designing Interactions. The MIT Press
                     Saffer, Dan (2006): Designing for Interaction: Creating Smart
                     Applications and Clever Devices. New Riders Press
                     Sharp, Helen, Rogers, Yvonne and Preece, Jennifer J. (2007):
                     Interaction Design: Beyond Human-Computer Interaction. John
                     Wiley and Sons
                     Winograd, Terry (1996): Bringing Design to Software. ACM Press
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