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Designing Interactions
Nate’s Final Independent Study Presentation
Why?
What I’ve Done..
Researched, Analyzed, and…
Milestones
Week Subject Deliverable
2 Bill Moggridge Background Blog Creation
1 Blog Post
3 Forward, Introduction
Chapter 1: The Mouse and Desktop
Presentation 1
2 Blog Posts
4 Chapter 2: My PC 2 Blog Posts
5 Chapter 3: From the Desk to the
Palm
“
6 Chapter 4: Adopting Technology “
Milestones
Week Subject Deliverable
7 Chapter 5: Play Presentation Blog Post
1 Blog Post
8 Chapter 6: Services
Chapter 7: The Internet
4 Blog Posts
9 Chapter 8:
Multisensory and Multimedia
2 Blog Posts
10 Chapter 9:
Futures and Alternative Nows
“
11 Chapter 10:
People and Prototypes
2 Blog Posts
Final Presentation
19 Blog Posts
19 Blog Posts
19 Blog Posts
19 Blog Posts
19 Blog Posts
Talk to Designers
Walkthrough of their process of UI design
What I’ve Learned..
What is Design?
“Not easily defined”
What is Good Design?
“Good design comes
from successful synthesis
of a solution that
recognizes all the
relevant constraints, and
the nature of the
constraints defines the
difference between
design
disciplines”
Design Disciplines
What is Interaction Design?
“The design of the
subjective and
qualitative aspects of
everything that is both
digital and
interactive, creating
designs that are useful,
desirable, and
accessible”
What I’ve Learned..
Recap from last time!!
4 Dimensions of Design
 1st: Text
 2nd: Pictures and Icons
 3rd: Physical Interactions
 4th: Motion and Time
Interaction Design Paradigms
 Intelligence
 Tool
 Media
 Life
 Vehicle
Interaction Design Processes
Motivation Meaning Models Mappings
Tech Adoption Phases
Enthusiast
Professional
Consumer
What I’ve Learned..
The New Stuff
5 Design Skills
 Solutions from constraints
and how the final result is
effected
 Frame the objective or
problem
 Come up with alternative
solutions
 Knowing which of the
alternatives to pick from
 Visualize and prototype
the objective
Landscape of Play
 Media Based Role Play
 Skill and Achievement
Based
 Creative Simulation
 Strategy
Game Design
 Player’s Goals
 Speed and Scope
 Space
 Control Mapping
 Feedback Loops
People
 Latent Needs and Desires
vs. Explicit Opportunities
and Needs
 Research Methods
Surveys
Video
Ethnography
Focus Groups
Observational
Techniques
Doing
Latent
Opportunities
and Needs
Saying
Explicit
Opportunities
and Needs
Micro Techniques (Interpretive)
Macro Techniques (Statistical)
Prototyping 3 Types of Interaction Design
Screen Based
Prototyping 3 Types of Interaction Design
Interactive Products
Prototyping 3 Types of Interaction Design
Services
Two Design Philosophies
Expert Design
 Get the best designers, use
their intuition
 Not as much testing
User Centered Design
 Based on a lot of user
testing
What I Did Well..
Made a Scalable Goal
Made it Career Focused
(and project!)
Focused on Parts of Book
Which leads me to….
What It Lacked..
More Methodology Please
2007: A Little Old..
Blog Process Improvements
Design Is Hard to Study
Learn by doing!
Plan for further study..
Iterate Iterate Iterate Iterate
Iterate Iterate Iterate Iterate
Iterate Iterate Iterate Iterate
Iterate Iterate Iterate Iterate
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Iterate Iterate Iterate Iterate
Iterate Iterate Iterate Iterate
Iterate Iterate Iterate Iterate
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Iterate Iterate Iterate Iterate
Designing Interactions
Thank you!
Questions?

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Nate levin p3

Hinweis der Redaktion

  1. Critically Examining the subjects, and rephrasing in my own words
  2. Take advantage of Silicon valley, talk to people in these companies
  3. Definition
  4. Definition
  5. Definition
  6. Adventure and story, sports and first person shooters, hobby development and community, basic designs make entertaining solotions. Those are the peaks on the map, but other peaks exist
  7. In game or out of game goals (sports), how often they make important decisions, how big of an area they can navigate, how players input into the game, feedback loops when you find how your action effected something how long that takes
  8. Video ethnography is using stop frame video to watch a space or task to reveal patterns of use. Observational techniques is where design team goes to wherever the design context exists to see what people really do, as opposed to what they say
  9. GUI, don’t go straight to medium you’re designing in. But good to actually build these things; why programmers make good designers. Flash, dreamweave
  10. Learned this from my interview, there are two main philosophies, Moggridge firmly believes in one
  11. I’m not interested in the amount of history he gives, or how certain tech was developed. Like why xerox thought this would work in 1982. I like the concepts I just presented about, and I wish it presented a little more.
  12. As with any technology, by the time a book is printed, the whole design world can be flipped on it’s head.
  13. As with any technology, by the time a book is printed, the whole design world can be flipped on it’s head.
  14. Not easy to say what works and doesn’t work, it all comes through practice. Moggdrigerecomends learning by doing
  15. As the book says, designing is something you learn by doing, so I’ll continue to do more and more. It’s a hard thing to academically study.