5. 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 “
6. 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
15. 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”
17. 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”
24. 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
25. Landscape of Play
Media Based Role Play
Skill and Achievement
Based
Creative Simulation
Strategy
26. Game Design
Player’s Goals
Speed and Scope
Space
Control Mapping
Feedback Loops
27. People
Latent Needs and Desires
vs. Explicit Opportunities
and Needs
Research Methods
32. 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
Critically Examining the subjects, and rephrasing in my own words
Take advantage of Silicon valley, talk to people in these companies
Definition
Definition
Definition
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
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
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
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
Learned this from my interview, there are two main philosophies, Moggridge firmly believes in one
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.
As with any technology, by the time a book is printed, the whole design world can be flipped on it’s head.
As with any technology, by the time a book is printed, the whole design world can be flipped on it’s head.
Not easy to say what works and doesn’t work, it all comes through practice. Moggdrigerecomends learning by doing
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.