Designing Interactions Review: Part 8

8 Multisensory and Multimedia
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The drummer surrounds himself with stimulants for all of the senses & an electronic keyboard

a. Hiroshi Ishii
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GUI- graphical user interface TUI- tangible user interface

Can interaction design become multisensory and to take advantage of multimedia? Hiroshi Ishii is professor of the Tangible Media Group at MIT Media Lab. He seeks to change the painted bits of graphical user interfaces to tangible bits, by giving physical form to digital information, enhancing interactive objects with layers of computer based information.

b. Joy Mountford

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Early QuickTime compared to 2005 version

Joy Mountford tells the story of pioneering the development of QuickTime, when she was Head of the Human Interface Group in Advanced Technology at Apple, and describes her research into audio at Interval.

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Designing Interactions Review: Part 6 & 7

6 Services
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Modern cell phone service– menu & address book

Services, like products that contain technology, offer a challenge and opportunity for design. They used to be facilitated by people, but now they are often enabled by technology, meaning that the human/technology interactions need to be designed.

 

a. Takeshi Natsuno

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“We have successfully introduced the Internet way of thinking rather than the telecoms way of thinking to implement this service.”

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Examples of i-mode phone top left: First generation
top right: Second generation bottom left: Third generation
bottom right: Fourth generation

Takeshi Natsuno, Managing Director in charge of strategy for the i-mode cell phone service from DoCoMo in Japan, explains the phenomenal success of his venture. i-mode gained 33 million subscribers in Japan during the first three years of operation, combining phone services with internet access.

b. Chris Downs, Lavrans Løvlie and Ben Reason

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20131008_224054“Service Ecology” poster for Fiat Multi+ actors

20131008_224110“Service Ecology” poster for Fiat Multi+ relationships

Chris Downs, Lavrans Løvlie and Ben Reason are founders of the London-based service design consultancy Live|Work. They explain their philosophy and process for designing services, describing service ecologies. These consist of tangible touch-points that make up the total experience of using the service.

7 The Internet

20131008_224216 Representation of the structure of the Internet

a. Professor Terry Winograd

 

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Google homepage June 2005

Professor Terry Winograd teaches computer science at Stanford. He was advisor to Larry Page when Larry and Sergey Brin were developing their first prototypes, before they founded Google. He gives an overview of the development of the Internet, and explains the reasons behind the extraordinary success that Google has enjoyed.

b. Larry Page & Sergey Brin
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They were engagingly modest about their designs, but it was already obvious that they had successfully resisted the dot-com madness and had created a search engine that would change the world.

Google Truths
1. Focus on the user & all else will follow
a. The interface is clear & simple
b. Pages load instantly
c. Placement in search results is never sold to anyone
d. Advertising on the site must offer relevant content & not be a
distraction
2. It’s best to do one thing really, really well
3. Fast is better than slow

Designing Interactions Review: Part 5

5 Play

20131006_220252Child’s play

a. Brenda Laurel
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Purple Moon screens
Left column Rockett’s New Adventure at school & her way of thinking
Center column Coloring the steps, to find the magic stone & put it in the purse

Brenda Laurel tells of starting Purple Moon to create games for preteen girls, and brings a point of view from theater, research, and academia, as well as a lifetime of experience with play.

b. Will Wright
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Will Wright is a founder of Maxis, an Electronic Arts subsidiary, and creator of the Sims. He is the best-known guru in game design, partly because the Sims is the best-selling game of all time for personal computers, but more significantly because he is so articulate about what he does and how he does it. He gives a lucid account of the attributes behind well-designed play.

Designing Interactions Review: Part 3 & 4

3 From the Desk to the Palm
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Desktop workstation from Metaphor Computers, designed by Mike Nuttall of Matrix Product Design and Jim Yurchenco of David Kelly Design
                  

a. John Ellenby
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GRiD Compass computer preproduction prototype, 1981
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1984 version of the GRiD laptop, with LCD display, floppy disk drive & IBM compatibility

John Ellenby founded GRiD Computer Systems in 1980 to develop Compass, the first laptop, complete with power supply, modem, bubble memory, full keyboard and graphic display, and designed to fit in half a briefcase.

b. Jeff Hawkins
20131006_215720Clockwise from top left: GRiDpad, Workslate, Momenta & GO

Jeff Hawkins joined GRiD, and developed GRiDPad, the first tablet computer to reach the market.

c. Bert Keely
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Acer TravelMate C200 Tablet PC

Bert Keely is the architect of tablet PCs at Microsoft, leading efforts to advance the designs, and promoting a tablet mode that allows people to easily use the machine with one hand.

4 Adopting Technology
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Understanding how to use a TV remote is made easier by a friend

a. David Liddle
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20131006_215845David Liddle, project leader for the design of the Xerox Star, the founder of Metaphor Computer, and head of Interval Research,
explains that a technology is adopted in three phases—the enthusiast phase, the professional phase, and the consumer phase—and that these phases apply to the technology of a remote control or camera just as much as to a computer.

b. Mat Hunter
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Framework for digital photography

Mat Hunter was lead interaction designer in the team at that developed an interaction architecture for digital photography with Kodak.

c. David Kelley
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David Kelley, Chairman of IDEO, traces the development of interaction design from screen graphics to complete experiences, and proposes a future where designers act as integrators. Designers are going to be the people who integrate the technology and the process together.

Designing Interactions Review: Part 2

2 My PC
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Apple Mac and Lisa, from 1984 brochures

a. Paul Bradley
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Paul Bradley designed the first Microsoft mouse, creating a form to fit the human hand, expressing the intimacy of contact and control.

b. Bill Verplank
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Interaction Design Paradigms

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Interaction Design Process

Bill Verplank, who devised a series of tests to evaluate the prototypes, guided ergonomic advances. Bill has an amazing ability to draw as he talks, and he draws as he answers questions about interaction design paradigms and process.

c. Cordell Ratzlaff20131006_215522Cordell Ratzlaff managed the Human Interface Group for the design of the Macintosh System Software at Apple for five years. He led 
the team that designed the versions of Mac OS from Mac OS 8 all the way through Mac OS X, creating the dock and making ingenious use of animations.

Designing Interactions Review: Part 1

designing_interactions

Introduction
Good Interaction Design
A well-designed system has:
a. Reassuring Feedback
b. Navigability
c. Consistency

When we design a computer-based system,
a. We are designing not just what it looks like but how it behaves
b. The quality of how we and it interact

1 The Mouse and the Desktop
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Apple mouse 2002

a. Doug Engelbart
rsz_20131003_215023Doug Engelbart invented the mouse, and confirmed that it was the best device for pointing and clicking by testing a prototype against a range of alternative options. The mouse became the dominant design. His demonstration of NLS (standing for online System) to the Fall Joint Computer Conference in 1968 changed the world of computing for ever.

b. Stu Card
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As Stu Card tested and improved versions of the mouse at Xerox PARC, he developed a supporting science for the design of human-computer interactions, allowing him to predict the likelihood of a design approach being successful. His theoretical understanding helped structure the design space so the movement through it could be more rapid.

c. Tim Mott
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20131003_215321Tim Mott’s reconstruction of his sketch on the bar napkin

Tim Mott created the concept of guided fantasies to learn about user needs, and was one of the very first people to apply rigorous user testing to the design of user interfaces. He also invented a simple version of the desktop metaphor for screen representations of office tasks, called the Office Schematic.

d. Larry Tesler
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Larry Tesler’s “No Modes” license plates, front and rear
“Iconic naming systems will be explored. A picture of a room full of cabinets with drawers and file folders is one approach to a spatial filing system.”

Larry Tesler was Tim’s partner in the development of desktop publishing solutions. His many inventions while he was at Xerox PARC include participatory design, cut-and-paste, editable dialog boxes and the Smalltalk browser.

Designing the Mobile User Exp. Review: Part 10

10 Example Application: Traveler Tool
10.1 User Requirements
What users require of such an application depends on who they are, what their goals are, and what their context is.

10.1.1 User Types
The users are air travelers of all sorts. Let us thus hypothesize three personas for our application:

• Justine jumps on an airplane a few times per month for business travel, and only occasionally has time to do any tourist-like activities.

• Juan is planning a vacation in India, traveling the Palace on Wheels for his family. He is excitedly researching not only the history of the Palace on Wheels, but the opportunities at each stop and potential experiences both before and after the voyage.

• Georges (secondary) lives in Chicago and visits his girlfriend in São Paulo bimonthly. He is well familiar with São Paulo, although he has never lived there.

10.1.2 User Goals
Justine, Juan, and Georges have some clear goals.

  • All would like to use a mobile phone, inexpensively, at their destination.
  • All would like to minimize waiting time at airports and minimize security hassles, but would like to avoid being late for flights or meetings. Justine is more concerned about waiting time, whereas Juan is more concerned about making his flight.
  • All would like to negotiate the new city without getting lost or scammed.
  • Juan would like to ensure that his vacation happens without unnecessary difficulties, so his family can focus on the beauty and culture of their destination.
  • Justine would like to have as few hassles as possible, and get to her various appointments on time.

10.1.3 Devices
Juan and Georges, and perhaps Justine as well, are likely to have ‘mass market’ devices with a browser, text messaging, camera, and Java environment.

10.2 Product Requirements
10.2.2 Technologies and Platform
For alerts, some form of SMS should be used. This may be pure SMS, WAP Push, or a combination of the two. Most professionally run SMS gateways can handle either.

For the configuration and planning process, desktop (and mobile) web access should be enabled.  This portion can serve the triple purpose of marketing equipment rental services, marketing the application itself, and serving user needs. The business model and user experience again interact.

10.3 High-level Design Concepts
10.3.6 Main Screen
Fundamentally, the application consists of five major components:
1. the task list tool
2. the communications tool
3. the transit tool
4. the journal tool
5. 
travel tips
6. local info
Screen Shot 2013-10-03 at 9.02.02 AM Screen Shot 2013-10-03 at 9.02.20 AM