Interaction Design (IxD) Survey Panel David Malouf (moderator) – V. P. Interaction Design Association (IxDA) Edwin Ted Booth – Design Manager, User Experience,

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Presentation transcript:

Interaction Design (IxD) Survey Panel David Malouf (moderator) – V. P. Interaction Design Association (IxDA) Edwin Ted Booth – Design Manager, User Experience, Motorola Enterprise Mobility (EMb) Mike LaVign – Assoc. Creative Director, frog design Robert Reimann – Manager, User Experience – Bose Corp

Panels Agenda What is IxD – David Malouf, IxDA Agency view of IxD – Mike LaVigne, frog design Consumer electronics – Robert Reimann, Bose Corp. Industry and Enterprise – Edwin Ted Booth, Motorola EMb Audience & Moderator Q&A

What is IxD? David Malouf Vice President, IxDA

Excess material is removed To reveal new object Lets start with the basics What is interaction? The listening and responding between at least 2 entities. Action by an initiation (passive or active) and a listeners reaction, which leads to the initiators own reaction EXAMPLE: Whack with stone axe

But if only it stayed that simple

Systems & Eco-systems

Ambient & Ubiquitous & Passive Bio-feedback

A contemporary definition A design discipline dedicated to: Defining the behavior of artifacts, environments, and systems (i.e., products) …and therefore concerned with: Anticipating how use of the products will mediate human relationships and affect human understanding Guiding the form of products to the extent that it influences/is influenced by their behavior and use The Interaction Design Groups (IxDG) definition of IxD can be found at

Narrative The sword and poison are but the objects in the scene The character of those interacting creates the play We understand an actors character through their behavior

Context Many variables large and small surrounding a moment of interaction effect the dynamic of action and listening. Different environments predispose us to understand similar actions differently What we see as available cultural clues within the elements we are given allowance to manipulate guide our behavior Biological realities limit our abilities and further guide us Ergonomics (physical abilities) Cognitive Psychology (mental abilities) Our emotional states perceived or real of all actors human or synthetic act as a filter over our ability to choose, communicate, listen, understand, and even act. The relationship between elements that we interact with communicate nuances which influence behavior. proximity contrast

Time Interactions cant take place without time. Time is relative. Time is fungible.

Abstraction & Metaphor Technology increases the level of abstraction from physical action to realized result. Everything using digital uses metaphor as a means of translating

Rich tool chest For understanding Usability testing Ethnography Participatory design For designing HCI – Human Computer Interaction Computer science Cognitive Psychology Visual Design/Communications design Story telling/Theatre/game design

Resources Books Designing Interactions – Bill Moggridge About Face 3.0 (out soon) – Alan Cooper & Robert Reimann Thoughts on Interaction Design – Jon Kolko Design for Interaction – Dan Saffer Designing Interfaces – Jennifer Tidwell Online IxDA Community – IxDA.org Blogsphere Functioning Form – Synaptic Burn – ODannyBoy – IxDA International Conference Jan 26-27, 2008, SCAD, Savannah, GA.

Lets here from those doing it Mike LaVigne – frog design Robert Reimann – Bose Corp. Edwin Ted Booth – Motorola Enterprise Mobility