A directory of resources inthe field of technical communication.

Interaction Design

63 found. Page 1 of 3.

About this Site | Advanced Search | Localization | Site Maps
 

1 2 3  NEXT PAGE »

Interaction Design is a field and approach to designing interactive experiences. These could be in any medium, not only digital media. Interactive experiences, necessarily, require time as an organizing principle (though not exclusively) and Interactive Design is concerned with a user, customer, audience, or participant's experience flow through time. Interactivity should not be confused with animation in which objects may move on a screen; interactivity is concerned with being part of the action of a system or performance and not merely watching the action passively.

 

1.
#30448

Affordances  (link broken)

An action possibility available in the environment to an individual, independent of the individual's ability to perceive this possibility.

Soegaard, Mads. Interaction-Design.org. Articles>Human Computer Interaction>Interaction Design

2.
#27360

Affordances

The concept of an affordance was coined by the perceptual psychologist James J. Gibson in his seminal book The Ecological Approach to Visual Perception. The concept was introduced to the HCI community by Donald Norman in his book The Psychology of Everyday Things from 1988. There has however been ambiguity in Norman's use of the concept, and the concept thus requires a more elaborate explanation.

Soegaard, Mads. Interaction-Design.org (2006). Articles>User Interface>Usability

3.
#23993

Always Have a Backup Plan

By anticipating failures, and designing backup plans, you can minimize the impact of unexpected problems on the user.

Anderson, Gretchen. Cooper Interaction Design (2001). Design>Project Management>Planning

4.
#27361

Artifact

An artifact simply means any product of human workmanship or any object modified by man. It is used to denote anything from a hammer to a computer system, but it is often used in the meaning 'a tool' in HCI or Interaction Design terminology. The term is also used to denote activities in a design process.

Soegaard, Mads. Interaction-Design.org (2006). Articles>Human Computer Interaction>Usability

5.
#27362

Backtalk of a Situation (or Situational Feedback)

Making thoughts, ideas and plans explicit by writing them down or by developing an artifact, we create situations which talk back to us. For example, architects use the backtalk of their work extensively. When sketching, unexpecting patterns emerge, which are incorporated and maybe elaborated on in the drawing. Thus, the act of sketching is not only the conscious act of sketching the intended subject, but an interplay between the sketcher, the materials and possibly other situational constraints.

Soegaard, Mads. Interaction-Design.org (2006). Articles>Human Computer Interaction

6.
#23997

Beating the Checkout Blues

Depending on which research report you read, roughly 25% to 75% of online shoppers abandon their shopping carts before consummating the deal. Despite the disparity in numbers, all the research firms agree on one thing: that's way too many.

Greenwood, Wayne. Cooper Interaction Design (2001). Design>Web Design>Usability>E Commerce

7.
#23972

Branding and the User Interface, Part 1: Brand Basics

Develops a foundation for future, more detailed discussions by introducing several key brand concepts.

Fortin, Nate. Cooper Interaction Design (2003). Articles>User Interface>Marketing

8.
#23969

Branding and the User Interface, Part 2: Tips on New Media Branding: Behavior and Color

A look at how branding differs between traditional applications, like printed corporate collateral, and emerging new media applications, such as software user interfaces, with a focus on behavior and color.

Fortin, Nate. Cooper Interaction Design (2003). Articles>User Interface>User Centered Design

9.
#23986

A Breath of Fresh Air

It takes research, humility, and skill to truly understand your customers well enough to serve them better than your competitors.

Cooper, Alan. Cooper Interaction Design (2002). Design>Web Design>Consulting>User Centered Design

10.
#23990

Bridging the Gap Between Design and Engineering Cultures

Developers want details. They want information they can take back and talk about on their own. They want the space to decide, based on their own criteria, what is valuable and what is not. They make use of the divide between designers and developers to help maintain their boundaries.

Rodgers, Deborah. Cooper Interaction Design (2001). Articles>Presentations>Engineering

11.
#23984

Bridging the Gap with Requirements Definition

Developing a new product or service is tricky. When everything goes well, the product can redefine a market or even create an entirely new one, to the benefit of its manufacturer and its consumers. When the product doesn't click with its audience, though, the costs—development, employee, manufacturing—can be staggering. How do you ensure that your new product doesn't flop? One effective method is to conduct a requirements definition phase before developing a new product.

Olshavsky, Ryan. Cooper Interaction Design (2002). Articles>Usability>Specifications

12.
#23967

Can Programmers Do Interaction Design?

In most of the organizations we encounter during our consulting work, programmers tend to think they’re the best-qualified people to design the form and behavior of a product. In the absence of trained interaction designers, they may be right. They know from experience that no one else is going to think through all the implications of serving up that snippet of data in just the right way, and no one else questions the idea of programmers doing the interaction design because they assume it’s a technology problem. As a result, executives who lead technology initiatives believe that they already get interaction design for free from their programmers. In their opinion, having interaction designers is unnecessary; if the product happens to be hard to use, they assume the programmers just need some sensitivity training. Having programmers design the product is anything but free, though; it's ineffective, inefficient, and risky.

Goodwin, Kim. Cooper Interaction Design (2003). Design>User Interface>Interaction Design

13.
#26080

Common Myths about Web Design

Some of the most common myths about Web design follow. These myths have found their way into business and technical organizations, and are--to some degree or other--taken at face value by management, marketing, engineering, and sometimes even Web designers themselves. The sooner you can disabuse your organization of these myths, the better.

Cooper, Alan and Robert Reimann. Cooper Interaction Design (2004). Design>Web Design

14.
#23992

Content Management Systems: Don't Automate the Misery

Few organizations have seen much good come of content-management BPR initiatives so far. Of the many reasons for these failures, one stands out: these BPR initiatives—and the systems they spawn—are focused on realizing organizational objectives without sufficient regard for the context, habits, and goals of the people who will actually use the system.

Fore, David. Cooper Interaction Design (2001). Articles>Content Management>User Centered Design

15.
#23971

Critic to Creator: Recognizing Good Design

All too often, people in our field focus so much on pointing out the egregious interaction design mistakes that make it to market, we forget to pay attention to the good design that exists. Not only does it make our profession look bad if we are always complaining, but it also makes us less effective.

Calde, Steve. Cooper Interaction Design (2003). Articles>Usability>User Centered Design>Interaction Design

16.
#30443

Demand Characteristics

Demand Characteristics is a term used in Cognitive Psychology to denote the situation where the results of an experiment are biased because the experimenters' expectancies regarding the performance of the participants on a particular task create an implicit demand for the participants to perform as expected.

Soegaard, Mads. Interaction-Design.org. Articles>Usability>Methods

17.
#23974

Design Research: Why You Need It

Just as important as market research, design research is a necessary ingredient for creating, developing, and delivering a successful product. Marketers need solid market research to guide their decisions about product positioning, revenue potential, and target markets. Likewise, designers need solid design research to guide their decisions about the product's interaction framework, feature set, and overall appropriateness for its users.

Calde, Steve. Cooper Interaction Design (2003). Design>Usability>User Centered Design

18.
#26077

Designing Products for Offshore Development

Although as an Interaction Designer I'm not involved in the actual development of the products I design, I find it increasingly clear that outsourcing creates a significant impact on the entire software design and construction process. Offshore development is in its infancy, but will continue to evolve to become an increasingly effective way to go about certain kinds of software construction. Based on recent project work, this article describes a number of observations worth considering as you ponder how outsourcing and offshore development may fit into your plans.

Cronin, Dave. Cooper Interaction Design (2004). Design>Usability>International>Offshoring

19.
#23985

Don't Get Burned by Bad Mapping

The term mapping describes the relationship between a control, the thing it affects, and the intended result. Poor mapping is evident when a control does not relate visually or symbolically with the object it affects, requiring the user to stop and think, 'what's going to happen when I turn this knob?'

Greenwood, Wayne. Cooper Interaction Design (2002). Design>Web Design>Information Design>Usability

20.
#23966

Features Talk, but Behaviors Close

Features are often the currency of software development and marketing, yet few people can agree on what exactly defines a feature. The term can be used to describe a particular piece of functionality, an entire set of functionality, a capability, or sometimes even a possibility.

Fore, David. Cooper Interaction Design (2003). Articles>Usability

21.
#30442

Featuritis (or Creeping Featurism)

Featuritis or creeping featurism is the tendency for the number of features in a product (usually software product) to rise with each release of the product. What may have been a cohesive and consistent design in the early versions may end up as a patchwork of added features. And with extra features comes extra complexity.

Soegaard, Mads. Interaction-Design.org. Articles>Usability>Interaction Design>Project Management

22.
#23987

Five Insights for Improving Product Development Cycle Success

When creating software and digital products, innovation typically spans many months, and it can become disrupted by unobservable or frequently changing business conditions that make it extremely difficult to form and evaluate viable options. When people can't see where they're going, they typically just stop. This is tragic with respect to innovation, since it is innovation that propels business and society forward.

Fleck, Pat. Cooper Interaction Design (2002). Design>Project Management

23.
#23970

Five Ways to Get the Most from In-House Designers

Over the last two years, we've heard from increasing numbers of executives who want to bring interaction design in-house because they've realized how critical it is to product success. There are plenty of challenges involved in doing this, including hiring and training the right people. One of the challenges companies may not expect, though, is in deciding how to use those resources once they've been found.

Goodwin, Kim. Cooper Interaction Design (2003). Design>Project Management>Collaboration

24.
#23977

Getting from Research to Personas: Harnessing the Power of Data

The usefulness of personas in defining and designing interactive products has become more widely accepted in the last few years, but a lack of published information has, unfortunately, left room for a lot of misconceptions about how personas are created, and about what information actually comprises a persona. Although space does not permit a full treatment of persona creation in this article, I hope to highlight a few essential points.

Goodwin, Kim. Cooper Interaction Design (2002). Articles>Usability>User Centered Design>Personas

25.
#23980

Goal-Directed Content Management

Anecdotal evidence from within the CM industry indicates that CM implementations fail to meet corporate expectations about half of the time. Part of the reason for missed expectations could be poor usability.

Fore, David. Cooper Interaction Design (2002). Articles>Content Management>Usability

 
 NEXT PAGE »

There are 28 readers currently online: 1 registered user and 27 guests. Register.Follow us on: TwitterFacebookRSSPost about us on: TwitterFacebookDeliciousRSSStumbleUpon