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23 posts from November 2003

Friday, 21 November 2003

3 kinds of design

from the abstract for Donald Norman's talk at Ivrea's Symposium on Foundations of Interaction Design:

The theory has three levels of processing - Reactive, Routine, and Reflective - which translate into three kinds of design - Visceral, Behavioural, and Reflective. Visceral design deals with appearance, Behavioural design with functionality and usability, and Reflective design with a product's appeal, image, and brand.
The results show that although it is relatively easy to develop design guidelines for Behavioural design and possible - although difficult - for Visceral design, guidelines for Reflective design will vary dramatically with the seasons, with the culture and demographic group, and with the whims of the populace. I argue that these findings are exciting rather than daunting, demonstrating that science can never completely replace the artistic, creative side of design, so that in the end, although there may be right and wrong answers about designing for usability, when it comes to beauty and prestige, anything is possible.

id & ixd

more on the differences and similarities betweeen industrial design (id) and interaction design (ixd):

from Ivrea's Symposium on Foundations of Interaction Design, IDEO's Bill Moggridge (credited with coining the term interaction design in the mid-80s):

I think of Interaction Design in both a narrow way and a broad way.

Narrow - The narrow way is as a discipline that is related to my own experience and background as an industrial designer. It is the equivalent of industrial design in that the first concern of the designer is the human values of the people who will use the design; the aesthetics, subjective and qualitative values, and human factors: the designer creates a solution to give pleasure and lasting satisfaction, and hence to fit the market and make businesses successful. It is different in that the context of the design is virtual rather than physical, and the designer operates in the domain of hardware and software rather than the domain of three-dimensional objects and spaces.

Broad - Interaction Design seems to be one of those terms that is gaining traction in linguistic usage. It is often used now to include the design of interactive software, devices and services, in a holistic way. This includes aspects of the disciplines of HCI (Human Computer Interaction), Computer Science, Cognitive Psychology, Sociology and Cultural Anthropology, as well as the narrow version of Interaction Design described above.

and on the overlapping of disciplines:

At IDEO we say, "Check your disciplines at the door", as an indication that we expect people to connect naturally to the other members of an interdisciplinary team. This team approach is essential for the design of successful solutions for smart products, systems, services, web solutions, and environments. The disciplines typically include three areas that overlap, namely human, technical and business. The human disciplines include Interaction Design, Industrial Design and Human Factors. The technical disciplines include Mechanical Engineering, Electrical, Hardware and Software Engineering, and Manufacturing Engineering. The business disciplines include Marketing, Business Leadership, and Finance. Interaction Designers need fluent connection to all of these other disciplines.

david heller summed it up on the discussion list quite nicely:


So are we in agreement then that there are two distinct disciplines? That
these disciplines have areas where they are completely tied together and
completely separate from each other?
Tied together: mobile computing, medical devices, et. Al.
Separated: softare development, web applications (unless you are redesigning the PC at the same time) on the IxD side and furniture and cutlery as examples of the ID side.

Thursday, 20 November 2003

behavior makes all the difference

on the interactiondesigners discuss list, beth mazur wrote about a talk at Ivrea where Bill Moggridge referred to interaction design as "digital industrial design".

i liked robert reimann's explanation of why this defintion doesn't work and what will work:

I would define interaction design as the design of the behavior of artifacts and systems, and secondarily the form that serves and embodies that behavior. Those artifacts *might* be digital, or might not. It just so happens that most artifacts and systems that have behaviors complex enough to have significant interaction consideration are those that include digital computers in one form or another. Why is this distinction so important? Traditional design disciplines have historically been concerned with the design of form, not behavior. Form is typically static, and is usually easily palpable and visualizable. Behavior is dynamic, temporal, dependent on input, and inherently non-palpable. Form relies on visualization as a primary design tool, and assumes a working knowledge of human perception in context. Behavior relies on narrative as a primary design tool, and assumes a working knowledge of human behaviors in context. Although I believe that many (if not all) overarching high-level processes are shared between most design disciplines, it's also my belief that the specific methods and practices of the design of behavior must by necessity be somewhat different than those that traditionally deal with form alone, and are not part of the tradition of traditional design disciplines. It is true that some of the more progressive industrial design programs are coming around to the design of behavior as a distinct element of product design, but this is still very much at the vanguard (as far as I can tell, at least in in the US), and does not represent a majority view in organizations such as IDSA. Traditional design disciplines are beginning to recognize that there is something different about these "new" kinds of design problems, but as long as they try to shoehorn the design of behavior into traditional form-oriented models and methods, I'm afraid that we will continue to have a "blind men and elephant" approach to and understanding of interaction design. However, on the bright side, as Kristoffer points out, it also means that those of us from disparate design and other disciplines who *do* recognize the important differences between traditional design and the design of behavior bring an exceptional diversity of skill and perspective to the problem. IntD has many roots in many disciplines, and that is both its strength and (when it comes to practitioners explaining themselves and the field to the rest of the world with a single voice) its Achilles' Heel.

11.21.2003 update:

robert later clarifies his statement after some squabbling over form, function and behavior:

And in this instance, a very important methodological point is that FUNCTION <> BEHAVIOR (are you reading my mind, Dave?). Machines function. Humans (and complex systems that need to interact with humans) behave. Function is an artifact-centered concept; behavior is a human-centered concept. Most mature software functions reasonably well (i.e., it doesn't crash much , and performs the tasks it claims to), but behaves quite poorly from a human perspective. I think much of the design community comes from a tradition which takes the function of an artifact as a requirement to which it looks to fit an appealing and appropriate form for the context (form follows function). This works for simple artifacts reasonably well, but much less so for complex interactive artifacts.

Interaction designers (and like-mind designers in other fields,
as others are pointing out) realize that there is an additional
step: specified function must be translated into appealing
and useful behavior (which sometimes means changing the
function!) before form can be applied. And to understand
the required behavior, you need to understand the behavior
of the humans who will be using it.

it is this design of behavior that robert says is the point of distinction and that it is

relatively new and different than the more established design fields, with its own
skills and developing methods, which the older design disciplines will perhaps in time recognize and embrace (or develop in parallel evolution)

from what i've been reading in the discussions the priorities of focus or methodology are as follows:

Industrial Design:
1. Function
2. Form
(sometimes the order is switched)

Interaction design:
1. Behavior
2. Function
3. Form

Wednesday, 19 November 2003

unified content strategy

a comment to an earlier post on authoring & ia pointed me to The Rockley Group's Unified Content Strategy™.

their strategy is all encompassing in that before they audit and analyze a client's content they first conduct an organizational needs analysis. they also offer information and workflow modeling as well as develop an implementation strategy and provide mentoring services.

Ann Rockley has a book out on the topic - Managing Enterprise Content: A Unified Content Strategy

and the web site has a nice collection of articles and white papers

Tuesday, 18 November 2003

uie report - finding content

uie report: Getting Them to What They Want

tog's first principles

always a good reference - tog's first prinicples in effective interface design.

Effective interfaces are visually apparent and forgiving, instilling in their users a sense of control. Users quickly see the breadth of their options, grasp how to achieve their goals, and do their work.

Effective interfaces do not concern the user with the inner workings of the system. Work is carefully and continuously saved, with full option for the user to undo any activity at any time.

Effective applications and services perform a maximum of work, while requiring a minimum of information from users.

taxonomy resources

i'm thorwing out my stack of articles i've printed out for future reference so here are the links. most of these are from research i did for my boss.

Argus:
Extracting Value from Automated Classification Tools
Little Blue Folders

b&a:
What Is A Controlled Vocabulary
All About Facets & Controlled Vocabularies
Unraveling the Mysteries of metadata and taxonomies

lexonomy:
A Taxonomy Primer
2 Presentations

Mind your phraseology! Using controlled vocabularies to improve findability

search for 'taxonomy' on the CHI-WEB list archives

dmoz : knowledge management

metacrap - always a goodie!

Unlocking Knowledge Assets - Chapter 6: Building Taxonomies

design council on interaction design

nico mcdonald of the design council has created a section on interaction design


Interaction design is the key skill used in creating an interface through which information technology can be manipulated. As products and services are increasingly being created using information technology, interaction design is likely to become the key design skill of this century.

the quotes section has some good stuff.

some of the challenges he lists:


  • Multiple platforms

  • Designing for novices and experts

  • Mapping the physical world and the network

  • Designing for immediate use

  • Better design tools

nice news site layout

The International Herald Tribune's site is nicely laid out. Check out an article page that defaults to a 3-column layout and at the bottom are tools for emailing and printing the article, adjusting font size and switching to a 1-column layout.

There is also a tool to add an article to a clippings section.

It's a very elegant site but i wonder how many people have trouble seeing the tools and 'next page' links in gray text.

I also like the click nav menus - the sub menu drops down on a click rather than a rollover.

Monday, 17 November 2003

reuseit.com winners

winners of the reuseit contest have been posted.

and the winner is:

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