Liz Danico interviews Dan Saffer on his new book Designing for Interaction. Some bits & pieces from the interview:
A informal definition:
Interaction design is about behavior, how things work. I push a button on my mobile phone and something happens. Or I enter a fast food restaurant, walk up to the counter, and something happens. Defining what happens when a person uses a product or service is what
interaction designers do.
The fourth approach to IxD - "genius design":
Each of the approaches has produced great products over the years, and perhaps none more so (because it is used the most often) than what I call "genius design." Genius design is when the designer relies on his or her own experience and skill to design, without any input from users. It's done by designers who either don't have the resources or the inclination or temperament to do research. Too often, it is practiced by inexperienced designers with little skill, but it can and has been used by many designers to create impressive things. Reportedly, the iPod was made with no user research, for example.
When Saffer employ's this approach:
Of course, even if you do have the resources and inclination for one of the other approaches, I find there are always moments on every project when I employ genius design. I have hunches and make educated guesses based on previous experience. One could argue (and many have) that this is why people hire designers: for this sort of genius.
Defining IxD as "making connections between people":
Traditional industrial design is about making a connection to an artifact: This is a great chair. Traditional communication design is about making a connection to information: Yes, I will attend the event this poster is advertising. Human-Computer Interaction is about connecting with the computer: I enjoy using my Mac OS X operating system. But interaction design, although it draws on all these fields (and many more), is subtly different in its purpose: to connect people via our products and services: I know you better because I read your blog.
As I think about it, an interaction is really a communication. It can either be one-to-one, like a telephone call. It can be one to many, like a podcast or a blog post. Or it can be many-to-many, like a giant system like the stock market. All these things are surrounded by tools that make the communication possible, and those tools, for the best experience, should be designed.
Recognizing good IxD:
In the book, I list the characteristics of good interaction design, things like trustworthy, appropriate, and smart. Things that are hard to visualize, although there are certainly visual cues for these things. And users certainly notice, usually unconsciously, both their absence and their inclusion. My mobile phone, for instance, is a beautiful piece of industrial design. But the interaction design is terrible. I simply can't use it easily and well to make phone calls and do all the other things a mobile phone does these days. It annoys me and causes me angst and embarrassment. It is the opposite of another trait I mention: clever. It doesn't anticipate any of my needs and tailor itself to help me accomplish them.
New technologies effect on the designer's sphere of influence:
The history of design can be thought of as the history of materials. Now that we've gotten this new material — the digital — wherever it goes, hopefully we'll go as well. Bill Moggridge says, for instance, that the reason interaction designers are getting involved in services now is because technology is involved in them. There are opportunities everywhere for interaction designers, in all areas of life. RFID and similar technologies are about to change the way we shop, cross international borders, and find objects. Robots are in our homes now, vacuuming floors. People are wearing devices on their arms to monitor their bodies. And the internet...well, don't get me started.
With all this technology, we really can't help but have an influence on people's lives, on public discourse, on the future of the planet. Certainly, I don't want to overstate the power of designers (that's been done enough lately), but I don't want to understate it either. We're almost an invisible force, shaping the tools that shape us as human beings, to paraphrase Marshall McLuhan.