Process of Interaction Design
Process of Interaction Design
INTERACTION
OF
DESIGN
INTRODUC
TION
Creating a better Interaction
Design
There are many fields of design, such as graphic design,
architectural design, industrial design, and software
design. Although each discipline has its own approach
to design, there are commonalities. This approach has
four phases which are iterated:
DISCOVER
4 PHASES - DEFINE
PROCESS OF
INTERACTION DEVELOP
DESIGN
INTERACTION DESIGN ALSO FOLLOWS THESE PHASES, AND IT IS UNDERPINNED
BY THE PHILOSOPHY OF USER-CENTERED DESIGN, THAT IS, INVOLVING USERS
THROUGHOUT DEVELOPMENT. TRADITIONALLY, INTERACTION DESIGNERS
DELIVER
BEGIN BY DOING USER RESEARCH AND THEN SKETCHING THEIR IDEAS.
WHAT IS INVOLVED IN
INTERACTION DESIGN?
DOUBL
E
DIAMO THE DOUBLE DIAMOND IS A DESIGN FRAMEWORK THAT WAS
DEVELOPED BY THE BRITISH DESIGN COUNCIL. IT IS A VISUAL
REPRESENTATION OF THE DESIGN PROCESS, HIGHLIGHTING THE
DESIG
TWO DIAMOND SHAPES, REPRESENTING THESE PHASES.
WHAT IS INVOLVED IN
INTERACTION DESIGN?
Discover: In the first diamond, the goal is to explore the
problem space and gain a deep understanding of the user
needs, challenges, and opportunities. This phase involves
DOUBL research, empathy-building, and generating a wide range of
ideas. It's about broadening perspectives and identifying the
ND OF This phase narrows down the focus and sets the stage for
ideation.
DESIG
WHAT IS INVOLVED IN Develop: In the second diamond, the focus shifts to
INTERACTION DESIGN?
generating and developing solutions to the defined
problem. This phase is characterized by brainstorming,
E potential solutions.
Deliver: The final phase involves refining and
implementing the chosen solution. It's about bringing the
DIAMO design to life, testing it further, and ensuring that it aligns
with user needs and business objectives. This phase
DESIG
WHAT IS INVOLVED IN The Double Diamond emphasizes the iterative
INTERACTION DESIGN?
and non-linear nature of the design process. It
acknowledges that creativity and innovation
DOUBL often involve diverging to explore possibilities
and then converging to make decisions and refine
E solutions. This framework encourages designers
to balance exploration and focus, ensuring that
DIAMO both the problem and solution spaces are
thoroughly explored before finalizing a design.
ND OF
DESIG
UNDERSTANDING THE
PROBLEM SPACE
In the process of creating an interactive product, it can
be tempting to begin at the nuts-and-bolts level of
design. It means working out how to design the physical
interface and what technologies and inter- action styles
to use, for example, whether to use multitouch, voice,
graphical user interface, heads-up display, augmented
reality, gesture-based, and so forth. The problem with
starting here is that potential users and their context can
be misunderstood, and usability and user experience
goals can be overlooked.
THE IMPORTANCE OF
INVOLVING USERS
The importance of understanding users, and the previous
description emphasizes the need to involve users in
interaction design. Involving users in development is
important because it's the best way to ensure that the end
product is usable and that it indeed will be used.
PRODUCT reviews have gained significance and impact product popularity and
success. Reviews cover a range of feedback, such as mobile app
complaints like privacy issues and interface problems. While valuable for
FOUR Activity-centered
APPROACHES TO design
INTERACTION Systems
design
DESIGN
DAN SAFFER (2010) SUGGESTS FOUR MAIN APPROACHES
TO INTERACTION DESIGN, EACH OF WHICH IS BASED ON A Genius design
DISTINCT UNDERLYING PHILOSOPHY:
User-centered design
In user- centered design, the user knows best and is the guide
to the designer; the designer's role is to translate the users'
needs and goals into a design solution.
Activity-centered design
When problems are found in user testing, they are fixed, and then
more tests and observations are carried out to see the effects of the
fixes. This means that design and development are iterative, with
cycles of design-test-measure-redesign being repeated as often as
necessary.
Discovering requirements
for the interactive
product.
Designing alternatives
that meet those
FOUR BASIC requirements.
ACTIVITIES OF Prototyping the
alternative designs
INTERACTION
DESIGN Evaluating the product
and the user experience
DISCOVERING
REQUIREMENTS
This activity covers the left side of the double diamond of design, and it is focused on
discovering something new about the world and defining what will be developed. In
the case of interaction design, this includes understanding the target users and the
support an interactive product could usefully provide. This understanding is gleaned
through data gathering and analysis, which are discussed in Chapters 8-10. It forms the
basis of the product's requirements and underpins subsequent design and development.
The requirements activity is discussed further in Chapter 11.
DESIGNING
ALTERNATIVES
This is the core activity of designing and is part of the Develop phase of the double
diamond: proposing ideas for meeting the requirements. For interaction design, this
activity can be viewed as two subactivities: conceptual design and concrete design.
Conceptual design involves pro- ducing the conceptual model for the product, and a
conceptual model describes an abstraction outlining what people can do with a product
and what concepts are needed to understand how to interact with it. Concrete design
considers the detail of the product including the colors, sounds, and images to use,
menu design, and icon design.
PROTOTYPING
Prototyping is also part of the Develop phase of the double diamond. Interaction design
involves designing the behavior of interactive products as well as their look and feel. The
most effective way for users to evaluate such designs is to interact with them, and this can
be achieved through prototyping. This does not necessarily mean that a piece of software is
required. There are different prototyping techniques, not all of which require a working
piece of software. For example, paper-based prototypes are quick and cheap to build and are
effective for identifying problems in the early stages of design, and through role-playing
users can get a real sense of what it will be like to interact with the product.
EVALUATING
Evaluating is also part of the Develop phase of the double diamond. It is the process
of deter- mining the usability and acceptability of the product or design measured in
terms of a variety of usability and user-experience criteria. Evaluation does not
replace activities concerned with quality assurance and testing to make sure that the
final product is fit for its intended purpose, but it complements and enhances them.
Who are the users?
Identifying users and stakeholders for product development is more difficult than it
appears. Sha Zhao et al. revealed many smartphone user categories, calling into
question established manufacturer categorizations. Beyond health-related issues,
Charlie Wilson et al. observe a lack of knowledge of smart home users. Products
designed for large populations provide difficulties in defining users. Some products
target specific responsibilities within sectors, resulting in a wide range of user
groups.
WHO ARE THE USERS?
Designers should not rely only on their preferences, as their ideas may not
correspond with the experiences and expectations of the target audience. It is more
beneficial to focus on users' goals, usability, and user experience than to expect
stakeholders to exactly express product needs.
HOW TO GENERATE
ALTERNATIVE
DESIGNS?
The section analyzes the sources of creativity for generating up with unique ideas
and emphasizes the relevance of producing alternatives in the design process. It
points out that, while individuals like to stick with what they know works, settling
for "good enough" solutions can stymie development. Individual designer
innovation, cross-fertilization of ideas from different viewpoints, evolution of
existing items via observation and use, and even direct copying of comparable
products are all sources of creativity and new ideas.
HOW TO GENERATE
ALTERNATIVE
DESIGNS?
Seeking other views, researching current designs, and exploring identical domains
can all help with the process of producing alternative designs. By uncovering links
between seemingly unconnected areas, creativity workshops with experts from many
domains can stimulate fresh ideas. Seeking out sources of inspiration, whether they
be competitors' goods, prior versions of comparable systems, or unrelated fields, can
help designers improve their creative process.
HOW TO GENERATE
ALTERNATIVE
DESIGNS?
However, due to limitations and requirements, limitations may occur in some
circumstances. When balancing trade-offs and sticking to certain constraints, the
space for exploring alternate solutions may be limited. For example, building
software for a given operating system may need following its user interface rules.
HOW TO CHOOSE
AMONG
ALTERNATIVE
Choosing between various designs in interface design entails making decisions
DESIGNS?
concerning both externally visible and quantifiable elements as well as internal system
characteristics. User requirements, tasks, and technical feasibility all affect these
decisions. The main focus is on externally apparent features, which are driven by user
experience. Prototyping is an important step in communicating and testing designs
since it represents the user experience more accurately than static explanations. To
make educated decisions, A/B testing, in which several versions are deployed and user
data is collected, is also used.
HOW TO CHOOSE
AMONG
ALTERNATIVE
DESIGNS?
Another consideration in deciding between alternatives is quality, which is defined
differently by different stakeholders. Different groups may have different ideas about
what constitutes quality, which could lead to disagreements. Usability engineering is a
method of guiding design decisions by defining explicit, measurable usability
requirements. This procedure aids in the clarification of expectations, the comparison
of goods and prototypes, and the selection of the best alternative design.
HOW TO CHOOSE
AMONG
ALTERNATIVE
DESIGNS?
Another consideration in deciding between alternatives is quality, which is defined
differently by different stakeholders. Different groups may have different ideas about
what constitutes quality, which could lead to disagreements. Usability engineering is a
method of guiding design decisions by defining explicit, measurable usability
requirements. This procedure aids in the clarification of expectations, the comparison
of goods and prototypes, and the selection of the best alternative design.
HOW TO INTEGRATE
INTERACTION DESIGN
ACTIVITIES WITHIN OTHER
Interaction design is a crucial aspect of software development, with various disciplines
LIFECYCLE MODELS?
contributing to its lifecycle. The latest attempts to integrate these practices focus on
agile software development, which emerged in the late 1990s. Agile methods, such as
extreme Programming, Scrum, and Kanban, emphasize iteration, early and repeated
user feedback, handling emergent requirements, and a balance between flexibility and
structure. They also emphasize collaboration, face-to-face communication, streamlined
processes, and practice over process.
HOW TO INTEGRATE
INTERACTION DESIGN
ACTIVITIES WITHIN OTHER
The Manifesto for Agile Software Development (www.agilemanifesto.org/) emphasizes the
LIFECYCLE
importance of individualsMODELS?
and interactions over processes and tools, working software over
comprehensive documentation, customer collaboration over contract negotiation, and responding to
change over following a plan. The manifesto is based on principles such as communication with the
business, excellence of coding, and maximizing work done. The agile approach to development is
particularly interesting from the perspective of interaction design, as it incorporates tight iterations,
feedback, and collaboration with the customer. However, integration is not always straightforward,
as discussed in Chapter 13. Integrating agile methods with interaction design practices can produce
a better user experience and business value, but it is not always easy.
THANK BSIT 4A
REGIENALD R. FERNANDEZ
FOR
LISTENING
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