1st Edition

Interaction for Designers How To Make Things People Love

By Brian L.M Boyl Copyright 2019
    336 Pages
    by Routledge

    336 Pages
    by Routledge

    Interaction for Designers shows you how to connect a product with its users, whether it’s a simple toaster, a complex ecosystem of intelligent devices, or a single app on your smartphone. This book covers the entire design process so you can start with an idea and carry it through to an engaging final design. It carefully leads you step by step and richly illustrates each stage with examples drawn from business communication, social media and the social economy, consumer electronics, architecture and environments, health care, psychology, art and culture, education, athletics, automotive design, entertainment, fashion, the family home, and a wealth of others. You’ll learn how to brainstorm ideas, research them, explore them, evolve them into finished designs, pitch them, all with the goal of helping you make things that people love. Includes over 200 color images, a glossary, and links to web resources highlighting design concepts and designer interviews.

     

     

    http://interactionfordesigners.com/

    Acknowledgements

    Designers of Individual Projects

    Designers on Team-based Projects

    Preface

    Introduction

    1 Concept

    1.1 The Brief

    1.2 Ideation and Proper Journaling

    1.3 Concept Brainstorm

    1.3.1 Intuition and Passion:

    1.3.2 Scope Change

    1.3.3 Contextual Inquiry

    1.3.4 Underserved Populations

    1.3.5 Trends

    1.3.6 Future Casting

    1.3.7 Scenarios

    1.3.8 Role Playing

    1.3.9 Magic Moments

    1.3.10 Mind Mapping

    1.3.11 Group Creativity

    1.3.12 Creativity Cards

    1.3.13 Beyond Low Hanging Fruit

    1.3.14 Give it a Rest

    1.4 Gathering the Best Ideas

    1.5 Big Ideas

    1.6 The Strategic Pyramid

    1.6.1 The Foundation: What, Who, and Why

    1.6.2 Context: When and Where

    1.6.3 The How

    1.6.4 Applying the Pyramid

    2 Opportunity

    2.1 Design Hypotheses

    2.2 Secondary vs. Primary Research

    2.3 Concept Ideation

    2.4 General Trend Analyses

    2.5 Competitive Landscape

    2.6 Competition Feature Analysis

    2.7 Expert Interviews

    2.8 Competition Detail Research

    2.9 Pain Points

    2.10 Strategic Vision

    2.11 Market SWOT

    2.12 Positioning Matrix

    2.13 Goals, Not Features

    2.14 The Target

    2.15 Target Market

    2.16 Provisional Persona

    2.17 User Goals

    2.18 Positioning Statements

    2.19 Design Criteria

    2.20 Scenarios

    2.21 Different Objectives, Different Scenarios

    2.22 Text Scenarios

    3 User Research

    3.1 Ethnography

    3.2 Contextual Inquiry, Revisited

    3.3 Ethics

    3.4 Subjects, Screening, and Sample Size

    3.5 Aspirational vs. Actual Target

    3.6 What We’d Like to Know

    3.6.1 A Typical Day

    3.6.2 Goals and the Current Scenario

    3.6.3 Related Products

    3.6.4 Aspirational Adjectives

    3.6.5 User Inspiration

    3.6.6 General Pain Points

    3.7 Getting to the Truth

    3.8 Approaching the Visit

    3.8.1 General Observation

    3.8.2 Activities

    3.8.3 Directed Task Observations

    3.8.4 Transitioning to Questions

    3.8.5 Framing Questions

    3.8.6 Consistent and Unique

    3.8.7 Observational Verification

    3.9 User Research Findings

    3.10 Interview Synopses

    3.11 Re-assess the Strategic Vision

    3.12 Strategic Refinement

    3.13 The Persona

    3.14 Revisiting the Text Scenario

    3.15 Aspirational Adjectives

    3.16 General Moodboard

    3.17 Your Mission

    4 Approach Exploration: Users and Features

    4.1 Unconstrained Ideation

    4.2 Goals to Features

    4.3 The Muscow Chart

    4.4 User Stories

    4.5 A Day in the Life

    4.6 Journey Map

    4.7 Inspiration by Journey

    4.8 Inspiration by Empathy

    4.9 The Primary Use Case

    4.10 External Context

    4.11 Exploring Approaches Through Text Scenarios

    4.12 Touchpoint Ideation

    4.13 Posture Studies

    4.14 Inspiration through Physicality

    4.15 Inspiration through Technology

    4.16 Inspiration through Accessibility

    4.17 The Blob Scenario

    4.18 Guidewords

    4.18.1 Avoid Things You Should Do Anyway

    4.18.2 Be Distinctive

    4.18.3 Strive for Range and Tension

    4.18.4 Avoid Media Terms

    4.18.5 Guidewords are not Design Criteria

    4.18.6 Guideword Moodboards

    4.19 User Feedback

    4.20 Feedback on Aesthetics

    4.21 A/B Testing

    5 Approach Exploration: Ecosystem and Context

    5.1 System Hierarchy

    5.1.1 System Level

    5.1.2 Context Level

    5.1.3 Quiescent State Level

    5.1.4 Section, Content, and Control

    5.1.5 Elements

    5.2 Device Ecosystems

    5.3 Ecosystem Orchestration

    5.4 Use Casting

    5.5 Postures and Context

    5.6 User Stories, Revisited

    5.7 The Process of Exploring Context

    5.8 Ecosystem Diagram

    5.9 Flow Centric Organization

    5.10 Data Centric Organization

    5.11 The Primary Use Case Test

    5.12 Primary Contexts

    5.13 Other Organizational Approaches

    5.14 Friction

    5.15 The Impact of Structure

    5.16 Structure Map

    5.17 Refining the Blob Scenario

    6 Approach Exploration: Tasks and Interactions

    6.1 Features to Tasks

    6.2 Interaction as a Language

    6.3 Postures and Tasks

    6.4 Approach Ideation

    6.5 Finding Inspiration

    6.6 Reconnect with the Big Picture

    6.7 Good Climbing Habits

    6.8 Prototyping

    6.9 Connecting Ideas into Scenarios

    6.10 The Sketch Scenario

    6.11 Inspiration Boards

    6.12 Feedback

    7 Structure

    7.1 Tasks to Information

    7.2 Information Taxonomies

    7.3 Labelling

    7.4 Card Sorting

    7.5 Beyond Hierarchies

    7.6 Overview of Information Structures

    7.7 Exploring Structure

    7.8 Navigation Design

    7.9 Design Patterns and Navigation

    7.10 Wireframes

    7.11 Consider the Primary Use Case

    7.12 Wireframe Interface Exploration

    7.13 Lo-Fi Wireframes

    7.14 Test the Wireframe Flow

    7.15 Revise

    7.16 Magic Moments Revisited

    7.17 The Wireframe Flowboard

    7.18 The Lo-Fi (paper) Prototype

    7.19 Feedback Should Trigger Ideation

    7.20 The Paper Prototype Scenario

    7.21 Comprehensive Moodboards and Inspiration Boards

    8 Interface

    8.1 Considerations, Not Process

    8.2 The Content Triangle

    8.3 Interface Considerations

    8.4 Consider the User’s Situation

    8.5 Consider Device

    8.6 Virtual vs. Physical

    8.7 Physical Controls

    8.7.1 Information Coherence

    8.7.2 Fit In, but Stand Out

    8.7.3 Sensory Agreement

    8.7.4 Chunking

    8.7.5 Posture Coherence

    8.8 Virtual Components and Postures

    8.9 Organizing Virtual Controls

    8.10 Virtual Control Considerations

    8.10.1 Information Coherence

    8.10.2 Fit In, but Stand Out

    8.10.3 Chunking

    8.10.4 Posture Coherence

    8.10.5 Sensory Agreement

    8.11 Consider Ergonomics and Human Factors

    8.12 Consider Usability

    8.13 Form Follows Function

    8.14 Consider Accessibility and Inclusivity

    8.15 Consider Flexibility Versus Usability

    8.16 Consider Hick’s Law

    8.17 Consider Performance Load and Cognitive Overload

    8.18 Consider Reducing Navigational Depth

    8.19 Surfacing

    8.20 Surface the Fun

    8.21 Menulessness

    8.22 Match Control with Proficiency

    8.23 Consider Progressive Disclosure

    8.24 Consider Process Behavior

    8.25 Consider Mental Models

    8.26 Consider Metaphor

    8.27 Consider Interface Patterns

    8.28 Consider Interface Guidelines

    8.29 Reaching Refinement

    9 Refinement

    9.1 Mid-Fidelity Wireframes or Mockups

    9.2 Secondary Use Cases: The Critical Alternates

    9.3 User Flow

    9.4 Red-lining User Flows

    9.5 Mid-Fidelity Wireframe Flowboard

    9.6 The Structural Prototype

    9.7 The Design Scenario

    9.8 Introducing Aesthetics

    9.9 Iconography: Image and Meaning

    9.10 Exploratory Comps

    10 Microinteractions

    10.1 The Stuff of Interaction Design

    10.2 Microinteractions and Behavior Design

    10.3 Microinteractions and the Design Process

    10.4 The Work Product

    10.5 The Elements of a Microinteraction

    10.6 Triggers

    10.6.1 Affordances

    10.6.2 Look

    10.6.3 Context

    10.6.4 Discoverability and Importance

    10.6.5 What They Want, When They Want It

    10.6.6 Consistency

    10.6.7 Surface the Data

    10.6.8 Control and Effect

    10.7 Rules and Behavior

    10.7.1 Know the Goals

    10.7.2 Know the Constraints

    10.7.3 Know the Context

    10.7.4 Assist

    10.7.5 Smart Defaults

    10.7.6 Absorb Complexity

    10.7.7 Perceived Simplicity and Operational Simplicity

    10.7.8 Prevent Errors

    10.7.9 Age Gracefully

    10.7.10 Behavioral Orchestration

    10.7.11 Maintain User Flow

    10.7.12 Action Language Cohesion

    10.7.13 Responsiveness

    10.7.14 Flow and Sense

    10.7.15 The Brand Experience

    10.8 Feedback Considerations

    10.8.1 Appropriate Mapping

    10.8.2 Illuminate Behavior, Yet Don’t Over Inform

    10.8.3 Inform at the Right Time

    10.8.4 Make Microcopy Clear

    10.8.5 Don’t Be Arbitrary

    10.8.6 Be Considerate

    10.8.7 Less Is More

    10.8.8 Use the Overlooked

    10.8.9 Personality

    10.8.10 Agee With Context

    10.9 Forms of Feedback

    10.9.1 Indicators

    10.9.2 Text

    10.9.3 Image-Based Feedback

    10.9.4 Animated Feedback

    10.9.5 Auditory Feedback

    10.9.6 Tactile and Somatosensory Feedback

    10.9.7 Multi-modal Feedback

    10.10 High Fidelity Wireframes

    10.11 Physical Refinement

    10.12 Spot Prototyping

    10.13 Interaction Scenario

    10.14 Style Analysis

    10.15 Icon Families

    10.16 Critical Interfaces

    11 Behavior

    11.1 Considering Complex Behaviors

    11.2 Identify Objects

    11.3 Identify Opportunities

    11.4 Identify Goals

    11.5 Instructionize the Behavior

    11.6 Diagramming Behaviors

    11.7 Diagramming Complex Behaviors

    11.8 Designing from Scratch

    11.9 Behavior Considerations

    11.10 Black Boxing

    11.11 State Tables

    11.12 Prototyping Behavior

    11.13 Working Prototypes

    11.14 Behavior Testing and Feedback

    11.15 Continuing the Aesthetic Effort

    11.16 Aesthetic Disruption

    11.16.1 Reduce

    11.16.2 Switch Aesthetics

    11.16.3 Master Copy

    11.16.4 Be Dramatic

    11.17 Refine Your Disruptions

    11.18 Icon Refinement

    12 Aesthetics

    12.1 The Work Product

    12.2 Typography

    12.3 Picture and Text

    12.4 Iconography

    12.5 Modularity

    12.6 Separation

    12.7 Figure-Ground

    12.8 Reduce

    12.9 Hierarchy

    12.10 Negative Space

    12.11 Proximity

    12.12 Alignment

    12.13 Layout in General

    12.14 Grid

    12.15 Liquid Layouts

    12.16 Design Responsively

    12.17 Consider Use

    12.18 Context

    12.19 Tactility

    12.20 Arrange Control Appropriately – Fitt’s Law

    12.21 Association and Comparison of Content and Control

    12.22 Affordances

    12.23 Call to Action

    12.24 Orchestration and Flow

    12.25 Consistency

    12.26 Color

    12.27 Color, Material, Finish

    12.28 Dimensional Coherence

    12.29 Standing Out and Fitting In

    12.30 Brand Coherence

    12.31 Structural Aesthetics and Dynamic Range

    12.32 Surprising Usability

    12.33 Ockham’s Razor

    12.34 Interface Guidelines, Again

    12.35 Accessibility Guidelines

    12.36 Aesthetic Refinement

    12.37 Style Frames

    12.38 Style Guides

    12.39 The Experience Prototype

    12.40 Ozing

    13 Expanding Scope

    13.1 Why Now?

    13.2 The Work Product

    13.3 Factorial Iteration

    13.4 Context Scoping

    13.5 Alternate Cases

    13.6 Infrastructure Users

    13.7 Consumer Stakeholders

    13.8 Extreme Cases

    13.9 Handle Extremes with Grace

    13.10 Systemic Orchestration

    13.11 Interaction Flowboards

    13.12 Aesthetic Expansion

    13.13 Use Case Prototyping

    14 Communication

    14.1 Framing the Challenge

    14.2 Deliver the Design

    14.3 Design Details

    14.4 Conclusions

    14.5 Installations

    14.6 Final Presentation Development

    14.6.1 Presentation Preproduction

    14.6.2 Pitch Scenario

    14.6.3 Commercial Breaks

    14.6.4 Pitch Scenario Script

    14.6.5 Final Storyboard, Slideshows, and Animatics

    14.6.6 Installation Layout and Wall Art

    14.6.7 Final Flowboard

    14.6.8 Production

    14.7 Role of the Installation

    14.8 Role of the Wall Art

    14.9 Role of the Pitch Scenario

    14.10 Role of Appearance Models

    14.11 Role of the Presentation Prototype

    14.12 The Pitch Presentation

    14.13 Takeaways

    14.14 Final Delivery

    14.15 Further Questions and Responses

    14.16 Pitch Orchestration

    Conclusion

    Bibliography

    Biography

    Brian L.M. Boyl is a professor at Art Center College of Design, and Director of the Visual Interaction Area of Emphasis in the Department of Graphic Design.

    "In Interaction for Designers, Brian has given designers with every level of experience—from students to seasoned professionals—a helpful, practicable, and comprehensive playbook of methods, techniques, and strategies for the thoughtful crafting connected products, services, and interactive experiences. Brian's refreshing approach gives clear advice while eschewing a dogmatic process, and is an indispensable addition to the canon of interaction design literature."

    Jason Brush, Global EVP, Experience & Innovation, POSSIBLE