Interaction Design Chapters 1 & 2 – Madison Kozlowsk

What makes up interaction design and what are some of the industry’s challenges?

            According to the text by Jon Kolko, interaction design is defined as, “a creative process focused on people”. Further, a group at Carnegie Mellon University has created a formal framework for discovery during the design process. The process includes Define, Discover, Synthesize, Construct, Refine and Reflect components. A designer must first understand wants and needs and balance political requirements with the end user while also achieving business goals. Otherwise known as defining. Discovery allows a designer to gather data related to the given problem and understand who ultimately will use the creation. Both of these steps must be completed in order to move onward with your design, and also the structured process. Synthesize, Construct, and Refine fall next. These phases often get grouped together because of their similar nature and total time consumption. These steps include sketching ideas, creating personas and scenarios, mapping ideas to solve problems, testing prototypes among other things. Designers must work through creation and refinement over and over again during this time in attempt to extract the wrong ideas from their work and decide on a particular solution. The final step in this framework is Reflection, or the act of assessing success or failure. Regardless of the guidelines put in place, Interaction design is based on people and it is essential for designers to realize that. There are a lot of challenges being an interaction designer. In most companies, interaction designers are not involved in the beginning stages of product development at all. This type of work is left to business people who make decisions based solely on increasing profits or building brand equity. More collaboration should be established between designers and upper management. Another challenge that interaction designers face is the regulated funds they are allocated. The best elements of functionality may be costly to implement. When this is the case, designers become advocates for usability and attempt to convince superiors that it is worth the extra money to be user-friendlier. Interaction design may be difficult to grasp and implement, but creating a more user-oriented world is in the works.

What is interaction design, how it’s evolving. What fields does it draw knowledge from?

Just like many other aspects of the world are evolving, interaction design is no exception. A concept that correlates with interaction design very well is the idea of progressive learning. In order to be a successful interaction designer, one must be willing to learn new things everyday. For example, an accountant can get his degree in Accounting and thirty years later complete the same tasks without learning anything new. Opposite goes for interaction designers. Their job is evolving as the world’s like/dislikes and trends change. Interaction designers must change gathered information into meaningful data and incorporate that into their work. Interaction designers must also design for errors. When something is developed, every interaction with that product will not be the same and errors will occur. Errors related to the product itself and errors made by the user. Interaction designers must think deeply about the types of errors that could occur and effectively design for them.

Interaction Design draws knowledge from a few different fields. Some of the main fields of study this relates to are Psychology and Sociology. Both of these relate to human behavior. Psychology looks into the minds of humans and at their physical behavior and Sociology looks at humans social behavior. Interaction design deals a lot with its users and in-depth knowledge of humans could be very useful. Obviously basic knowledge of Design is very pertinent to this field of study as well.

App Review: ANY.DO

Any.Do is a to-do list management app that provides a simple, intuitive way to organize tasks. At the core of Any.Do is the principle of helping the user get things done. Tasks are organized into time-based and type-based categories. The time categories are divided into “Today,” “Tomorrow,” “Upcoming,” and “Someday,”  whereas type categories can be anything, such as “personal,” “classwork,” etc. Tasks can further be given notes, subtasks, and dates and designated as important.

The user’s tasks will sync across devices, and Any.Do offers a web application, Chrome extension, Android and iOS apps, and desktop clients. This review will focus on the Android app.

The user will spend almost all of his or her time on the app’s main screen: the task list. Here, the user sees all future tasks organized vertically in the categorization scheme of choice. Tasks can be moved between categories by pressing and holding them and then dragging up or down. Tapping a task expands it, revealing access to notes, categories, subtasks, sharing, and more. Tasks can be added using a field at the top of the screen or plus signs next to each category header, and as a task is added, Any.Do will make auto-complete suggestions on the entry. Completed tasks can be checked off simply by crossing them off with one’s finger, and all the checked-off tasks can be removed from the list by shaking the phone. The bottom of the screen features a toolbar providing access to settings, notfications, and the Any.Do Moment, a more in-depth scheduling tool which provides a run-down of the day’s tasks and lets the user state when he or she plans on getting the item done. The settings menu includes a variety of profile controls, list management options, theming tools, preferences, and access to completed tasks.

Aesthetically, the app uses an elegant sans-serif font throughout, and the user can set a number of themes. The primary theme (also used in the web app) is white with black text and blue highlights, while the secondary theme is black with white text and grey highlights. Important tasks are red in both. Icons are used wherever possible to denote features in minimal space. The heavy use of icons is confusing at first, as many are non-obvious and small, but after using the app for a while, the user will become familiar with the available features.

Overall, the basic features of Any.Do are intuitive and easy to use. Adding, completing, and organizing tasks works in a way that feels right. The visual design is minimalist and pleasing to the eye and is mirrored across all platforms. The editing icons take time to get used to and may be the least intuitive part of the app. Any.Do’s design philosophy has the concept of “getting stuff done” at its core: tasks are always center stage, starting with today. Everything that is not related to crossing off tasks is either hidden or simplified. To the user looking for a powerful but intuitive task management system focused on accomplishing things, Any.Do is a great choice.

 

Process Flow Diagram

Personas

Todd
Occupation: Businessman

“The task-sharing feature helps me keep my team on task. Being able to see each others’ tasks, progress on sub-tasks, and notes keeps everyone on the same page.”
 

Kate
Occupation: Mother

“With three kids, there are so many activities to do. The ability to categorize tasks by lists or time and set reminders helps me keep track of everyone’s activities.”

 

Drew
Occupation: Student

“Between classes and clubs and hanging out with friends, any activity I don’t write down immediately gets forgotten. Because Any.Do syncs accross my phone, tablet, and laptop, I’m always able to copy down my homework, and I don’t forget anything.”

 

Update
Any.Do pushed out version 3 recently, which features much clearer buttons and a nicer menu system letting you sort by date and category simultaneously.

Mobile App Review

A fairly new app that I use on a daily basis is Snapchat. At first the concept of communicating with only with pictures was a little but odd, but the idea became extremely popular very quickly. The application allows users to take photos, record videos, add text and drawings and send them to a controlled list of recipients. The sender can also regulate the amount of time a recipient can view the “snap” before the content is deleted. Users can also view Snapchat stories, or a group of snapchats played as a video for a predetermined amount of seconds. The app has evolved since its conception in 2011 and both positive and negative features have been added since then, which I will be reviewing.

The general idea of the Snapchat app is great. The “selfie” has been increasing in popularity among all ages, not just the millennials, and people were already sending pictures of themselves via text messages pre-Snapchat. By introducing an app where an infinite amount of selfies could be sent to an infinite amount of people in a day, Snapchat made sending pictures much easier. To become the app of choice to send selfies, it was crucial that a text feature was added. It has become normal to hold entire conversations via Snapchat. I think a drawback of conversing over Snapchat is the character limit put in place. Users are only permitted to enter as much text in the horizontal space the screen can hold. In fact, people have gone great lengths to attempt to increase the amount of text allowed in a Snapchat by using the voice-recording feature on smartphones. This alone should signal to Snapchat that they are not accommodating the users wants.

Another feature of Snapchat is the drawing tool. The drawing tool offers a colorful selection and enables people to use their imaginations with their finger as a paintbrush. This feature has enabled users to draw simple things like arrows and faces, but has inspired some extremely creative works as well. However, as much as this feature has been used for creative purposes, people often use it to continue their sentences due to the character limit. Snapchat has updated the app and since created a messaging feature through the app itself. In my opinion, this feature has been adopted as well as Snapchat may have wished. Many users see no difference in messaging through the app or texting on their mobile devices. Even though users have signaled a need for more text, this addition is not exactly what the user wanted. To satisfy the users, I would like to see the amount of text allowed on a snap to be extended to two lines across the screen.

An aspect of Snapchat that has become increasingly popular is the Snapchat story. Like mentioned above, users can combine a sequence of snaps to display to their friends for 24 hours. This has increased the ability for individuals to share their content. Instead of personally selecting every friend, a user can simply select the “My Story” button, and that content appears for their friends to watch instantly. Social Media is currently thriving and by allowing people to have continuous content, this app has become another source of social media.

As popular as Snapchat has become, there is room for improvement. I think that a group Snapchat message would be very beneficial. If someone wants to send a snap to a number of people, they have to scroll through all of their friends and individually select each one. Users should be able to create groups and select only one folder and send to as many people as they desire. For example, many people in my family have Snapchat and instead of going down my long list of friends, I would like to be able to add them to a folder entitled “Family” and simply select the folder and know which individuals the snap will go to. I think many individuals would utilize this feature and I am surprised that Snapchat has not made an update with this addition.

Overall, Snapchat is a new phenomenon that matches societies wants in an app. With selfies booming popularity and constant communication a must, Snapchat has had perfect timing. The app is always updating and I am interested in seeing what features are added and what new ideas come about.

 

Objectified

One of the main statements that stood out to  me was “Every object tells a story if you know how to read it.”  This really stuck with me because designers go through so many variations of their objects until they get it correct.  If you look at an object and think about what possible variations there could have been its like you’re reading the history of the object.  Take a desk. How big? How tall? Curved or square edges? How thick? Is it adjustable? Whats it made out of?  All of these plus so many other questions should go through the designers head when trying to design a product.

“That’s what we’re really always looking for whenever we design, ways we can improve the way people do things without them even knowing or thinking about it.” This has made me think about how subtle some changes in design are, since the film I have already been noticing improvements in the products I use everyday.  The changes would make my day to day life better. 

I would define design as “anything created to visually, physically, or emotionally enhance your day to day experience through life.”  After watching this documentary I feel that my eyes have opened to see so much more physical objects that are designed to change my experience every day.  A desk isn’t just a desk anymore, it could be a table, a bed, a shelf, a bench, the possibilities are unlimited.  I never thought about repurposing these everyday objects for anything but what they are already used for.

Adapt. Conform. Co-Opt. Exploit. React. Respond. Signal.

Reading Response 2

What makes up interaction design and what are some of the industry’s challenges?

Interaction design is made up of 6 main components:User control, Responsiveness, Real-Time Interactions, Connectedness, Personalization, and Playfulness.  A human interacting with a phone, a dog interacting with a water fountain, etc.  Some industry challenges are: What hasn’t been done successfully already, that can make a users day to day life better?  What can be done to enhance the users experience?

What is interaction design, how its evolving. What fields does it draw knowledge from?

Interaction design is the enabling of communication through media using technology.  With enhancements in technology interaction design is evolving.  With the use of sensors, switches, and much more designers are able to create unique objects that could change lives.  Interaction design can be involved in any field, anywhere in the world.  Interaction design has  such a broad spectrum of applicable use.  In a way an electric toothbrush is interactive design.

Elements of the User Experience

  • What are the goals of Apple’s website? How does Apple’s website address the needs of a user who has just purchased their first MacBook? (pp. 41-56)
    • Apples website is designed to let the user learn about their products and purchase them.  It also creates a brand for the company.  They’ve had the same nav bar set up for years.  The content of the buttons and design aspect may have changed but the actual bar has been the same.
    • It addresses the needs by offering informational help, how to’s and video tutorials.
  • What are the functional specifications of Facebook’s wall?
    • Facebooks wall
  • What are four architectural approaches to information structure? Find one example of each. (pp. 94-106)
    • Hierarchical-Facebook
    • Matrix-Amazon
    • Organic-Wikipedia
    • Sequential-Amazon Checkout
  • What percentage of The Huffington Post index page is navigation, and what percentage is content? What about Google, Wikipedia, and Etsy? (pp. 116-134)
    • The Huffington Post index page is mainly content. I would say that approximately 80% of the page consists of content, while only 20% is navigation.  The main content includes posted articles.  

    • Google consists of primarily navigation, I would say approximately 98% navigation.  The only content I would say is the logo or the google doodle that swaps out when they have something special.

    • Wikipedia I would say is about 65% content and 35% navigation.  They have thousands of pages linking to different sites that explain more and more about the individual words you click.
    • Etsy is similiar to Wikipedia.  I think that Etsy has about 75% content and 25% navigation.
  • How does http://www.landor.com guide the readers’ eyes and focus their attention on what is important? (pp. 144-155 )
    • It fades out the lesser important stuff and keeps the more prominent promoted stuff in full color towards the center of the page.

Mindmapping tool

Hey all, I wanted to share a useful mind-mapping tool I’ve used in the past.

coggle.it

It uses a simple google login, and provides a solid but simple feature set for mind-mapping.

-David S.

Chapter 3/4/5_AWolfe

  1. What information can ethnographic tools give you to improve the interactivity of an online banking website? (pp. 48-54)

Ethnographic tools allows the designer to collect information about their designs.  Ethnographic studies allow the designers to get an idea of how people look through their website.  This study can tell you how long or little someone spends on a page.  This can help the designer add more or less information to get people to stay on their page longer.  It is good for designers to have this tool, because designers never want to see the flaws in their work and this allows them to see the problem areas and address them appropriately.

For an online banking website, by using this study it allows the bank to see flaws in the design that the designer might not have noticed.  Some designers may look at a feature as something no one would use, like mobile depositing, and decide to hide it within a sub-menu and when the study is conducted it is observed that the feature is more popular then it is thought to be.  This allows the designer to go back and change the layout and put it somewhere that more people would be able to access it easier.

  1. At what point is a design finished? What makes it a success? What is its purpose? (pp. 54-62)

Everyone has a different opinion on something being finished.  In my opinion a design is finished when the designer has met his/her objective.  If the objective was to build a website that taught viewers how to edit film, if you can look at the website and learn how to edit film by going through the website.  Also, if you can look at the website and not see anything that needs improvement then the design is finished.

All things that are designed should make people think of the design as useful and persuade users to believe in what you are trying to convey.  If the designer built a website to convey the seriousness of animal suffrage in shelters the viewer to take a stand against animal shelters and to get people to start adopting shelter dogs to end animal suffrage.  Making the viewer seem as if they are important to the cause is crucial to having a successful design.

Things to take into account when designing something is form and function.   Form and function do not have to go together, where previously they went hand-in-hand with design.  Designers can convey form with emotional and social qualities.

  1. Identify a product family you use regularly (can be anything from technology to consumables except for coffee).  How has its branding effected your use, relations and experience with the product? (pp. 78-84)

The one product my family uses on a regular basis is our cars.  They get us from point a to point b and everywhere in between as safely as possible.  My dad drives a 1994 Chevy Suburban and my mom used to drive a 1997 Chevy Lumina, which both my sisters and I have learned to drive on and now is the vehicle that my little sister drives.  I didn’t realize that in a way, the way the cars have always been in my life have shaped my opinion on the brand.  My moms car had been in many car accidents, my older sister got in an accident in it, I got in two accidents in it and my little sister was involved in two accidents in it.  It had kept everyone of our passengers and us safe.  My dad’s truck had been taken care of making it last over twenty years.  Deep down, my trust with Chevy and the experience my family has had with it in the past had shaped me to becoming a loyal customer to Chevy.   When something is branded in such a positive way it makes your impression of it so much greater.  I think if my family had negative experiences with that brand of car and others did too, then I might not have been so likely to buy that brand.

Thoughts on Objectified

Do you agree with statements?

Good design is a mark of progress.

There is a story in every object. Product designs grow over time based on it’s cultural context and use.

The microchip broke the natural tendency for form to follow function.

Design is about what’s going to happen, not what has happened.

Cars have both front and back faces. Personified elements of objects can help the user relate to the object.

Enjoy things you already own. The best things are the things that have personal significance to the user.

Do you disagree?

Designing for edge cases may not always be the best way to take care of the middle. A product doesn’t need to be fail-proof. In some cases, it would be preferable to fail gracefully than try to account for everything. (however, those OXO peelers are the best peelers anywhere by far.)

Design is about mass production. I would contend that many of the best designs are for a single use case. People often solve their unique problems in a way unique to their situation.

Karim Rashid questions the design of cameras still being based on film cameras, even after it’s unnecessary. I think the design of the camera doesn’t stem from the film, but from the image itself. Our eyes are arranged horizontally. A camera, which is a device made to “see” things, is also arranged horizontally. Visually, people like horizontal photos and videos. It would have been possible to design film cameras vertically too.

Has anything the designers said changed how you thought about design?

It’s easy to look at something and say that it has good design, but good design isn’t necessarily a universal attribute a thing can have. It can have good design for a given use in a given context, which is an important thing to keep in mind.

Each designer interviewed for “Objectified” defined how they see Design, how would you define design and how has that definition changed?

After watching Objectified, I would say design is the iterative process of optimizing every attribute of an object to maximize the desired attributes given the needs of the user, the image of the object, and the context of the use.

ecarrington.week6.Objectified

Elijah Carrington
2/18/15
Designing for New Media

Interaction design is creating products, relative to their baseline, that solve problems. Through standardization and conceptualization, everything is designed for a reason. Whether that reason is to fulfill a promise, solve a problem, or change behavior, design is here to stay. Anything that we touch, see, use, and ultimately understand is interactive design.

I agree that there is a story for every object, especially those that have many revisions and information passed down. Find the products that no one cares about, where extremes will influence revision, and can be changed for the better. Design a better experience through iterative ergonomic processes. At Smart Design, rapid prototyping is implemented to quickly figure out ergonomics and ensure CAD aligns.

Making products usable, understandable, unobtrusive, truthful, aesthetic, is what good design is about. Design is how you look at the world, and asking why? Materials, physical-form, connection are focused on getting design out of the way. Enable the product, do not distract from it. Ensure hierarchy, and show that choices are calm and considered solutions. Form follows function as a manifestation. Designers interpret and understand what people need, better than they do. Good design distinguishes from relativistically ill-thought solutions.

The most important question regarding interaction design is: What form should this object take and why? Derived questions include: What feelings do the sensorimotor actions invoke? Will this product last and how much will it cost?

Designers will be the culture generators and translators for the rest of the world that needs to be taught what things are and how to use them. We translate using icons, colors, feelings, pictures, text, and so on, to achieve a transferable message. This message will have a lasting impact on the audience, only if it survives the true tests of design and makes its way into the consumer’s mind.

Chapter 3/4/5 Response

  1. Ethnographic tools allow designers to get in the head of their target audience and appeal to them. By studying potential users, we can rank the importance of features based on actual data instead of our own assumptions.
  2. I think design is finished when anything you can think to add to it takes away from what it accomplishes.
  3. I think the branding of the Apple products I use affects how I use them. I’m generally more focused on minimalism and getting the most out of the least stuff when I’m using those products.

Objectified Response

The video we watched called “Objectified” was about the views of design in the minds of professional designers.  Each person had a different kind of approach and idea of what design is.  I honestly agreed with almost everything the people said.  Design is just like art in the way that it is personal.  I may feel this way about design that cant be proven wrong, but another person could feel completely opposite sometimes and still not be wrong.  Design depends on the designer, environment, and circumstance.

There is only one thing said I remember that I didn’t like and it was that designers will be the intellectuals in the future.  It is a very bold statement and I disagree.  There will not be one intellectual.  Designers work with others more than most careers so its always  a group situation.  the future is going to be more about survival rather than entertainment and easier ways of doing simple things.  I do not believe designers are going to be the intellectuals of the future.  If there is a designer whom is a genius, its because he is a genius, not that he is a designer.  The first guy who was cutting Japanese trees, German, and wearing all white was my favorite person to listen to.  I agree with his ideas and beliefs on design.

The video has definitely caused me to think different about design, but my definition is still the same.  I believe design and art are based off of personal intentions and experiences.  Simply put, design is creating things.  It gets personal when you think of why and for who.  I guess design is an adaptive kind of idea because it can solve many diverse things in any diverse ways.

 

Woody

Objectified Questions_AWolfe

Do you agree or disagree with any of the designers’ statements, why?

I agree with the statement made by Tim Brown. He said, “If one’s really honest with oneself, most of what we design ends up in a landfill somewhere.“ I think it is true because a lot of what is designed is not thought to be valuable or worth keeping when it loses its use or becomes old. When it comes to the average consumer, they buy a product and use it and when it is done it becomes trash. I think designers find more respect to these products verses just an ordinary consumer and that is why he was able to understand that someone views his things, along with others, as useless.

Has anything the designers said changed how you thought about design?

I think the statement made by Alice Rawsthorn really stands out to me because she made the comment that “designers spend most of their time designing products and services for the 10% of the world’s population that already owns too much when the 90% don’t even have basic products and services to lead a subsistent life.” I think this really sunk in with me because as a student who wants to get into filmmaking, I can’t make a movie that only 10% of people will want to see but making a movie that 90% of people will want to see.

Each designer interviewed for “Objectified” defined how they see Design, how would you define design and how has that definition changed?

Before seeing this film, I would have thought that design was something to do with things you see in museums that designers create or clothing you see in stores and on the runway. After seeing this film, I now know that design is anything that someone uses on a regular basis. Clothing, toothbrushes, chairs, beds, homes, furniture and much more.

ecarrington.week6Reading.media

Ethnographic tools such as observation, interviews and surveys can help improve interactivity of an online banking website by providing naturalistic insights into the mind of a consumer. The point of ethnography is to understand why people do things. Observation will show what pages the user wants and needs to get to, what they might struggle with, and other applicable data. An interview can probe what was found in the observation section. A survey can be sent to multiple users to see if there are any issues within the site that need fixed.

Design is finished when the dialogue is clear and concise, between art and the consumers’ ability to read the design. The artist must consider the artwork complete, but so must the user, upon their consumption of the media. The success of design stems from the rationale of design. Why should we, designers create anything in the first place? For contextual reasons and to convey meaning. If there is no context, design will not exist. If the meaning is not clear, design is not successful. Purpose stems from relativistic meaning, as declared by the artist, client or consumer.

I use Apple’s products on a daily basis, namely my iPhone, iPad and MacBook Pro. Their branding, or dissemination of business goals and values through their products, has unified my use cases. Their vision of clean and easy to use products and interfaces can be found in every use case I have come across. I am looking for products that I can use to get things done without the hassle of external customization. My experience has been great with these products so far, due to the way they brand themselves and the company.

SMild Week 6 Reading

  • What information can ethnographic tools give you to improve the interactivity of an online banking website? (pp. 48-54)

I think ethnographic tools can be useful in determining who actually uses online banking and then building the website around the age and group of people who use it the most.  When I think about online banking I think of my parents using it and they are 50-60 years old so the website needs to be easily understandable for someone who is not that great with technology but still keeping everything completely safe.  I mean, this is a bank we are talking about.

  • At what point is a design finished? What makes it a success? What is its purpose? (pp. 54-62)

I think a designed is finished when all possible outcomes for the product have been tested and fixed.  It is finished when nothing else can be done to it or when the designer is truly happy with it.  That may have nothing to do with the book and I understand that designing is for the user experience but I think it is just as equally important for the designer to love what they have created.  Branding is what makes a product a success.  Its purpose is to get people to buy and think that it is something they need in their lives.

  • Identify a product family you use regularly (can be anything from technology to consumables except for coffee). How has its branding effected your use, relationship and experience with the product? (pp. 78-84)

I use my iPhone 6 regularly.  Its branding makes me feel like, “look, I can afford an expensive phone.”  That sounds super shallow but I feel like that is how all Apple products leave people feeling.  My relationship is highly protective because it is an expensive phone and I got it for my birthday so I really careful to not drop it and always have a case on it.  I went from using an iPhone 4 to an iPhone 6 so I would say, yet again, the branding itself made me feel better because I am finally with the times.