Interaction DesignBeyond Human-Computer Interaction
A new edition of the #1 text in the human computer Interaction field! Hugely popular with students and professionals alike, the Fifth Edition of Interaction Design is an ideal resource for learning the interdisciplinary skills needed for interaction design, human-computer interaction, information design, web design, and ubiquitous computing. New to the fifth edition: a chapter on data at scale, which covers developments in the emerging fields of 'human data interaction' and data analytics. The chapter demonstrates the many ways organizations manipulate, analyze, and act upon the masses of data being collected with regards to human digital and physical behaviors, the environment, and society at large. Revised and updated throughout, this edition offers a cross-disciplinary, practical, and process-oriented, state-of-the-art introduction to the field, showing not just what principles ought to apply to interaction design, but crucially how they can be applied. Explains how to use design and evaluation techniques for developing successful interactive technologies Demonstrates, through many examples, the cognitive, social and affective issues that underpin the design of these technologies Provides thought-provoking design dilemmas and interviews with expert designers and researchers Uses a strong pedagogical format to foster understanding and enjoyment An accompanying website contains extensive additional teaching and learning material including slides for each chapter, comments on chapter activities, and a number of in-depth case studies written by researchers and designers.
What’s Inside? xvii 1 What is Interaction Design? 1 1.1 Introduction 1 1.2 Good and Poor Design 2 1.3 What is Interaction Design? 9 1.4 The User Experience 13 1.5 Understanding Users 15 1.6 Accessibility and Inclusiveness 17 1.7 Usability and User Experience Goals 19 Interview with Harry Brignull 34 2 The Process of Interaction Design 37 2.1 Introduction 37 2.2 What is Involved in Interaction Design? 38 2.3 Some Practical Issues 55 3 Conceptualizing Interaction 69 3.1 Introduction 69 3.2 Conceptualizing Interaction 71 3.3 Conceptual Models 74 3.4 Interface Metaphors 78 3.5 Interaction Types 81 3.6 Paradigms, Visions, Theories, Models, and Frameworks 88 Interview with Albrecht Schmidt 97 4 Cognitive Aspects 101 4.1 Introduction 101 4.2 What is Cognition? 102 4.3 Cognitive Frameworks 123 5 Social Interaction 135 5.1 Introduction 135 5.2 Being Social 136 5.3 Face-to-Face Conversations 139 5.4 Remote Conversations 143 5.5 Co-presence 150 5.6 Social Engagement 158 6 Emotional Interaction 165 6.1 Introduction 165 6.2 Emotions and the User Experience 166 6.3 Expressive Interfaces and Emotional Design 172 6.4 Annoying Interfaces 174 6.5 Affective Computing and Emotional AI 179 6.6 Persuasive Technologies and Behavioral Change 182 6.7 Anthropomorphism 187 7 Interfaces 193 7.1 Introduction 193 7.2 Interface Types 194 7.3 Natural User Interfaces and Beyond 252 7.4 Which Interface? 253 Interview with Leah Buechley 257 8 Data Gathering 259 8.1 Introduction 259 8.2 Five Key Issues 260 8.3 Data Recording 266 8.4 Interviews 268 8.5 Questionnaires 278 8.6 Observation 287 8.7 Choosing and Combining Techniques 300 9 Data Analysis, Interpretation, and Presentation 307 9.1 Introduction 307 9.2 Quantitative and Qualitative 308 9.3 Basic Quantitative Analysis 311 9.4 Basic Qualitative Analysis 320 9.5 Which Kind of Analytic Framework to Use? 329 9.6 Tools to Support Data Analysis 341 9.7 Interpreting and Presenting the Findings 342 10 Data at Scale 349 10.1 Introduction 349 10.2 Approaches to Collecting and Analyzing Data 351 10.3 Visualizing and Exploring Data 366 10.4 Ethical Design Concerns 375 11 Discovering Requirements 385 11.1 Introduction 385 11.2 What, How, and Why? 386 11.3 What Are Requirements? 387 11.4 Data Gathering for Requirements 395 11.5 Bringing Requirements to Life: Personas and Scenarios 403 11.6 Capturing Interaction with Use Cases 415 Interview with Ellen Gottesdiener 418 12 Design, Prototyping, and Construction 421 12.1 Introduction 421 12.2 Prototyping 422 12.3 Conceptual Design 434 12.4 Concrete Design 445 12.5 Generating Prototypes 447 12.6 Construction 457 Interview with Jon Froehlich 466 13 Interaction Design in Practice 471 13.1 Introduction 471 13.2 AgileUX 473 13.3 Design Patterns 484 13.4 Open Source Resources 489 13.5 Tools for Interaction Design 491 14 Introducing Evaluation 495 14.1 Introduction 495 14.2 The Why, What, Where, and When of Evaluation 496 14.3 Types of Evaluation 500 14.4 Evaluation Case Studies 507 14.5 What Did We Learn from the Case Studies? 514 14.6 Other Issues to Consider When Doing Evaluation 516 15 Evaluation Studies: From Controlled to Natural Settings 523 15.1 Introduction 523 15.2 Usability Testing 524 15.3 Conducting Experiments 533 15.4 Field Studies 536 Interview with danah boyd 546 16 Evaluation: Inspections, Analytics, and Models 549 16.1 Introduction 549 16.2 Inspections: Heuristic Evaluation and Walk-Throughs 550 16.3 Analytics and A/B Testing 567 16.4 Predictive Models 576 References 581 Index 619
Helen Sharp is Professor of Software Engineering and Associate Dean at the Open University. Jennifer Preece is a Professor and Dean in the College of Information Studies - Maryland's iSchool - at the University of Maryland. Yvonne Rogers is the Director of the Interaction Center at University College London as well as a Professor of Interaction Design.
Interaction design is about designing interactive digital products to support the way people communicate and interact in their everyday and working lives. To be successful, interaction designers need a mixed set of skills drawn from human–computer interaction, web design, psychology, computer science, information systems, data science and the human sciences as well as an understanding of the desires and needs of people and the kinds of technology available. Interaction Design: beyond human–computer interaction offers a cross-disciplinary, practical and process-oriented introduction to the field, showing not just what principles ought to apply to interaction design, but crucially how they can be applied. The fifth edition of this best-selling book has been substantially updated to reflect this dynamic and fast-moving field and includes: A new chapter – Data at Scale Application of contemporary theory about human cognition to Interaction Design New developments in social and emotional interaction The latest on Agile and LeanUX Extensive coverage of UX design and evaluation methods Commentary on new and traditional interfaces and applications Updated interviews with leaders in the field from consultancy, corporations and academia Interaction Design??is hugely popular with students and professionals alike. It is an ideal resource for learning the interdisciplinary skills needed for interaction design human–computer interaction, information design, web design, and how HCI relates to topical issues in AI and data science. Accompanying the text is an extensive website at http://www.id-book.com which contains additional teaching and learning material. It also contains over 50 talking-head videos with HCI experts answering questions like "what is the future of HCI?" "Interaction design is the craft of pleasing users by making technology do what they want in ways that make sense to them. The explosion of digital tech has been—not surprisingly—accompanied by an explosion in the need for trained professionals who can perform this craft. This book satisfies that need. It's a comprehensive study of the practice of interaction design, covering everything from understanding users, to providing solutions that delight them. If this is your chosen field, you will refer to this book many times over during your career, and it will help you be a well-tempered practitioner."—Alan Cooper, Author of About Face, 'Father of Visual Basic,' inventor of design personas "This updated volume of Interaction Design: Beyond HCI is a delightful introduction to and overview of interaction design (IxD) and human computer interaction (HCI). Using real world examples, the authors illustrate how to design effective, useful, usable, and delightful interactive technology experiences. Whether you are a newcomer to IxD and HCI, or an experienced researcher/practitioner looking for a refresher, this volume is your go-to reference text."—Elizabeth F. Churchill, PhD, DSc., Director of UX, Google & Executive Vice President of the Association for Computing Machinery (ACM) "This book is a delight to read. Written with passion and purpose and clear practical advice, it is an essential resource for every interaction design course. It is a beacon of light, showing the way forward is to put people, communities and society at the heart of technological progress - especially given the current darkness descending on and through the digital. People are fearful of what devices and services are doing to their understandings of identity, privacy and, even, truth; they are worried about how to maintain the precious smallness of everyday natural life in a world of big data and artificial intelligence. There's never been a more important time for a book like this."—Professor Matt Jones, Computational Foundry, co-author of There's Not an App for That – Mobile User Experience for Life (www.changetheworldUX.org), Swansea University
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