The chapter one "What is interaction design" gives me an extensive definition of this term "interaction design". In order to prevent myself from forgetting those precious tutorials and establish solid foundation of my study , I abstract the essential contents and record them in this response, including reflections toward our group project, which can work as guaidances to make quality interactive products.
At the beginning, it shows examples of good and bad design, indicating what are the criteria for well designed ones. A lot of factors should be taken into account to design easy, effective and enjoyable products, like who is the target users, how and where they are going to be used. Particularly, understanding users' potential activities when interacting with them and developing appropriate interface is crucial to optimize interactive experience.
Then, it answers the question of what is interaction design and the definition is "about creating user experiences that enhance and augment the way people work, communicate, and interact". But the explanation that actually solves my puzzle is the vivd analogy of how architects and civil engineers differ from each other, thus I get to know I am designing the features of a house, not the technicians to build it, namely, designers come up with creative, usable blueprint of a product, then make it realized by professinoals in technical areas. This section is illustracted in three parts, components, who involved, consultants. Through reading it, I understand most design is done by multidisciplinary team, as it needs a wide range of skill sets to accomplish the task and consultancies have been established to meet the increasing demand of excellent designs, hoping I can find a job in one of those enterprises.
Next, it stresses the central importance of user experience. Obviously, whether users enjoy the product is the determining factor of its success or failure. I like this sentence, "It is important to point out that one can not design a user experience, only design for a user experience". So designers must consider users' likes and dislikes to get satisfying impression about the overall products, even the specific components of them.
Futhermore, it articulates the process of interaction design, addressing users' role again by providing various ways of how to conduct user-centered approach, like filling in questionnaires, testing the product and codesigning. In addition, being aware of expectations of distinctive age groups, peoples' sensitivities and cultural differences is the essential part for getting good feedback.
The part of "usability goals" informs me to think over effectivess, efficiency, safety, utility, learnability, memorability about our group project "Classroom Anti-distracion System". I can not help asking myself questions like does it require much effort to get used to and operate it skilly from both students' and teachers' perspective. We should keep an eye on applying the core design principles, such as visibility, feedback, constraints, consistency, and affordances into practice, making a difference to our group project.
Futhermore, it articulates the process of interaction design, addressing users' role again by providing various ways of how to conduct user-centered approach, like filling in questionnaires, testing the product and codesigning. In addition, being aware of expectations of distinctive age groups, peoples' sensitivities and cultural differences is the essential part for getting good feedback.
The part of "usability goals" informs me to think over effectivess, efficiency, safety, utility, learnability, memorability about our group project "Classroom Anti-distracion System". I can not help asking myself questions like does it require much effort to get used to and operate it skilly from both students' and teachers' perspective. We should keep an eye on applying the core design principles, such as visibility, feedback, constraints, consistency, and affordances into practice, making a difference to our group project.