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Zen and the Art of Interaction Design

Dustin DiTommaso - August 31st 2010

Everyday we interact with digitally-enabled machines and services to work, play, learn, create, connect and communicate.

When our experience is positive, there is little to notice. Our needs were met and the machine performed as an extension of ourselves, or as a polite and helpful stranger.

When our goals are met and our machines offer us unexpected and gratifying responses, we are seduced and delighted.

When we can’t complete our goals, we become lost or rudely told we made an error, we feel very differently.

The quality of the interactions we have with digital systems - the successes and failures, expectations and surprises determine the overall experience we perceive upon engagement and reflection.

This is the world of interaction design (IXD) and the responsibility of the interaction designer. Interaction Design attempts to humanize technology and shape machines’ logic into polite, articulate conversations that users can engage in. The Interaction Designer must understand the intentions of the audience and the audience must understand the intentions of the designer. At its core, Interaction Design must be a human-centered activity, augmented or constrained by technology, but not subservient to it. IXD is a balance of form, function, technology, action and response designed to support human cognition, influence perception and arouse emotion.

The Interaction Design Association (IxDA) defines interaction design as:
  • The structure and behavior of interactive systems.
  • Interaction Designers strive to create meaningful relationships between people and the products and services that they use, from computers to mobile devices to appliances and beyond.
They continue to add:
  • Good interaction design effectively communicates a system’s interactivity and functionality, defines behaviors that communicate a system’s responses to user interactions, reveals both simple and complex workflows, informs users about state changes and prevents user error.
  • Interaction design is grounded in an understanding of real users (goals, tasks, experiences, needs and wants) and balances these needs with business goals and technological capabilities.
Interaction Design, as a discipline, is still being shaped and honed in definition and craft. Even though we focus on designing in the digital age, the design processes and methodologies can and have been used for solving non-digital design problems.

From Use to Engagement

Somewhere when the 80s rolled into the 90s, IDEO designers Bill Moggridge and Bill Verplank coined the term “interaction design” to more accurately define their work as they applied “soft-faces” or “UIs” to hardware products. This design requirement was quickly growing and as Dan Saffer pointed out in “Designing for Interactions” “suddenly the problem of how to set the clock in our VCRs spread to all aspects of life.” Interaction designers had to bridge the gaps between industrial design and software design. A new discipline with a new set of skills, problem framing and process needed to emerge.

The explosion of the internet and Marc Andreessen’s Mosaic browser introduced new problems and challenged designers to come up with new paradigms for interactions. At the time, digital design was highly experimental, rife with failure and bad decisions, driven largely by engineers and profiteers looking to make a fast IPO. Eventually, some interaction and technology standards emerged and the Web became a solvent platform for useful and usable design.

Over the following decade, the Web grew from an information, entertainment broadcast and consuming platform, to a true communication and productivity platform. Traditional endeavors, such as banking, shopping and socializing have moved online. In addition,  new ways of doing things are now accomplished from mobile phones, consoles, kiosks and of course touch-screen interfaces. New models of interaction are constantly emerging.

With the speed and depth of technological advances, the future of interaction design is more important and exciting than ever. Interfaces that may have seemed like science fiction only years ago are already appearing in conceptual form - flexible surfaces, spatial motion interfaces, augmented reality, retina, eyewear and neural interaction.  It will be our job to build systems, components and forms of control that optimize the behavior of the digital products and services to come and humanizes the dialog, respect and connection between man and machine.

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5 Tips for Highly Effective and Entertaining Inter-Office Emails

Amy Wolfe - August 31st 2010

Have you ever recieved an awful inter-office email, designed to suck the life out of you? They're a million miles long and are so boring that by the time you're done with the first three paragraphs you're already looking for an excuse to stop reading ( I think I hear a paper jam coming...I better get on that!)

In an effort to help you avoid being the author behind such workplace bores, here are five tips for constructing effective and entertaining inter-office emails.

1. Know your audience
This may sound pretty basic, but most people forget who their audience is. If you work in a conservative office, show some restraint, not everyone wants to know that Lindsay Lohan is on her 20th rehab stint. However, if you have some wiggle room, I say go for it.

2. Keep it light
This is especially important if you’re going to ask people in the office to do something, like say, hand in a monthly expense report. No one wants to read an annoying email, period. Who wants to give someone what they’re asking for when their email is terse and offputting? When it comes to office emails, you can catch more flies with honey. Some situations require you to be a hard ass. It's ok to give them a little taste, but don’t go crazy.

3. Be concise
Keep it short. Even funny long emails are tedious to read. Get to the point. The goal of the email is not to distract your audience, but to tell them what you need in a quick and effective manner.

4. Give deadlines

Don’t be afraid to set deadlines. If you need something within a specific time period, say so. No one is going to get mad because you need something. Oftentimes, coworkers need deadlines to keep them on schedule.

5. Add a graphic
You’ll never realize how important (and useful) a graphic can be until you’ve used them (especially if you’re going for high entertainment scores.) I’m not talking state of the art graphics either, a good piece of clip art often times does the best job (who would have thought it), and you can always find something online. Also, never be ashamed to show off your paint skills (what design team wouldn’t want to see your magical touch with the sophisticated tools of MS Paint?)

The choice is yours. You can be boring, annoying and lengthy, or you can be fun, entertaining, and concise. I may not always be right (much to my dismay), but I'm confident in my ability to produce some of the best inter-office emails this side of the moon.

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Now, if Only Everyone Would Wear a Mood Ring...

Courtney Parkinson - August 27th 2010

Marketers, designers and pretty much anyone who is passionate about their professional careers can gain a lot by reading Seth Godin. http://sethgodin.typepad.com/seths_blog/

“Is your brand providing the right room to the right people at the right time?
Most products, most services--they provide a thing, a list of features, but not a
room for my emotions.” - Seth Godin

I am a tremendous fan of Seth Godin’s work. As a marketer, consumer and human being I found this quote of particular interest.

Objects, people, slogans and the words we read can alter a person’s state of mind. Marketers are often on the front lines of receiving negative feedback. However, what about designers, artists, or the waitress at your favorite restaurant? Intended or not, we’re influencing and sometimes driving your emotions. Do we seek to alter others’ moods? Are we always trying to influence or affect those we cross paths with?

If so, why do we repeat them? Why search out the bad when clearly we know how to get the good? As a marketer, why not make someone feel happy. For example, why use the visual of an animal in a cage to pull on the heart strings of viewers to get them to donate money? Moreover, why does it take such a heart wrenching image to get us to act?

“Once your habit becomes an addiction, it’s time to question why you get up
from a room that was productive and happy, a place you were engaged, and
walk down the hall to a room that does no one any good (least of all, you).
Tracking your day and your emotions is a first step, but it takes more than
that. It takes the guts to break some ingrained habits, ones that the people
around you might even be depending on.” – Seth Godin

Again, I come back to what makes us act. Why does negative, upsetting or extremely uncomfortable messaging force us to take action more than messaging with little or no emotion?

As a Marketer I’m torn by which emotion to tap; negative or positive? Do I tug on your heart strings or make you laugh? However, there may be room for both.

“Great brands figure out how to supply a ‘room’ to anyone who chooses to
visit.” -Seth Godin

As always, it’s your choice.


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