Chapter One: What is Interaction Design? Defining Interactions and Interaction Design
Why Interaction Design?
A (Very) Brief History of Interaction Design
Interview: Marc Rettig on Interaction Design's History
and Future
A Stew of Acronyms: IxD, IA, ID, CD, UX, IA, UI, HCI, UE, Etc.
Why Practice Interaction Design?
Chapter Two: Starting Points
The Problem with Problems
Defining the Project
THE FOUR APPROACHES TO INTERACTION DESIGN
User-centered Design
Activity-centered Design
Systems Design
Interview: Hugh Dubberly on Systems Design
Genius Design
Chapter Three: Interaction Design Basics: Elements, Principles,
Attributes
THE ELEMENTS OF INTERACTION DESIGN
Motion
Space
Time
Appearance
Sound
Texture
THE LAWS OF INTERACTION DESIGN
Fitts' Law
Hick's Law
Moore's Law
Tesler's Law
Poka-Yoke Principle
Interview: Larry Tesler on The Laws of Interaction Design
Direct vs. Indirect Manipulation The Attributes of Good Interaction Design
Chapter Four: Design Research and Brainstorming
Why Bother with Design Research?
Interview: Brenda Laurel on Design Research
What Not To Do
Costs and Time
What To Look For and How to Record It
Observing People
Talking to People
Making Stuff with People
Brainstorming: "And then a miracle occurs..."
Chapter Five: Models and Diagrams
The Tools of the Trade
Research Models
Personas
Interview: Robert Reimann on Personas
Use Cases
Task Analysis and Flows
Scenarios and Storyboards
Wireframes
Prototypes: Paper, Interactive, and Physical
Testing
Chapter Six: Interface Design Basics
Visual Interface Design 101
Interview: Luke Wroblewski on Visual Interaction Design
Controls and Widgets
Icons
Case Study: Gmail with Google Talk
Sound
Interfaces without Faces
Chapter Seven: Smart Applications and Clever
Devices
Designing for Multitasking
Designing for Connection
Customization and Personalization
Adaptation
Hackability
Interview: Dan Hill on Hackability and Adaptation
Ambient Devices
Case Study: The Source
Chapter Eight: Designing Services
What is a Service?
Interview: Shelley Evenson on Designing Services
The Craft of Service Design
Case Study: SPARC's Self-Service Check-in
Products vs. Services
Content in Services
Chapter Nine: The Future of Interaction Design
Structured, Semi-Structured, and Unstructured Interactions
Intelligent Agents
Robots
Interview: Carl DiSalvo on Designing Robot
Interactions
Transmedia Properties
Case Study: Perplex City
Ubiquitious Computing
Interview: Adam Greenfield on Everyware
Interactive Tools for Making Interactive Tools
Epilogue: Designing Good
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