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What
is interaction design? In professional systems development, there is an increasing demand for usability-oriented methods and knowledge. More and more companies, both in Sweden and abroad, form groups with dedicated responsibility for usability and/or Human Factors (see the case studies in Wiklund, 1994). With an increasing graphical content, the current interest in WWW and multimedia publishing, many systems development companies have also made their first contacts with a more traditional design culture through media design and graphic design groups. Systems development lends terminology, knowledge and culture from the design domain. At design firms, etc., at the same time, there is an increasing demand to develop what could be viewed as information systems. Such firms do not always prioritize usability and intended use of the produced systems, but nevertheless widens their activities into the systems development domain. In between the two traditions, usability-oriented systems development and design, there definitely is a space. A space where the visual, dynamic, functional and constructional elements of the computer medium meet. There is a need for people with knowledge about the interactive material, about design-oriented approaches in contexts where different process-views and methods meet. These individuals are able to work with design and design visions of the interactive gestalt of the use of an interactive information system. They can act as moderators in multi-disciplinary teams, as facilitators during the design process, as bearers of the overall design vision. We call this interaction design. Assessment A lot of the work performed in interaction design concerns creative issues, development of new artefacts, use and experience. However, assessment activities are tantamount to achieving quality-in-use artifacts. The designer must have an understanding of the intended use situation, user, intended tasks and activities and the environment in which all this is to be integrated. Also, in order to assure the value of the artifact in use, and to reflect upon the effects of the work performed, the result (artifact, new tasks, and intended experience) should be assessed or evaluated. Here is where future designers will benefit from using knowledge, techniques and experience that has been developed in the human-computer interaction domain for many years (see, e.g., Hackos & Redish, 1998). Educating future designers should involve basic training in some of the core HCI methods as well as studies of the central theories about human-computer interaction. By approaching the traditional concept of "usability" (i.e. focusing on work-oriented situations, efficiency and utility) the designer can develop a framework for interpreting and reasoning about use qualities. The literature also provides many good examples and principles that can be used in new design situations, e.g., concerning hypertext readability, the semantics of bi-directional links, efficient visualization techniques, and effective usability assessment methods (ACM, 1992). The
Interactive Material Building an understanding for the material is not a straightforward task. A central question is – what is the interactive material? Is it the code we are working with – forming into services and experience? Is it the new tasks and activities we design indirectly? Is it "just" the structure and dynamics of an interface? Or is it all of the above? Given the relative novelty of interaction design as an activity, and design-oriented view of systems development, there is little prior work to build upon. The designer must herself develop the understanding and framework for the material by means of continuous reflection in action (see, e.g., Molander, 1996; McMullan, 1994). Hence, the task is not so much to learn about specific aspects of systems development and interface design, but to repeatedly pose the questions "what is the interactive material" and to reflect upon the performed activity and its consequences. References ACM
(1992). Curricula for human-computer interaction. ACM Press, New York,
NY.
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Linköpings
universitet,
Institutionen för datavetenskap.
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