Designing for Interaction: Creating Innovative

Designing for Interaction: Creating Innovative Applications and Devices❮PDF / Epub❯ ☆ Designing for Interaction: Creating Innovative Applications and Devices Author Dan Saffer – Varanus.us Building products and services that people interact with is the big challenge of the st century Dan Saffer has done an amazing job synthesizing the chaos into an understandable, ordered reference that Building products Interaction: Creating MOBI ó and services that people interact with is the big challenge of the st century Dan Saffer has done an amazing job synthesizing the chaos into an understandable, ordered reference that is a bookshelf must have for anyone thinking of creating new designs Jared Spool, CEO of User Interface Engineering Interaction design is all around us If you ve Designing for PDF/EPUB ² ever wondered why your mobile phone looks pretty but doesn t work well, you ve confronted bad interaction design But if you ve ever marveled at the joy of using an iPhone, shared your photos on Flickr, used an ATM machine, recorded a television show on TiVo, or ordered a movie off Netflix, you ve encountered good interaction design products that for Interaction: Creating PDF ✓ work as well as they look Interaction design is the new field that defines how our interactive products behave Between the technology that powers our devices and the visual and industrial design that creates the products aesthetics lies the practice that figures out how to make our products useful, usable, and desirable This thought provoking new edition of Designing for Interaction offers the perspective of one of the most respected experts in the field, Dan Saffer This book will help you learn to create a design strategy that differentiates your product from the competitionuse design research to uncover people s behaviors, motivations, and goals in order to design for thememploy brainstorming best practices to create innovativenew products and solutionsunderstand the process and methods used to define product behaviorIt also offers interviews and case studies from industry leaders on prototyping, designing in an Agile environment, service design, ubicomp, robots, and.

Designing for Interaction: Creating Innovative
    Have Kindle books shared your photos on Flickr, used an ATM machine, recorded a television show on TiVo, or ordered a movie off Netflix, you ve encountered good interaction design products that for Interaction: Creating PDF ✓ work as well as they look Interaction design is the new field that defines how our interactive products behave Between the technology that powers our devices and the visual and industrial design that creates the products aesthetics lies the practice that figures out how to make our products useful, usable, and desirable This thought provoking new edition of Designing for Interaction offers the perspective of one of the most respected experts in the field, Dan Saffer This book will help you learn to create a design strategy that differentiates your product from the competitionuse design research to uncover people s behaviors, motivations, and goals in order to design for thememploy brainstorming best practices to create innovativenew products and solutionsunderstand the process and methods used to define product behaviorIt also offers interviews and case studies from industry leaders on prototyping, designing in an Agile environment, service design, ubicomp, robots, and."/>
  • Paperback
  • 223 pages
  • Designing for Interaction: Creating Innovative Applications and Devices
  • Dan Saffer
  • English
  • 05 July 2018
  • 0321643399

    10 thoughts on “Designing for Interaction: Creating Innovative

    Have Kindle books shared your photos on Flickr, used an ATM machine, recorded a television show on TiVo, or ordered a movie off Netflix, you ve encountered good interaction design products that for Interaction: Creating PDF ✓ work as well as they look Interaction design is the new field that defines how our interactive products behave Between the technology that powers our devices and the visual and industrial design that creates the products aesthetics lies the practice that figures out how to make our products useful, usable, and desirable This thought provoking new edition of Designing for Interaction offers the perspective of one of the most respected experts in the field, Dan Saffer This book will help you learn to create a design strategy that differentiates your product from the competitionuse design research to uncover people s behaviors, motivations, and goals in order to design for thememploy brainstorming best practices to create innovativenew products and solutionsunderstand the process and methods used to define product behaviorIt also offers interviews and case studies from industry leaders on prototyping, designing in an Agile environment, service design, ubicomp, robots, and."/>
  1. says:

    My go to pre job interview book If you re a seasoned IxD veteran this book won t help you progress the field of design forward in any compelling ways However, it will give you quick, simple anecdotes and examples consumable for a non design audience Alternatively, if you re working with with a new team of non designers, this book would act as a great 1 night read to bring them up to speed.


  2. says:

    Dan Saffer s book is a thorough yet high level look at the emerging and evolving practice of Interaction Design Although each chapter could easily be its own book and in most cases, such books exist the shallow yet broad scope of Designing For Interaction was appealing Each chapter is sprinkled with interesting interviews with top notch designers and educators Hugh Dubberly, Shelley Evenson, Larry Tesler, and .With that said, I have two criticisms of this book First, in easily 50% of Dan Saffer s book is a thorough yet high level look at the emerging and evolving practice of Interaction Design Although each chapter could easily be its own book and in most cases, such books exist the shallow yet broad scope of Designing For Interaction was appealing Each chapter is sprinkled with interesting interviews with top notch designers and educators Hugh Dubberly, Shelley Evenson, Larry Tesler, and .With that said, I have two criticisms of this book First, in easily 50% of the cases the photos used in the book were completely unnecessary, and only distracted from the content For example, in the section talking about conducting stakeholder interviews, there s a stock photo of some suit wearing people interviewing some other suit wearing people a helpful visual cue for people unfamiliar with the word interview Second, I found myself gagging when Saffer described The Four Approaches to Design which Saffer believes are 1 User centered design2 Activity centered design3 Systems design4 Genius designHe goes on to describe these at length and I read the entire section with my mouth wide open, shocked at how idiotic and frankly wrong dividing these up into approaches actually is The reality is There is always someone something using the designed product or service There are always some kind of activities a person does with the designed product or service The product or service always fits within some kind of larger systems, and is composed of smaller systems, no matter how insignificant each may be Some need to design based on intuition genius in Saffer s words will be a part of any product, even in cases where there is time or money to do extensive research.ALL of these approaches to design are present in EVERY project whether a designer chooses to ignore them or not, and dividing them out into distinct approaches caught me very off guard, and seemed out of step with the rest of Dan Saffer s otherwise excellent book


  3. says:

    Dan Saffer s book is full of design laws and rules of thumb, including the disproven magic number seven rule for number of items on a given page that users should be allowed to choose from This refers to a study done in the 1950s that revealed that most people can hold nothan 7 random bits of information in their head at any given time However,recent studies have shown that if the information bits are somehow related to each other, the human mind has a much greater capacity for r Dan Saffer s book is full of design laws and rules of thumb, including the disproven magic number seven rule for number of items on a given page that users should be allowed to choose from This refers to a study done in the 1950s that revealed that most people can hold nothan 7 random bits of information in their head at any given time However,recent studies have shown that if the information bits are somehow related to each other, the human mind has a much greater capacity for remembering them Also, it isn t as if the user has to remember the choices when they are right there in front of them on the screenOn the upside, however, there were a few useful tips, such as asking user interviewees to draw their experience rather than talk about them This generally makes themcomfortable and elicitsgenuine responses Unfortunately, Saffer caves to the temptation of ending the book with his version of cheesy futuristic predictions He speculates such things as robotic kitchen cleaners and features novel inventions such as The Hug Shirt , which electronically simulates hugs for the wearer This book is perhaps useful if you have no sense of design whatsoever, but otherwise it is overly simplistic and inflexible


  4. says:

    A brilliant overview which, while not touching on any one point in great depth, is surprisingly comprehensive By necessity this can result in some vague sections and rules of thumb which are not always as set in stone as is presented and there are a few areas such as the future forecasting and overall rather rigid view of the design process where the book falls short Nevertheless, it is an excellent guide to what can otherwise be an overwhelming topic Perfect for an introduction, refresher, A brilliant overview which, while not touching on any one point in great depth, is surprisingly comprehensive By necessity this can result in some vague sections and rules of thumb which are not always as set in stone as is presented and there are a few areas such as the future forecasting and overall rather rigid view of the design process where the book falls short Nevertheless, it is an excellent guide to what can otherwise be an overwhelming topic Perfect for an introduction, refresher, or finding areas to research further


  5. says:

    Great introduction to the interaction design.


  6. says:

    Liked it, but not in a couldn t put it down sort of way.


  7. says:

    Was interested in Tesler s law Good interview here but book isof a survey of topics and has not much depth.


  8. says:

    the book were totally magnificent.


  9. says:

    As a general book on how to go about designing something, this is a decent introduction, but I never felt that it was really about designing for interaction Sure there s some talk about widgets and typical screen layouts, and how to create task flows, but very little about what makes good interactions so to use an analogy, it sets you loose with a box of tools and then says build something great Well, yes but, what the book really needed was examples of good and bad interaction desig As a general book on how to go about designing something, this is a decent introduction, but I never felt that it was really about designing for interaction Sure there s some talk about widgets and typical screen layouts, and how to create task flows, but very little about what makes good interactions so to use an analogy, it sets you loose with a box of tools and then says build something great Well, yes but, what the book really needed was examples of good and bad interaction design, and analysis of why they were good or bad, and it just doesn t have that at the end of the day it just too superficial to actually provide the detailed insight that would be really useful.This first edition is also mortally hampered by dating from the pre historic era of 2007, otherwise known as the time before ubiquitous smartphones For a book about smart applications and interaction to not be able to cover the pre eminent interaction device of hundreds of millions of people is a huge weakness and especially jarring when he pins his prognostication on never made it terms like spimes and ubicomp and gone nowhere so far technology like wearable computers and household robots but completely missed mobile smartphones.So, decent introduction to design, but not what you need to read if you are intending to create smart applications and clever devices.Finally, there was one other thing that really annoyed me reading this book and that s the way the author used IT terms in sort of IT ways and sort of not IT ways and sort of vaguely right but generally jarringly wrong multitasking, middleware and stateless, to name three


  10. says:

    I m not giving this book a top rating, but that s only because I used a single chapter from it in the framework of my design thesis on border security and therefore cannot speak to the book as a whole Specifically, I read the chapter on service design, which incorporates scholarship from experience design Saffer s frameworks are clear and easy to understand, and his commitment to the art is obvious I recommend Saffer to anyone who wants to know what service design is and how it should work I I m not giving this book a top rating, but that s only because I used a single chapter from it in the framework of my design thesis on border security and therefore cannot speak to the book as a whole Specifically, I read the chapter on service design, which incorporates scholarship from experience design Saffer s frameworks are clear and easy to understand, and his commitment to the art is obvious I recommend Saffer to anyone who wants to know what service design is and how it should work It s not necessarily a foundational text, but it s a good jumping off point before moving on to thetheoretical works by Blomkvist and others If the rest of the book is anything like this chapter, I recommend it to any design students interested in experience, interaction or HCI

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