A delightful, engaging, and comprehensive overview of interaction design
Effective and engaging design is a critical component of any digital product, from virtual reality software to chatbots, smartphone apps, and more.
In the newly updated sixth edition of Interaction Design: Beyond Human-Computer Interaction, a team of accomplished technology, design, and computing professors delivers an intuitive and instructive discussion of the principles underlying the design of effective interactive technologies. The authors discuss how to design and apply digital technologies in the real world, illustrated with numerous examples. The book explores the interdisciplinary foundations of interaction design, including skills from product design, computer science, human and social psychology, and others.
The book builds on the highly successful fifth edition and draws on extensive new research and interviews with accomplished professionals and researchers in the field that reflect a rapidly-changing landscape. It is supported by a website hosting digital resources that add to and complement the material contained within.
Readers will also find:
Explorations of the social and emotional components of interacting with apps, digital devices and computers Descriptions about how to design, prototype, evaluate and construct technologies that support human-computer interaction Discussions of the cognitive aspects of interaction design, as well as design and evaluation, including usability testing and expert reviews.
An essential text for undergraduate and graduate students of human-computer interaction, interaction design, software engineering, web design, and information studies, Interaction Design will also prove to be indispensable for interaction design and user experience professionals.
What’s Inside xix 1 What Is Interaction Design? 1 1.1 Introduction 1 1.2 Good and Poor Design 3 1.3 Switching to Digital 6 1.4 What to Design 8 1.5 What Is Interaction Design? 10 1.6 People-Centered Design 14 1.7 Understanding People 16 1.8 Accessibility and Inclusiveness 17 1.9 Usability and User Experience Goals 20 Further Reading 32 Interview with Harry Brignull 34 2 The Process of Interaction Design 37 2.1 Introduction 37 2.2 What Is Involved in Interaction Design? 38 2.3 Some Practical Issues 55 Further Reading 66 3 Conceptualizing Interaction 69 3.1 Introduction 69 3.2 Conceptualizing Interaction 72 3.3 Conceptual Models 75 3.4 Interface Metaphors 79 3.5 Interaction Types 81 3.6 Paradigms, Visions, Challenges, Theories, Models, and Frameworks 89 Further Reading 96 Interview with Albrecht Schmidt 97 4 Cognitive Aspects 101 4.1 Introduction 101 4.2 What Is Cognition? 102 4.3 Cognitive Frameworks 124 Further Reading 134 5 Social Interaction 135 5.1 Introduction 135 5.2 Being Social 136 5.3 Face-to-Face Conversations 141 5.4 Remote Collaboration and Communication 147 5.5 Co-Presence 159 5.6 Social Games 165 Further Reading 169 6 Emotional Interaction 171 6.1 Introduction 171 6.2 Emotions and Behavior 172 6.3 Expressive Interfaces: Aesthetic or Annoying? 180 6.4 Affective Computing and Emotional AI 184 6.5 Persuasive Technologies and Behavioral Change 189 6.6 Anthropomorphism 192 Further Reading 196 7 Interfaces 199 7.1 Introduction 199 7.2 Interface Types 200 7.3 Natural User Interfaces and Beyond 266 7.4 Which Interface? 267 Further Reading 269 Interview with Leah Buechley 271 8 Data Gathering 273 8.1 Introduction 273 8.2 Six Key Issues 274 8.3 Capturing Data 281 8.4 Interviews 284 8.5 Questionnaires 294 8.6 Observation 302 8.7 Putting the Techniques to Work 315 Further Reading 322 9 Data Analysis, Interpretation, and Presentation 325 9.1 Introduction 325 9.2 Quantitative and Qualitative 327 9.3 Basic Quantitative Analysis 330 9.4 Basic Qualitative Analysis 340 9.5 Analytical Frameworks 350 9.6 Tools to Support Data Analysis 362 9.7 Interpreting and Presenting the Findings 362 Further Reading 368 10 Data at Scale and Ethical Concerns 371 10.1 Introduction 371 10.2 Approaches for Collecting and Analyzing Data 373 10.3 Visualizing and Exploring Data 388 10.4 Ethical Design Concerns 398 Further Reading 405 11 Discovering Requirements 407 11.1 Introduction 407 11.2 What, How, and Why? 408 11.3 What Are Requirements? 409 11.4 Data Gathering for Requirements 418 115. Bringing Requirements to Life: Personas and Scenarios 426 11.6 Capturing Interaction with Use Cases 436 Further Reading 440 12 Design, Prototyping, and Construction 441 12.1 Introduction 441 12.2 Prototyping 443 12.3 Conceptual Design 456 12.4 Concrete Design 467 12.5 Generating Prototypes 470 12.6 Construction 480 Further Reading 486 Interview with Jon Froehlich 487 13 Interaction Design in Practice 491 13.1 Introduction 491 13.2 AgileUX 494 13.3 Design Patterns 504 13.4 Open Source Resources 510 13.5 Tools for Interaction Design 512 Further Reading 514 Interview with Luciana Zaina 515 14 Introducing Evaluation 519 14.1 Introduction 519 14.2 The Why, What, Where, and When of Evaluation 520 14.3 Types of Evaluation 524 14.4 Evaluation Case Studies 533 14.5 What Did We Learn from the Case Studies? 541 14.6 Other Issues to Consider When Doing Evaluation 543 Further Reading 547 15 Evaluation Studies: From Controlled to Natural Settings 549 15.1 Introduction 549 15.2 Usability Testing 550 15.3 Conducting Experiments 564 15.4 In- the- Wild Studies 567 Further Reading 576 Interview with danah boyd 577 16 Evaluation: Inspections, Analytics, and Models 583 16.1 Introduction 583 16.2 Inspections: Heuristic Evaluation and Walk-Throughs 584 16.3 Analytics and A/B Testing 601 16.4 Predictive Models 610 Further Reading 614 Epilogue 615 References 619 Index 675
Yvonne Rogers is the Director of the Interaction Centre at University College London as well as a Professor of Interaction Design. Helen Sharp is Professor of Software Engineering at the Open University, UK. Jennifer Preece is Professor and Dean Emerita in the College of Information, Maryland’s iSchool – at the University of Maryland.