Designing for Interaction: Creating Innovative Applications and DevicesBuilding products and services that people interact with is the big challenge of the 21st 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 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 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
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Designing for Interaction: Creating Innovative Applications and Devices Dan Saffer Limited preview - 2009 |
Common terms and phrases
activity activity-centered design Adam Greenfield analysis applications approach behavior Bill Moggridge brainstorming business strategy button Chapter client communicate competitors concepts constraints controls COURTESY create customers design decisions design principles design process design research design strategy desktop desktop metaphor devices dial documents e-mail environment example feedback Figure focus focused genius design goals human ideas ideation important industrial design information architecture Interaction designers need interface Internet Internet of Things ISTOCKPHOTO Larry Tesler look manipulated menu Microsoft mobile phone objects observing organization paper prototype personas physical PlayStation Poka-Yoke problem product or service products and services prototype robots scenario screen sensors service design simply solution SOUNDFLAVOR space Spimes stakeholder interviews storyboard subjects systems design testing things tion TiVo touchscreen ubicomp user-centered design users value proposition visual design wireframe Xerox PARC