Making Toast – Step by Step

  1. Take out two slices of choice of bread
  2. Put two slices into toaster, plug toaster in, and switch on at powerpoint
  3. Select level of toasting
  4. Press toast button
  5. While waiting, get out preferred spread, plate, and knife
  6. Once bread has popped out of toaster, check it is toasted enough for personal preference
  7. Place onto plate and place spread over toast
  8. Eat toast

Introduction to Interactive Design – Lecture Pod

Interactive design is a multi faceted skill that a graphic designer is expected to understand and re create. A book, a mobile phone and a conversation are three examples of interactions that occur in everyday life. These interactions can draw upon a persons wants, needs, or desires and in turn generate a multi-sensory response, i.e touch, taste, sight.

The screen grab below shows a diagram mapping four different interactions, and a users engagements (Y-Axis) comparing that to its ability to react back to the user (X-Axis).

screen-shot-2017-02-27-at-10-19-33-am

The graph shows that whilst a book may be more engaging than a vending machine, it is less reactive as it does not respond to the users engagement.

Bill Verplank

Bill  defines Interaction Design to be made of 3 questions:

How do you do? How do you feel? How do you know? (1)

How do you do:
How do you do is a question relating to how do you affect the world around you? What does the user need to do to create an interaction? Verplank explains it as two choices, a handle or a button. Handles will allow continuous control, for example a car steering wheel. Whilst a button remains a discreet control tool used to activate a program or object, such as a push to start car.

How do you feel:
How do we get feedback from the world? How does a product communicate with its user?
Verplank now describes media to be in two forms; Hot and Cool.

*Mcluhan defined the difference between these hot and cool medias to be that hot media allows less involvement than cool media. For example, a lecture is made for less participation than a seminar, and a book enables less participation than a dialogue. (2)

How do you know?
Design interactions are not easy to follow without the help of a map, or path which the user can follow. As a designer, you need to decided what the user needs. Does a user need a map to see an overview of what they are to do? Or does a user just need a direction or path that allows for interpretation.

(1) Verplank, Bill. “Verplank’s sketch-lecture to CCRMA HCI Technology Course.” billverplank.com <http://www.billverplank.com/Lecture/>
(2) McLuhan, M. (1964) Understanding Media, McGraw-Hill.