Malouf, D. (2007). Foundations of Interaction Design. Boxes and Arrows. Retrieved 1 March 2017, from http://boxesandarrows.com/foundations-of-interaction-design/
Discussion on Interactive Design. What it is, and approaches to IxD.
Interactive design is a process in which Designers create an engagement between the technology and it’s user. Interactive design allows a user to become directly involved in the medium and in turn form a greater understanding of the design whilst maintaining interest.
This interactive website was created in France, and is a simple yet great example of Interactive Design. The theme is kept very minimal, allowing easy progression and understanding for the user. The site allows interaction through each page, each click, grab or drag interacts with the object in the screen differently, and with no prompt from the site, the user engages in a fun self motivated engagement.
Make Me Pulse. (2017). Make Me Pulse. From http://www.makemepulse.com/
Interactive showing AIRBNB locations worldwide and their popularity.
The world of Airbnb. (2017). Airbnb.com.au. Retrieved 9 March 2017, from https://www.airbnb.com.au/map
Interactive design showing common misconceptions, and giving real truths. Can be ordered through various categories or newest uploaded.
McCandless, D. (2017). Common MythConceptions — Information is Beautiful. Information is Beautiful. Retrieved 13 March 2017, from http://www.informationisbeautiful.net/visualizations/common-mythconceptions/
The website includes a dashboard containing information on population projects and womens empowerment indicator by world, region, and country.
An Insights section shows how women are fairing in education, employment, and government.
A Data Gallery appears at the end of the page exploring data graphs about domestic violence trends, household decision making and other women empowerment topics.
Pros: Colour scheme is easy on eyes, and layout allows for easy progression through information. The website provides a video at the very beginning that discusses general trends and research found by the company, then begins to explain topics relating to women empowerment. Makes great comparisons from country to country.
Cons: In the Dashboard, it is not clear what each piece of information means i.e region rank and world rank. Does the number relate to popularity of the country? Amount of people in that country?
2015 World Population Data Sheet – PRB.org. (2017). Prb.org. Retrieved 27 February 2017, from http://www.prb.org/wpds/2015/
Sharp, Rogers and Preece, (2002) Interaction Design, John Wiley & Sons, Inc. New York, NY, USA. http://id-book.com/
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).
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 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.