IxDA Atlanta member recaps of interaction08 and interaction09 talks and workshops. The first few slides provide context on IxDA and IxDA Atlanta (this was our first Atlanta Local Group meeting) and reflect on various definitions of interaction design.
4. About IxDA IxDA Atlanta
atlanta-local@ixda.org
A network for the professional practice of Interaction Design.
– Founded in 2003 to fill professional organization gap for
interaction designers.
– Incorporated as non-profit in 2005; thrives as member-
supported community.
– A novel kind of “un-organization” with no membership fees.*
– Focused on interaction design issues for the practitioner,
at all experience levels.
– Over 10,000 members with about 70 local groups (like IxDA
Atlanta!) around the world.
* IxDA does, however, take donations at www.ixda.org. 4
5. About IxDA IxDA Atlanta
atlanta-local@ixda.org
– Reliant on individual initiative, contribution, sharing, and self-
organization as primary means for achieving goals.
– Core initiatives include:
• Education and Mentoring
• Public Relations for IxDA
• Local Groups Support
• Business Outreach
• Internationalization
– Join at http://www.ixda.org/join.php
5
6. Planned IxDA Site Improvements IxDA Atlanta
atlanta-local@ixda.org
– Dedicated Careers area,
including resources for hiring
managers
– Local group mini-sites with
local leader announcements,
local discussions and job
postings as well as local
member directory
– IxDA events calendar with
RSVP tools
– Member profiles with Local
Group affiliation and links to
external feeds
6
7. Planned IxDA Site Improvements IxDA Atlanta
atlanta-local@ixda.org
– Searchable global member directory
– Space for mentoring program and educational
resources
– Improved visibility for all IxDA initiatives
– Conference access from main site
– Media library enhancements to serve content
from Interaction conferences and Local Group
events
– Home page & About Us content updates to
provide clearer participation paths
7
8. Interaction 10 IxDA Atlanta
atlanta-local@ixda.org
– Interaction conference returns to Savannah!
• February 4 - 7, 2010
• More at interaction.ixda.org
– Great opportunity for IxDA Atlanta members
• Attend a “local” conference
• Volunteer
• Submit papers, panels, and/or posters
– August 1: Submissions open
– September 1: Submissions deadline
– October 1: Conference registration opens
8
9. IxDA Atlanta IxDA Atlanta
atlanta-local@ixda.org
– One of many “Local Groups” around the world
– Fills important practitioner gap in Atlanta
– Gives voice to Atlanta-based interaction designers
– Well positioned to be highly visible
– Meets predictably: 2nd Wednesday of each month
– Meetings alternate between formal and social
– “Local Leaders” guide and organize with members
– IxDA Local Leaders (a.k.a. planners/instigators):
• Maria Cordell (Macquarium) • David DeMumbrum
• Danny Muller (Moxie) • Josh Cothran (GTRI)
9
10. IxDA Atlanta Calendar IxDA Atlanta
atlanta-local@ixda.org
– The 2009 Plan
• 07/08 Meeting: Interaction Conference Recaps
• 08/12 Social: Salon
• 09/09 Meeting: UX/IxD Slam
• 10/14 Social: “Beer Pong” Design Challenge
• 11/11 National Speaker: TBD
• 12/09 Social: UX White Elephant
– Your Role
• Planning and organizing for remaining 2009 events
• Looking ahead to 2010
10
13. Web as software interface Concrete Co
Visual Design: graphic treatment of interface
elements (the "look" in "look-and-feel") Visual Design
Interface Design: as in traditional HCI:
design of interface elements to facilitate
user interaction with functionality
Interface Design Navigation Design
Information Design: in the Tuftean sense:
designing the presentation of information Information Design
to facilitate understanding
Interaction Design: development of Interaction Information
application flows to facilitate user tasks,
defining how the user interacts with
Design Architecture
site functionality
Functional Specifications: "feature set":
detailed descriptions of functionality the site
Functional Content
must include in order to meet user needs Specifications Requirements
User Needs: externally derived goals
for the site; identified through user research,
ethno/techno/psychographics, etc. User Needs
Site Objectives: business, creative, or other
internally derived goals for the site Site Objectives
task-oriented Abstract Co
14. Gillian Crampton Smith IxDA Atlanta
atlanta-local@ixda.org
“In the same way that industrial designers have shaped our
everyday life objects ... interaction design is shaping our life with
interactive technologies—computers, telecommunications,
mobile phones, and so on.
If I were to sum up interaction
design in a sentence, I would say
that it’s about shaping our
everyday life through digital
artifacts—for work, for play, and for
entertainment.”
Excerpt from Designing Interactions, by Bill Moggridge (2002) 14
15. Gillian Crampton Smith IxDA Atlanta
atlanta-local@ixda.org
To minimize presentation size, the video is not included, but it’s available here:
http://www.designinginteractions.com/interviews/GillianCramptonSmith
15
16. Dan Saffer IxDA Atlanta
atlanta-local@ixda.org
http://www.kickerstudio.com/blog/2008/12/the-disciplines-of-user-experience/ 16
18. Jon Kolko IxDA Atlanta
atlanta-local@ixda.org
Interaction Design is the creation of a dialog between a person and
a product, service, or system. The value [of IxD is] in the
development of human centered designs, and in the creation of
framework in which to experience these designs.
Interaction Designers are the shapers of behavior. Interaction
Designers—whether practicing as Usability Engineers, Visual
Interface Designers, or Information Architects—all attempt to
understand and shape human behavior.
Excerpts from Thoughts on Interaction Design, by Jon Kolko (2007) 18
19. Jon Kolko IxDA Atlanta
atlanta-local@ixda.org
Interaction Design is the creation of a dialog between a person and
a product, service, or system. The value [of IxD is] in the
development of human centered designs, and in the creation of
framework in which to experience these designs.
Interaction Designers are the shapers of behavior. Interaction
Designers—whether practicing as Usability Engineers, Visual
Interface Designers, or Information Architects—all attempt to
understand and shape human behavior.
Excerpts from Thoughts on Interaction Design, by Jon Kolko (2007) 19
20. Jon Kolko IxDA Atlanta
atlanta-local@ixda.org
Interaction Design is the creation of a dialog between a person and
a product, service, or system. The value [of IxD is] in the
development of human centered designs, and in the creation of
framework in which to experience these designs.
Interaction Designers are the shapers of behavior. Interaction
Designers—whether practicing as Usability Engineers, Visual
Interface Designers, or Information Architects—all attempt to
understand and shape human behavior.
Excerpts from Thoughts on Interaction Design, by Jon Kolko (2007) 20
21. Jon Kolko IxDA Atlanta
atlanta-local@ixda.org
Interaction Design is the creation of a dialog between a person and
a product, service, or system. The value [of IxD is] in the
development of human centered designs, and in the creation of
framework in which to experience these designs.
Interaction Designers are the shapers of behavior. Interaction
Designers—whether practicing as Usability Engineers, Visual
Interface Designers, or Information Architects—all attempt to
understand and shape human behavior.
Excerpts from Thoughts on Interaction Design, by Jon Kolko (2007) 21
22. IxDA’s Definition IxDA Atlanta
atlanta-local@ixda.org
Interaction design (IxD) is a professional discipline that
illuminates the relationship between people and the
interactive products they use.
While interaction design has a firm foundation in the theory,
practice, and methodology of traditional design, its focus is on
defining the complex dialogues that occur between people and
interactive devices of many types—from computers to mobile
communications devices to appliances.
http://www.ixda.org/about_interaction.php 22
23. IxDA’s Definition IxDA Atlanta
atlanta-local@ixda.org
Interaction design (IxD) is a professional discipline that
illuminates the relationship between people and the
interactive products they use.
While interaction design has a firm foundation in the theory,
practice, and methodology of traditional design, its focus is on
defining the complex dialogues that occur between people and
interactive devices of many types—from computers to mobile
communications devices to appliances.
http://www.ixda.org/about_interaction.php 23
24. Todd Zaki Warfel IxDA Atlanta
atlanta-local@ixda.org
While other people are running
around trying to define it,
I’ll be doing it.
24
28. Bill Buxton: Background
Principal Researcher at Microsoft Research
Author of Sketching User Experiences
Recipient of the Canadian Human-Computer Communications Society
Award
New Media Visionary of the Year Award
…and much more!
See http://www.billbuxton.com/
2
29. Highlights
Threshold of Frustration - Fit the good, meaningful functionality
under it.
Pre-production work - There needs to be something that
proceeds the start of when you build the software.
To be a good designer, you must know:
- What makes you distinct
- Your value lies in your distinctiveness
- You a minority
- There will be pressure to conform
- Your value is lost in assimilation
Apple’s Lesson - Change your organization; it's not necessarily
the people.
3
30. Highlights
Remember the User - You're not just designing a product, but the
whole experience
Branched Design - The design process isn't about a single path. It's
about multiples. Multiple options, multiple paths, test multiple
solutions.
Sketching - No such thing as high or low fidelity, only the "right"
fidelity. Sketching and design are ultimately about thought and
representation
Watch it here: http://interaction08.ixda.org/Bill_Buxton.php
4
32. Goals: Learn, Share, Write ‘em Down
• Clearly define the study goals at the project kickoff
• Document those goals and share them with everyone
• Revisit the goals between sessions with moderators,
clients, co-workers
• Reference goals like a checklist when analyzing study
data
1
33. Context, Perspective & Iterations
• Keep a few impartial eyes available for spot-
checking & cognitive walkthroughs
• Test at the right fidelity (and be ready to throw it all
away)
• Whenever possible, test in the appropriate context.
Otherwise, be ready to explain it.
• Helps to categorize design implications within Goals,
share, discuss, revise
2
34. The Gap between Usability and UX
• Testing well isn’t the same as well-tested
• Patterns and best practices need to be validated
• Flesh out User profiles into real personas.
3
35. Recap: Christina Wodtke Designing the Viral
App IXDA 09
How to get people to use your social
applications
http://library.ixda.org/node?page=1
36. Christina Wodtke
Founded Information Architecture
Institute
Created Boxes and Arrows
Currently a Product Manager at
LinkedIn
2
37. If you build it, they will come….. or not
In Technology:
“You can Build it, and they
still won’t come.”
But, as we learned in the
Tipping Point, if we can
just get the Influencers to
do it, everyone else will
too. But this is something
that is hard to control!
3
38. So What Else Can We Do?
We cannot control people,
but we are in control of
their environment so we
can change their behavior.
There are certain patterns we can follow that
will help our application take off.
4
39. 1. Make things Frictionless
Make it Effortless - remove every single inkling of a
doubt about doing something.
This is different than usability.
–This is a common issue when considering Privacy
vs. Virality
–To make things viral its best to default to public
(in flickr things are public by default, this is how it
took off by being used in the news, etc.)
–Make it simple for the user, come up with good
defaults and allow the user the control to change
settings if they choose.
5
40. 2. At Hand
Have things right at hand.
–What is the most important thing you want user
to do?
–Place it in a very obvious location
6
41. 3. Maximize Your Reach
Make your features Impactful, Spread the Word:
–Email This (reaches 1-3 people, small reach)
–Share This (social network is many people)
–Twitter and assymetric follow
bigger reach (no formal handshake)
and Re-Tweet’s are accepted
–Groups on LinkedIn – wide reach
7
42. 3. Maximize Your Reach
Reciprocity: if someone gives you a gift, you feel
the immediate urge to pay them back in some
fashion.
8
43. 4. Targeted
Target features for the most useful users. Only a
few people will write reviews, start groups,
comment, etc.
In a group, like Yahoo!
Groups, the group
manager relatively has a
large amount of features.
This makes sense since
this person has the most
influence.
9
44. 5. Outreach
How will we get people to come to our site?
SEO – single best way.
•Very code oriented.
•But also there is PageRank – people recommend
sites by linking to them. Digg is powerful – if
people Digg your site, you up your PageRank.
Make it really easy for people to find the best stuff
you have and share with everyone they know.
•Display “Most Popular” items (NY Times Articles)
10
49. More great talks to check out
Surviving a design review
by Charles Kreitzberg (Cognetics Corporation)
Design by community - The Drupal.org redesign
by Leisa Reichelt (consultant)
Visual complexity: A visual exploration on mapping complex
networks
by Manuel Lima (visualcomplexity.com/Nokia)
What's in a game: A look at game design best practices as prime
influencers of interaction design
by Nadya Direkova (Razorfish)
5