Professional Documents
Culture Documents
Bill Moggridge
The MITPress
Cambridge,Massachusetts
London, England
Foreword
WhatIs InteractionDesign?
by Gillian Cramp ton Smith
Gillian Crampton Smith, the director of Interaction Design Institute Ivrea,
is the foremost academic in the emerging discipline of interaction design.
She studied philosophy and art history at Cambridge University ,
V~EW~
OF graduating in 1968. She spent the next decade as a designer, first in book
publishing, and then on the Sunday Times and TimesLiterarySupplement.
"f/1£SjSTE?/V\ In 1981, at the leading edge of desktop publishing, she designed and
5~STEM1>1""1 implemented a page layout program to help her with magazine design.
51'"
0R-'ft30AR-t) S This experience convinced her that designers have an important role to
ScE N A-R.,vOS play in creating information technologies. In 1983 she joined the faculty
of London's St Martin's School of Art and established a graduate program
in graphic design and computers for practicing designers. In 1989 she
~ IMM,LA
1tDNS moved to the Royal College of Art, Britain's only purely graduate school of
5vRiEE"N~KO art and design , and set up the Computer Related Design Department with
PAPeR P. advice from Bill Moggridge, the external assessor for the program. Now
called the Interaction Design Department, this was the first program in the
world where graduate designers could learn to apply their skills to
interactive products and systems. Under her guidance, the CRDResearch
Studio achieved an international reputation as a leading center for
interaction design. In 2001 she moved to Ivrea-the Italian town in the
foothills of the Alps famous as the home of Olivetti-to establish
Interaction Design Institute Ivrea, 1 which offers the world's first post-
experience interaction design program .
Designingfor EverydayLife
TWENTY YEARS AGO, when personal computers were first
• "Collabolla," becoming popular, they were mostly used as professional tools, or
a video game
with Spacehopper games machines for teenagers. The situation has changed radically.
balls as input
devices. Now everybody-kids, parents, grandparents-uses them every
Interaction day, at work, at school, and at home. So today we need to design
DesignInstitute
Ivrea, Triennale computer technology differently, to make it a graceful part of
di Milano,2004.
everyday life, like the other things we own: our clothes, the plates
Photo we eat off, the furniture we buy for our houses. We've come to a
Ivan Gasparini
stage when computer technology needs to be designed as part of
everyday culture, so that it's beautiful and intri guing, so that it has
emotive as well as functional qualities.
This book traces how the design of the way people interact
with computer technology developed: from the earliest days of
Star, the first screen-based graphical user interface and the
precursor of the Apple and Windows interfaces, to the plethora of
mobile multimedia devices and systems we use now. It describes
the challenges designers face in making this powe1ful technology
fit easily into people's everyday lives, rather than forcing their lives
to fit the dictates of technology.
wherever you were, th e escap e key took yo u back up a level.You Prlnt•r. 'tic 1lso &Prlnt : I
silent films with " chapt er headin gs" as if they we re book s. N ew P11uu : '. S11nd&1d ~; I
never got lost and rarely m ade a mistake. C ompar e th at with "languag es" eventually emerged th at were tru e to, and fully ~ Cop~o & P.agu --·-- ... -·-rn
modern " int eg rated" appli cation s. Consistency, like all forms of exploit ed, th e uniqu e qualiti es of cin ema itself-Eisenstein's Coplu : ~ Collated
satisfyin g simplicit y, is very difficult to achi eve. langua ge of montage, for instance. But th e old analogies never
Pago: ® All
Q cuu tntp• gt
When we inter act with everyday artifa cts, like a car, we lose th eir validi ty: films co ntinu e to use the co nvention s of th e CStt,ulOfl
Q r,om: -, - 10 : rr--
don 't spen d too mu ch tim e thinkin g about th e int erac tion: we th eater and th e novel. They are ju st augn1ent ed by th e new tnm p191 numbt r1 and/01 pagt r• ngu
think about where we're headin g and what we want to do. up &r,n td by commu 1,.g . 2. s-s,
languages.
Intuitive interaction minimi zes th e burd en of con scious thou ght I beli eve that int eraction design is still in th e equival ent of
needed to op erate th e system , leaving us to co ncentr ate on our th e early stages of cinema. As yet, we have no fully develop ed
goals. A go od exa mpl e was Quark Express, which let you alm ost langu age uniqu e to int eractive technology. So we are still
XN uncon sciously zoo m in on your im age by holding down two keys
aco drawing on th e language of previou s creative mod es. It may
OOP and clicking on what yo u wanted to see better. It was like shifting h elp to categorize th ese languages according to th eir
Move To Trash 00@
Cl ose Window oo
w your gaze: you didn't have to mar ch off som ew here to find the
" dim ension s": 1-D, 2-D, 3- D, and 4-D.
Get Info ._ ri ght tool. But too m any systems still keep demandin g too mu ch 1-D includ es wo rds and po etry. Are th e words in a m en u
.,, None
Duplicate 000 att ention , like in co mp eten t bo sses, distracting us from gettin g on th e mo st accurat e encapsulati ons of th e action th ey denot e? Are
• Essential
Make Alias XM with the job.
- Hot
Add To Favorites
• In Progress
th ey used consistently? And the "tone of voice" of th e dialog
Put Away acv • cool
When we design a co mput er- based system or device, we're bo xes in your system: Are th ey too abrupt and imp erious , or too
Find... acF • Personal designing not ju st what it looks like but how it behaves. We're
Show Original OO
R • Project I cloyin gly conv ersational ?
• ProJect2 designin g th e quality of how we and it int eract. Thi s is th e skill of The 2-D languages that int eraction design can borrow
th e int eraction design er. It's partl y respon siveness: when you mo ve from includ e paintin g, typography, diagrams, and ico ns. Wh en
your mouse , for instanc e, do es it feel slug gish, or nipp y and
sprightly? Wh en yo u manipul ate your iPod dial, th e co mbination
we look at a painting , even if it 's not represent ational, it's
difficult not to int erpret it as a perspectival space; we can use
fl!§
""'if.flll(f
,..,,,.
.,.
Ou~io,4
kttU I S#t ll
- ...... ~-
!I ~ ~
WM1Mtllo6:ol
(!
-k.. "" -
of sound and feel, as well as telling yo u what yo u 're doin g, is
such compo sition al trop es to layer th e screen in app arent depth
subtl e and satisfying. We can design those qua lities of int eraction , or to foreg round its curr ently mo st important element. We can
......
0 @ (OJ4 0'o1>4
"'""' lw"
'-o
..... .._ hiM4 tn
6
ll\ltrntt6N t tl'IOfk
relating what we see to what we hear or feel with th e same use the fami liar hi erarchi cal co nventions of typography to ~ Q ........
refinemen t with which typographers adjust th e spacin g of type, or stru ctur e th e screen, and our shared sensitivity to minute
""" Ql,ie\tl!M
S)'tltrn
produ ct designers th e radius of a curve. <~)- ...... ...........
But th e qualities of int erac tion must be appropriate to the
context . An adventure gam e n ee ds an int eraction offering
differe nc es in letter forms to add distin ctions of tone and
m eanin g. We can also use th e lang uage of dia grams a_nd
infor mation graphics to co mmuni cate a co mple xity whJCh
.IL (11111c
...
O.tt l fir.t
-
.... @
uz::::
1·