welcome to USER INTERACTION DESIGN

Lecturer Itamar Medeiros (Brazil) BA in Industrial Design; PgDip in Information Design; Expertise Multimedia/Web Design, Photography, Information Design and Human-Computer Interaction.
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CLASSROOM RULES itamar medeiros
Answer to commands promptly; No food, no drinks, no games in class; Always keep your mobile in silent mode; No electronic devices during classtime; Bring only class related material to class; Speak English only during instruction.
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Students will understand the difference between designing objects and designing interaction.

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LESSON 01: INTRODUCTION TO INTERACTION DESIGN learning outcome

An overview of the course module program and expectations. Defining what is interaction design and introduction to its applications.

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INTRODUCTION TO INTERACTION DESIGN

LESSON 01: INTRODUCTION TO INTERACTION DESIGN content

A sketchbook A pen or pencil Glue Scissors An Internet connection

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LESSON 01: INTRODUCTION TO INTERACTION DESIGN materials needed for the course

VISUAL COMMUNICATION & INTERACTION DESIGN
Early in the growth of the Web, many graphic designers with backgrounds in print media* migrated into Web design.
Print Media: Media consisting of paper and ink, reproduced in a printing process that is traditionally mechanical and photochemical; Written advertising that may be included in everything from newspapers and magazines to direct mail, signs, and billboards. http://www.google.com/ search?hl=en&q=define%3Aprint+media&btnG=Google+Search
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VISUAL COMMUNICATION & INTERACTION DESIGN
They discovered that the specifics of good graphic design in print don't always work so well on the Web*: designers came to realize that creating effective Web sites requires solutions to some problems very different from those addressed by graphic design.
Web: Short for “World Wide Web”; A computer network consisting of a collection of internet sites that offer text and graphics and sound and animation resources through the hypertext transfer protocol.http:// www.google.com/search?hl=en&q=define%3Aweb&btnG=Search
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VISUAL COMMUNICATION & INTERACTION DESIGN
Designers such keep in mind the differences between designing an object* is different then designing interaction*.
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ACTIVITY #1 designing objects
1. Consider the following problem: If a school were to ask you to design a student, what kind of data/information would you need to produce that card? 2. Make a list of the requirements for that card, ranking them in order of importance.
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A tangible and visible entity. In visual communication, we have as examples posters, packages, logos, brochures, etc. 可触和可见的实物。在视觉传播中,我们可见 的例子:海报、包装、标志、小册子.

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VISUAL COMMUNICATION & INTERACTION DESIGN object | 物体

An experience that allows two-way communications on a timely if not real-time basis, as opposed to an experience in which information flows only one way on a batch or scheduled basis; 建立在如果非实时即及时为基础的一种允许双 向沟通的体验。相对而言,单向沟通体验指 在其中仅仅存在基于批量或者定时为基础的 单向信息流动。

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VISUAL COMMUNICATION & INTERACTION DESIGN interaction | 互动

INFORMATION REVOLUTION
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One of the most important skills for almost everyone in the next decade and beyond will be those that allow use to create valuable, compelling and empowering information and experiences for others. To do this, we must learn existing ways of organizing and presenting data and information and develop new ones.

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Shedroff, N., 2005, “Unified Field of Theory of Design”, viewed 23 February 2006, http://www.nathan.com/thoughts/unified/4.html

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INTRODUCTION TO INTERACTION DESIGN

INFORMATION REVOLUTION creating experiences
Traditional visual communication has been primarily associated with producing messages which are, in most cases not interactive. Interactivity should not be confused with animation in which objects may move on a screen.
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INFORMATION REVOLUTION creating experiences
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Shedroff, N., 2005, “Unified Field of Theory of Design”, viewed 23 February 2006, http://www.nathan.com/thoughts/unified/19.html

USER INTERACTION DESIGN

INFORMATION REVOLUTION creating experiences
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Shedroff, N., 2005, “Unified Field of Theory of Design”, viewed 23 February 2006, http://www.nathan.com/thoughts/unified/20.html

USER INTERACTION DESIGN

INFORMATION REVOLUTION creating experiences
Interactivity is concerned with being part of the action of a system or performance and not merely watching the action passively.
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Shedroff, N., 2005, “Unified Field of Theory of Design”, viewed 23 February 2006, http://www.nathan.com/thoughts/unified/3.html

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INTRODUCTION TO INTERACTION DESIGN

Interactive experiences, necessarily, require time as an organizing principle (though not exclusively) and Interactive Design is concerned with a user, customer, audience, or participant's experience flow through time.

USER INTERACTION DESIGN

Interaction Design A field and approach to designing interactive experiences*. These could be in any medium (such as live events or performances, products, services, etc.) and not only digital media.

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INTRODUCTION TO INTERACTION DESIGN

VISUAL COMMUNICATION & INTERACTION DESIGN what is the difference?

TRADITIONAL VISUAL COMMUNICATION

USER INTERACTION DESIGN

COSTUMER ORIENTED marketing strategies advertisement client-defined objectives

USER ORIENTED

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user research creating experiences user-centered methodologies

INTERACTIVE EXPERIENCES

USER INTERACTION DESIGN

INTRODUCTION TO INTERACTION DESIGN

VISUAL COMMUNICATION & INTERACTION DESIGN what is the difference?

INTERACTION DESIGN
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Think about what experiences are: How do you create them? How do you know when they are successful? What are the most satisfying experiences you can remember?

USER INTERACTION DESIGN

The sensation of interaction with a product, service, or event, through all of our senses, over time, and on both physical and cognitive levels. 通过我们的感官,长时间过程中,生理和 认知水平上的对某种产品、服务或事件等 的交互而产生的感受.

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INTERACTION DESIGN definition of experience | 体验

Interactivity should not be confused with animation in which objects may move on a screen. Interactivity is concerned with being part of the action of a system or performance and not merely watching the action passively.

USER INTERACTION DESIGN

Since our objective is to create interactive experiences, let’s try to understand the difference between passive experiences* -- like watching television or reading a book -- and interactive experiences -like being able to produce a television show or add/modify the content of a book.

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INTERACTION DESIGN aspects of interaction | 互动

Passive

Interactive
Feedback Control
Sophisticated Navigation, High Audience Control

Creativity
Creation Tools, Creation Help

Productivity
Productivity Tools, Living Information

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Communications Adaptivity
Artificial Intelligence, Agents, etc…

Shedroff, N., 2005, “Unified Field of Theory of Design”, viewed 23 February 2006, http://www.nathan.com/thoughts/unified/13.html

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INTRODUCTION TO INTERACTION DESIGN

Aspects of interactivity defined by how much control users have over the outcome or the rate, sequence, or type of action, and how much feedback exists in the interface. 观众对某项行动的结果、频率、联系性或 种类的控制程度,以及该界面中反馈存在 的程度。

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ASPECTS OF INTERACTION control and feedback | 控制与反馈

Type of interaction that allows the user to make, do, or share something themselves: users must participate by creating or manipulating instead of merely watching and consuming. 创意体验允许用户、创立者或参与者自己 开发、制作及分享事物。创意产品与体验 需要其他人通过创造或操纵,而非观看或 消费的方式来参与其中。

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ASPECTS OF INTERACTION productivity and creativity | 效率与创意体验

Type of interaction that allow users to meet, talk, share their personal stories and opinions with other users of the system/ product. 会面他人、与之交谈、分享个人故事与观 点的机会总是被视为有价值的与有趣的, 由于他们的经历包含了两个或以上的人, 并包含了高层次的控制、。

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ASPECTS OF INTERACTION communicative experiences | 交流式体验

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Type of interaction based on technologies that changes the experience based on the behavior* of the user. These can include agents*, modifying behaviors, and artificial intelligence*. 适应性科技是指那些在用户、读者、消费 者或演员行为的基础上改变其体验的科 技,其中包括媒介体、修整性行为和人工 智能。

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ASPECTS OF INTERACTION adaptive experiences | 适应性体验

USER INTERACTION DESIGN creating experiences
So, we come back to the question: how does one create meaningful experiences and interactions? We must first revisit our goals* and messages and reevaluate the kinds of experiences we want our audience to have. We must also ask them what their needs* and wants* are with regard to these experiences.
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ACTIVITY #2 interactive products
1. Divide yourselves into groups of 2 (two) people 2. In your groups, discuss -- at least -- 3 (three) ideas of possible interactive products your group might implement as their final project for the course.
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Passive

Interactive
Feedback Control
Sophisticated Navigation, High Audience Control

Creativity
Creation Tools, Creation Help

Productivity
Productivity Tools, Living Information

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Communications Adaptivity
Artificial Intelligence, Agents, etc…

Shedroff, N., 2005, “Unified Field of Theory of Design”, viewed 23 February 2006, http://www.nathan.com/thoughts/unified/13.html

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INTRODUCTION TO INTERACTION DESIGN

HOMEWORK [ GROUPS ] interactive products
1. In your groups, create the concept of -- at least -- 3 (three) ideas of possible interactive products your group might implement as their final project for the course. 2. Find 5 (five) examples of similar interactive products for each of the concepts you’ve create: 15 (fifteen) screenshots.
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HOMEWORK [ INDIVIDUAL ] sketchbook
1. Choose 5 (five) words marked with asterisks (*) you’ve seen in this class and look up for their definitions in an English dictionary; 2. Write the definitions of the words you’ve chosen in a sketchbook, adding -- at least -- 3 (three) pictures and 2 (two) websites to help illustrate your definitions; you should comment your definitions and choices of pictures/ websites.
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