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A delightful, engaging, and comprehensive overview of interaction design Effective and engaging design is a critical component of any digital product, from virtual reality software to chatbots, smartphone apps, and more. In the newly updated sixth edition of Interaction Design: Beyond Human-Computer Interaction, a team of accomplished technology, design, and computing professors delivers an intuitive and instructive discussion of the principles underlying the design of effective interactive technologies. The authors discuss how to design and apply digital technologies in the real world, illustrated with numerous examples. The book explores the interdisciplinary foundations of interaction design, including skills from product design, computer science, human and social psychology, and others. The book builds on the highly successful fifth edition and draws on extensive new research and interviews with accomplished professionals and researchers in the field that reflect a rapidly-changing landscape. It is supported by a website hosting digital resources that add to and complement the material contained within. Readers will also find: * Explorations of the social and emotional components of interacting with apps, digital devices and computers * Descriptions about how to design, prototype, evaluate and construct technologies that support human-computer interaction * Discussions of the cognitive aspects of interaction design, as well as design and evaluation, including usability testing and expert reviews. An essential text for undergraduate and graduate students of human-computer interaction, interaction design, software engineering, web design, and information studies, Interaction Design will also prove to be indispensable for interaction design and user experience professionals.
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Veröffentlichungsjahr: 2023
Cover
Title Page
What's Inside?
Chapter 1: WHAT IS INTERACTION DESIGN?
1.1 Introduction
1.2 Good and Poor Design
1.3 Switching to Digital
1.4 What to Design
1.5 What Is Interaction Design?
1.6 People-Centered Design
1.7 Understanding People
1.8 Accessibility and Inclusiveness
1.9 Usability and User Experience Goals
Further Reading
Chapter 2: THE PROCESS OF INTERACTION DESIGN
2.1 Introduction
2.2 What Is Involved in Interaction Design?
2.3 Some Practical Issues
Further Reading
Note
Chapter 3: CONCEPTUALIZING INTERACTION
3.1 Introduction
3.2 Conceptualizing Interaction
3.3 Conceptual Models
3.4 Interface Metaphors
3.5 Interaction Types
3.6 Paradigms, Visions, Challenges, Theories, Models, and Frameworks
Further Reading
Chapter 4: COGNITIVE ASPECTS
4.1 Introduction
4.2 What Is Cognition?
4.3 Cognitive Frameworks
Further Reading
Chapter 5: SOCIAL INTERACTION
5.1 Introduction
5.2 Being Social
5.3 Face-to-Face Conversations
5.4 Remote Collaboration and Communication
5.5 Co-Presence
5.6 Social Games
Further Reading
Chapter 6: EMOTIONAL INTERACTION
6.1 Introduction
6.2 Emotions and Behavior
6.3 Expressive Interfaces: Aesthetic or Annoying?
6.4 Affective Computing and Emotional AI
6.5 Persuasive Technologies and Behavioral Change
6.6 Anthropomorphism
Further Reading
Chapter 7: INTERFACES
7.1 Introduction
7.2 Interface Types
7.3 Natural User Interfaces and Beyond
7.4 Which Interface?
Further Reading
Chapter 8: DATA GATHERING
8.1 Introduction
8.2 Six Key Issues
8.3 Capturing Data
8.4 Interviews
8.5 Questionnaires
8.6 Observation
8.7 Putting the Techniques to Work
Further Reading
Chapter 9: DATA ANALYSIS, INTERPRETATION, AND PRESENTATION
9.1 Introduction
9.2 Quantitative and Qualitative
9.3 Basic Quantitative Analysis
9.4 Basic Qualitative Analysis
9.5 Analytical Frameworks
9.6 Tools to Support Data Analysis
9.7 Interpreting and Presenting the Findings
Further Reading
Chapter 10: DATA AT SCALE AND ETHICAL CONCERNS
10.1 Introduction
10.2 Approaches for Collecting and Analyzing Data
10.3 Visualizing and Exploring Data
10.4 Ethical Design Concerns
Further Reading
Chapter 11: DISCOVERING REQUIREMENTS
11.1 Introduction
11.2 What, How, and Why?
11.3 What Are Requirements?
11.4 Data Gathering for Requirements
11.5 Bringing Requirements to Life: Personas and Scenarios
11.6 Capturing Interaction with Use Cases
Further Reading
Chapter 12: DESIGN, PROTOTYPING, AND CONSTRUCTION
12.1 Introduction
12.2 Prototyping
12.3 Conceptual Design
12.4 Concrete Design
12.5 Generating Prototypes
12.6 Construction
Further Reading
Chapter 13: INTERACTION DESIGN IN PRACTICE
13.1 Introduction
13.2 AgileUX
13.3 Design Patterns
13.4 Open Source Resources
13.5 Tools for Interaction Design
Further Reading
Chapter 14: INTRODUCING EVALUATION
14.1 Introduction
14.2 The Why, What, Where, and When of Evaluation
14.3 Types of Evaluation
14.4 Evaluation Case Studies
14.5 What Did We Learn from the Case Studies?
14.6 Other Issues to Consider When Doing Evaluation
Further Reading
Chapter 15: EVALUATION STUDIES: FROM CONTROLLED TO NATURAL SETTINGS
15.1 Introduction
15.2 Usability Testing
15.3 Conducting Experiments
15.4 In-the-Wild Studies
Further Reading
Chapter 16: EVALUATION: INSPECTIONS, ANALYTICS, AND MODELS
16.1 Introduction
16.2 Inspections: Heuristic Evaluation and Walk-Throughs
16.3 Analytics and A/B Testing
16.4 Predictive Models
Further Reading
Epilogue
Current Challenges
Looking to the Future
References
Index
Copyright
About the Authors
Acknowledgments
End User License Agreement
Chapter 1
Table 1.1 Desirable and undesirable aspects of the user experience
Chapter 8
Table 8.1 Overview of Data Gathering Techniques and Their Use
Table 8.2 Best Practices for Remote Data Gathering Activities
Chapter 9
Table 9.1 Data Gathered and Typical Initial Processing Steps for Interviews...
Table 9.2 Data Gathered During a Study of a Photo Sharing App
Table 9.3 Phone 1
Table 9.4 Phone 2
Table 9.5 Example themes that show diverse discussions related to addiction...
Table 9.6 Overview of Analytical Frameworks Used in Interaction Design
Chapter 11
Table 11.1 A comprehensive categorization of types of requirements
Chapter 12
Table 12.1 Example variables of each filtering dimension
Table 12.2 The definition and variables of each manifestation dimension
Chapter 15
Table 15.1 Examples of some of the user tests used in the iPad evaluation (...
Table 15.2 The advantages and disadvantages of different allocations of par...
Chapter 16
Table 16.1 Four Questions Used in the Analysis of the Patient Check-In Syst...
Chapter 1
Figure 1.1 The TiVo remote control
Figure 1.2 Typing on a TV screen (a) by selecting letters and numbers from a...
Figure 1.3 The form used for a parking app in the United Kingdom. It takes f...
Figure 1.4 The digital world overlaying the physical experienced when wearin...
Figure 1.5 Relationship among contributing academic disciplines, design prac...
Figure 1.6 The iPod Nano
Figure 1.7 Fashionable leg cover designed by Alleles Design Studio
Figure 1.8 (a) A safe and unsafe menu. Which is which and why? (b) A warning...
Figure 1.9 Dark pattern for a car rental company
Figure 1.10 A sign in the restrooms at the Cincinnati airport
Figure 1.11 A menu showing restricted availability of options as an example ...
Chapter 2
Figure 2.1 The Design Council's framework for innovation with the double dia...
Figure 2.2 Initial sketches of the trip organizer showing (a) a large screen...
Figure 2.3 Two typical dialog boxes from the Windows error reporting system...
Figure 2.4 A simple interaction design lifecycle model
Figure 2.5 The six phases of the design sprint
Figure 2.6 A framework for research in the wild (RITW) studies illustrating ...
Figure 2.7 (a) An example immersive holographic display that shows informati...
Figure 2.8 Two creativity triggers
Chapter 3
Figure 3.1 A nonspeaking robot waiter in Shanghai. Imagine what would be gai...
Figure 3.2 A robot server with a set of trays that orders are placed onto...
Figure 3.3 A family watching 3D TV
Figure 3.4 The first page of a design concept for an ambient display
Figure 3.5 The Xerox Star
Figure 3.6 A self-ordering kiosk found in many fast-food restaurants that us...
Figure 3.7 Three different types of vending machine
Figure 3.8 Siri's response to the question “Do I need an umbrella today?”
Figure 3.9 (a) A drop-in virtual lion appearing in someone's living room cre...
Figure 3.10 Google Lens in action, providing pop-up information about Pembro...
Chapter 4
Figure 4.1 Two different ways of structuring the same information at the int...
Figure 4.2 The TimeToFocus browser extension (in upper-right corner) that po...
Figure 4.3 How distracting is it to be texting on the phone while driving?...
Figure 4.4 Apple's Spotlight search tool
Figure 4.5 The SenseCam device and a digital image taken with it
Figure 4.6 Bridging the gulfs of execution and evaluation
Figure 4.7 Human information processing model
Figure 4.8 A cognitive system in which information is propagated through dif...
Chapter 5
Figure 5.1 A Zoom birthday party in full swing
Figure 5.2 A family sits together, but they are all in their own digital bub...
Figure 5.3 A snippet of my conversation with Replika, a conversational compa...
Figure 5.4 Diagram of VideoWindow system in use
Figure 5.5 A Sococo virtual space where different meeting and social spaces ...
Figure 5.6 The Meeting Owl setup being used in a hybrid meeting
Figure 5.7 A prototype of a technology-enhanced hybrid meeting (Microsoft)...
Figure 5.8 Yvonne trying to dance after giving a keynote at a virtual confer...
Figure 5.9 Dolce & Gabbana cat model showing off a snazzy skin that people c...
Figure 5.10 Meta's vision of three friends socializing in a 3D world represe...
Figure 5.11 (a) A Miro board used in an online class on interaction design w...
Figure 5.12 David Nussbaum demonstrating how they capture and present the Pr...
Figure 5.13 Talking with a 3D video of granny in a box (Proto M). The embedd...
Figure 5.14 Visitors creating together using an augmented reality sandbox at...
Figure 5.15 The Reflect Table
Figure 5.16 PeopleLens: a head-mounted device that enhances a blind child's ...
Chapter 6
Figure 6.1 A Happyornot terminal located after security at Heathrow Airport...
Figure 6.2 A web page from Crisis (a UK homelessness charity)
Figure 6.3 Anthony Ortony et al.'s (2005) model of emotional design showing ...
Figure 6.4 A Swatch watch called Dip in Color
Figure 6.5 Plutchik's wheel of emotions
Figure 6.6 An image used on the landing page of Levis.com (at the time of wr...
Figure 6.7 (a) Microsoft's Clippy and (b) IKEA's Anna
Figure 6.8 An alternative 404 error message
Figure 6.9 Facial coding using Affectiva software
Figure 6.10 All the Feels app showing the biometric data of a streamer playi...
Figure 6.11 A participant using the VR app Mood Worlds to visualize and expl...
Figure 6.12 Nintendo's Pokémon Pikachu device
Figure 6.13 Aerial view of the Tidy Street public electricity graph
Figure 6.14 Robot pets: (a) Aibo and (b) The Haptic Creature
Figure 6.15 Stevie the robot entertaining residents while at a retirement ho...
Chapter 7
Figure 7.1 A Unix terminal display showing directories listed alphabetically...
Figure 7.2 The boxy look of the first generation of GUIs
Figure 7.3 An Apple watchOS complication display that includes the features ...
Figure 7.4 Part of the home page for my current Google browser showing favic...
Figure 7.5 A scrolling menu of country names
Figure 7.6 An excerpt of the listing of countries in shaded blocks in alphab...
Figure 7.7 A megamenu
Figure 7.8 A template for a collapsible menu
Figure 7.9 Two styles of Apple icons used to represent different kinds of fu...
Figure 7.10 2D icons designed for (a) a smartphone and (b) a smartwatch
Figure 7.11 The two rows of basic Edit Photo icons that appear at the bottom...
Figure 7.12 An example of a multimedia learning app designed for tablets
Figure 7.13 Snapshot of polygon graphics used to represent avatars for the “...
Figure 7.14 A breadcrumb trail on the Best Buy website showing three choices...
Figure 7.15 The iBeer smartphone app
Figure 7.16 Connecting to an online menu by scanning a QR code adhered to a ...
Figure 7.17 The Goodside app, designed to show people automatically the envi...
Figure 7.18 A typical toaster with basic physical controls
Figure 7.19 Livescribe Echo 2 Smartpen
Figure 7.20 A schematic of a multitouch interface
Figure 7.21 Touchless gesturing in the operating theater
Figure 7.22 The MusicJacket with embedded actuators that nudge the player to...
Figure 7.23 Trousers with artificial muscles that use a new kind of bubble h...
Figure 7.24 Microsoft's Xbox Kinect
Figure 7.25 (a) A SmartBoard in use during a meeting and (b) Mitsubishi's in...
Figure 7.26 Learning to code with the MagicCubes; sharing, showing, and tell...
Figure 7.27 VoxBox—front and back of the tangible machine questionnaire
Figure 7.28 Augmented reality overlay used on a car windshield
Figure 7.29 (a) A principal singer trying on the virtual look of Akhnaten an...
Figure 7.30 Google Glass
Figure 7.31 (a) Mel, the penguin robot, designed to host activities; (b) Jap...
Figure 7.32 A drone being used to survey the state of a vineyard
Figure 7.33 A brain-computer interface being used by a woman who is paralyze...
Figure 7.34 inFORM: A shape-changing interface that uses a series of motor-c...
Figure 7.35 An infographic showing how avatars of the band ABBA were created...
Figure 7.36 An example of a computational cup
Chapter 8
Figure 8.1 An example organizational metric used in online experiments for B...
Figure 8.2 Example informed consent form for the Recycle Project, an investi...
Figure 8.3 (a) Kobo's eReader, (b) Amazon's Kindle, (c) Apple's iPad, and (d...
Figure 8.4 Enriching a focus group with personas displayed on the wall for a...
Figure 8.5 (a) Radio buttons are used when only one option can be selected. ...
Figure 8.6 An example of a semantic differential scale
Figure 8.7 A questionnaire with poorly designed features
Figure 8.8 An excerpt from a web-based questionnaire showing check boxes, ra...
Figure 8.9 Home page of Lycos search engine
Figure 8.10 The screen that appears in response to searching for “child's eb...
Figure 8.11 Visual representation of a Likert scale
Figure 8.12 GPS tracker worn by a cat
Chapter 9
Figure 9.1 Graphical representations of the data in Table 9.2 (a) The distri...
Figure 9.2 Using a scatter diagram helps to identify outliers quite quickly....
Figure 9.3 A graphical comparison of two smartphone designs according to whe...
Figure 9.4 Section of an affinity diagram built during the design of a web a...
Figure 9.5 Excerpt from a transcript of a think-aloud protocol when using an...
Figure 9.6 Criteria for identifying usability problems from verbal protocol ...
Figure 9.7 The excerpt in Figure 9.5 coded using the categorization scheme i...
Figure 9.8 An extract of the conversation between the family and Alexa, mark...
Figure 9.9 The process used by Alharthi et al., showing Phase 2 and Phase 3 ...
Figure 9.10 An illustration of preliminary open coding. Words in small capit...
Figure 9.11 The grounded theory process showing the development of open codi...
Figure 9.12 An information flow diagram from a DiCoT analysis of a UX teams’...
Figure 9.13 Results representation styles used in Dscout's report about smar...
Chapter 10
Figure 10.1 Heathrow Airport Terminal 5 Public Display in top-right corner o...
Figure 10.2 The smartphone COVID-19 Sounds app: (a) reporting symptoms using...
Figure 10.3 iNaturalist geoprivacy obscures the location of an observation....
Figure 10.4 A social network map showing people (represented by nodes) who h...
Figure 10.5 Signage posted in the convention center
Figure 10.6 The real-time data was provided on a fake website.
Figure 10.7 Student's activity, sleep, and attendance levels against deadlin...
Figure 10.8 Student behavioral measures over the course of a term
Figure 10.9 Smart Citizen dashboard and visualization
Figure 10.10 A market map of the S&P 500, which is a financial index for sto...
Figure 10.11 Visualization of different sounds, including birds and insects,...
Figure 10.12 A dashboard that was created to show changes in sales informati...
Figure 10.13 Exemplar dashboards (Sarikaya et al., 2018). Dashboard 1 and Da...
Figure 10.14 (a) Actual weather data and (b) a wundermap of the same area an...
Figure 10.15 The same bat call data was made accessible (a) to the general p...
Figure 10.16 Average daily energy consumption depicted on a public display f...
Figure 10.17 DeepCam's face-tracking software used in a store
Figure 10.18 A saliency map on the right created as an explanation of how th...
Chapter 11
Figure 11.1 (a) An example requirement expressed using an atomic requirement...
Figure 11.2 The seven product dimensions
Figure 11.3 (a) The image shown to participants in the first study (b) the s...
Figure 11.4 Two diary probe kits were provided for each patient-parent pair,...
Figure 11.5 The relationship between a scenario and its associated persona...
Figure 11.6 Two of the eight personas derived for the autonomous taxi servic...
Figure 11.7 Two personas for the group travel organizer
Figure 11.8 Scenario developed for persona Mary traveling to church. This sc...
Figure 11.9 (a) Two example scenarios and (b) screen captures of the animate...
Figure 11.10 An essential use case for “retrieve visa” that focuses on how t...
Chapter 12
Figure 12.1 The PalmPilot wooden prototype
Figure 12.2 Examples of 3D printing: (a) model jet engine, (b) Synapse Dress...
Figure 12.3 A paper-based prototype of a handheld device to support an autis...
Figure 12.4 An example storyboard for a mobile device to explore ancient sit...
Figure 12.5 Some simple sketches for low-fidelity prototyping
Figure 12.6 A storyboard showing how to hire a bike share
Figure 12.7 Card-based prototype developed for a phone interface
Figure 12.8 An early schematic for a Wizard of Oz study for a listening type...
Figure 12.9 How two scenes from the videos differ in terms of positive and n...
Figure 12.10 Peter being caught eating the pastry out of the fridge at break...
Figure 12.11 An example mood board developed for a personal safety product c...
Figure 12.12 A paper prototype for the home view of an astronomy visualizati...
Figure 12.13 The storyboard for the travel organizer
Figure 12.14 The storyboard generated from the one-stop car shop scenario in...
Figure 12.15 Cards 1–3 of a card-based prototype for the travel organizer
Figure 12.16 Two icons to represent “pottery trade” for the new mobile devic...
Figure 12.17 (a) An experience map using a wheel representation and (b) an e...
Figure 12.18 IDEO's design thinking steps
Figure 12.19 The Arduino board
Figure 12.20 The Lilypad Arduino kit
Figure 12.21 The BBC micro:bit
Chapter 13
Figure 13.1 The Lean UX canvas
Figure 13.2 Cycle 0 and its relationship to later cycles
Figure 13.3 Overview of the dual tracks development integrating discovery an...
Figure 13.4 Two examples of the continuous scrolling pattern (a) buying clot...
Figure 13.5 Different instantiations of the pagination pattern
Figure 13.6 Different styles for the classic hamburger menu icon
Figure 13.7 An example website built using the Bootstrap framework
Chapter 14
Figure 14.1 Devices for monitoring activity and heart rate (a) Fitbit 2 Smar...
Figure 14.2 PEARL testing scenes: (a) a railway station and (b) a pop-up the...
Figure 14.3 User study setup. This custom driving simulator consists of a 30...
Figure 14.4 The Ethnobot used at the Royal Highland Show in Scotland. Notice...
Figure 14.5 The number of prewritten experience responses submitted by parti...
Chapter 15
Figure 15.1 Diagram of the usability lab used by the U.S. Health and Human S...
Figure 15.2 (a) The Tobii Glasses Mobile Eye-Tracking System (b) Tobii Mobil...
Figure 15.3 The setup used in the Chicago usability testing sessions
Figure 15.4 A participant in a test session
Figure 15.5 Screenshots from the DesignSpace VR environments
Figure 15.6 The testing setup used with the DesignSpace environment
Figure 15.7 Painpad, a tangible device for inpatient self-logging of pain...
Chapter 16
Figure 16.1 Curve showing the proportion of usability problems in an interfa...
Figure 16.2 Radar diagram showing the mean number of problems identified by ...
Figure 16.3 The first screen that the evaluators see
Figure 16.4 Segments of the Google Analytics dashboard for id-book.com durin...
Figure 16.5 Original ad title for buying flowers (top) and suggested new tit...
Cover
Title Page
Copyright
About the Authors
Acknowledgments
What's Inside?
Table of Contents
Begin Reading
Epilogue
References
Index
End User License Agreement
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Having used the previous editions of Interaction Design for research and teaching, given the breadth and depth of its coverage of the related topics, my expectation for this new edition was very high. And it has been fully met! The content is timely, up-to-date, and enlightening with lucid explanations of complex theories and methods of IxD, which are vividly illustrated with contemporary and relevant examples. The writing style is conversational, eloquent, and highly accessible. This entices particularly newcomers of the field, who are enabled to grasp fundamental IxD frameworks with ease, efficiency, and pleasure. Apart from the core descriptions, the extras given, including activities, in-depth activities, and links to external videos, can be very useful for readers to dive deeper into the topics with hands-on practices. Particularly thought-provoking are the materials delineated in “Dilemma.” Amplifying the accolades for its predecessors, this sixth edition will continue enjoying the high prestige it well deserves.
Effie Lai-Chong Law, PhD, Professor, Department of Computer Science, Durham University, UK
Interaction Design by Preece, Sharp, and Rogers has been the standard textbook for interaction design and HCI for many years. This sixth edition once again brilliantly balances theory with practice, essential tools with complexity, and academic rigor with readability. For students, practitioners, and academics, this book is the best starting point for a reflective, critical, and complete introduction to interaction design. Due to the online resources, many real-world examples, and references to academic literature and innovations in industry, this textbook continues to be the reference for the discipline of interaction design.
Steven Houben, Assistant Professor in HCI, Eindhoven University of Technology (TU/e), The Netherlands
This is the perfect textbook for a wide range of user interface/user experience design courses. For an undergraduate, it provides a variety of compelling examples that illustrate best practice in interaction design. For a graduate student, it provides a foundational overview of advanced topics. This book is also essential for the professional who wants to know the state of the art in interaction design. I use this textbook and recommend it widely.
Rosa I. Arriaga, PhD, School of Interactive Computing, Georgia Institute of Technology, USA
Interaction Design is an excellent textbook for general HCI courses that covers topics from the essential theoretical and methodological knowledge to the state-of-the-art practical knowledge in HCI and interaction design. This book provides a comprehensive understanding of interaction design, which goes beyond the traditional perspective of HCI through in-depth recognition of people and society. The sixth edition again maintains this book's position as a must-have book for all HCI and interaction design students with much more updated topics and examples.
Youn-kyung Lim, Department of Industrial Design, Korea Advanced Institute of Science and Technology, South Korea
Human-computer interaction (HCI) is a new field that has emerged and become increasingly common in Chinese universities in the last 20 years. Interaction Design: Beyond Human-Computer Interaction has been well-known and translated into Chinese for many years. It has been used as a major textbook or reference book for HCI-related courses for undergraduate and postgraduate students in computer science, design, communication, and industrial engineering in Chinese universities. I especially appreciate its focus on HCI design, instead of just focusing on the technological aspects of HCI. The students have benefited a lot from the body of knowledge and skill set of a user-centered design approach for developing products/services with good user experience in an industry context. The timely six revisions of the book in the past years have kept it always well updated to the newest developments in technology and application scenarios.
Zhengjie Liu, Professor, School of Information Science & Technology, Dalian Maritime University, China
Interaction design is a practice that spans many domains. The authors acknowledge this by providing a tremendous amount of information across a wide spectrum of disciplines. This book has evolved from a simple textbook for HCI students to an encyclopedia of design practices, examples, discussions of related topics, suggestions for further reading, exercises, interviews with practitioners, and even a bit of interesting history here and there. I see it as one of the few sources effectively bridging the gulf between theory and practice. A copy has persistently occupied my desk since the first edition, and I regularly find myself revisiting various sections for inspiration on how to communicate the reasoning behind my own decisions to colleagues and peers.
William R. Hazlewood, Principal Design Technologist, Workday, Inc, USA
Interaction Design has been one of the textbooks of reference at the University of Castilla – La Mancha (Spain) for several years. It covers the main topics in human-computer interaction offering a comprehensive equilibrium between theoretical and practical approaches to the discipline. The new chapter called “Interaction Design in Practice” and the remarkable updates in some chapters, with new case studies and examples, allow the user to explore the book from different perspectives and facilitate its use as a textbook in different subjects.
Manuel Ortega, Professor, Computer Human Interaction and Collaboration (CHICO) Group, University of Castilla – La Mancha, Spain
My students like this book a lot! It provides comprehensive coverage of the essential aspects of HCI/UX, which is key to the success of any software application. I also like many aspects of the book, particularly the examples and videos (some of which are provided as hyperlinks), because they not only help to illustrate the HCI/UX concepts and principles but also relate very well to readers. I highly recommend this book to anyone who wants to learn more about HCI/UX.
Fiona Fui-Hoon Nah, Professor, Missouri University of Science and Technology, USA
While Interaction Design is my first recommendation for newcomers to the field of HCI, it is also my primary reference source for content preparation or study planning. The book addresses the topic from different perspectives, making reading a pleasure. This book brings current examples, which makes the knowledge more tangible, as well as links to videos and interviews with practitioners, thus taking the reader to practice in the real world. Very well grounded theoretically and with its hands-on approach to teaching practical techniques, Interaction Design is, for sure, the primary reference and textbook for practitioners and academics—students, researchers, or professors—whether new or experienced in the area. Always an up-to-date source, this is definitely my favorite textbook in the field!
Tiago Silva da Silva, Professor Dr, Institute of Science and Technology (ICT), Federal University of São Paulo (UNIFESP), São José dos Campos – SP, Brazil
Interaction Design continues to be the standard textbook in the field, and the newest edition is only more thorough. Seasoned practitioners will find it useful when they need a reference to best practices or to explain a concept to a colleague. Students can turn to Interaction Design for an easy-to-understand description of the basics or in-depth how-tos. From personas and disabilities to the design of UX organizations and working in Agile, if you're going to pick one book to bring into the office, it should be this one.
JoFish Kaye, Senior Director, Interaction Design & User Experience, Elevance Health, USA
Interaction Design continues to be my favorite textbook on HCI. I once even named an undergraduate and postgraduate program after it. In its sixth edition, it continues to capture the cumulative body of knowledge on human-centered computing and be the most updated and accessible work available. As always, it serves as a clear pointer to emerging trends in human-computer interaction and interactive technology design and use.
Jesper Kjeldskov, Professor and Head of Department of Human-Centred Computing, Monash University, Australia
The latest edition of Interaction Design continues to be a valuable resource for both undergraduate and graduate educators looking for a comprehensive and designerly introduction to the field. I especially value the authors' introduction to data at scale, which is clear and thorough, including a timely discussion of ethical considerations. A great resource for shaping future practitioners who can go on to iterate practical and humane technology for our daily lives.
Katherine Isbister, Professor, Department of Computational Media at the University of California, Santa Cruz, USA
With the sixth edition of their Interaction Design book, Preece, Sharp, and Rogers have managed to capture a field that is changing fast—covering not only traditional desktop interfaces but also recent topics such as brain, smart, robotic, wearable, shareable, augmented reality, and somatic and multimodal interfaces. It is a tremendous achievement to cover the richness of the field while simultaneously delivering a pleasurable and informative reading experience with rich examples, design insights, and methods.
Kia Höök, Professor in Interaction Design, The Royal Institute of Technology, KTH, Sweden
I have been using Interaction Design as a textbook since its first edition for both my undergraduate and graduate introductory UX and HCI courses. This is a must-read, seminal book that provides a thorough coverage of the discipline of HCI and the practice of user-centered design. The sixth edition builds on the success and updates of the fifth edition and includes up-to-date content in a field that is rapidly changing and has gained importance in many industries and academic disciplines. This book will teach readers how thoughtful interaction design is the differentiating factor to building optimal designs and experiences. I always recommend Interaction Design to students and practitioners who want to gain a comprehensive overview of the fields of HCI and UX.
Olivier St-Cyr, Associate Professor, University of Toronto, Canada
The Interaction Design book helps me not only for teaching activities at my Interaction System class but also for HCI-related theses supervision. I really appreciate the authors regarding their efforts in maintaining the relevance and up-to-dateness of the book. For example, they put data at scale and ethical concerns in the new edition. A well-crafted “Activity” section in each chapter in the book is also available to support active and student-centered learning. Really love the book!
Harry Santoso, PhD, Faculty of Computer Science, University of Indonesia, Indonesia
Computers are ubiquitous and embedded in virtually every new device and system, ranging from the omnipresent cellphone to the complex web of sociotechnical systems that envelop most every sphere of personal and professional life. They connect our activities to ever-expanding information resources with previously unimaginable computational power. To ensure interface design respects human needs and augments our abilities is an intellectual challenge of singular importance. It not only involves complex theoretical and methodological issues of how to design effective representations and mechanisms of interaction but also confronts complex social, cultural, and political issues such as those of privacy, control of attention, and ownership of information. The sixth edition of Interaction Design continues to be the introductory book I recommend to my students and to anyone interested in this crucially important area.
Jim Hollan, Distinguished Professor of Cognitive Science, University of California, San Diego, USA
Get ready for an engaging and enlightening journey through the world of interaction design with Interaction Design by Preece, Sharp, and Rogers! This updated sixth edition is jam-packed with all the essential information you need to succeed in the field of interaction design, human-computer interaction, information design, web design, or ubiquitous computing. It's the ultimate guide for navigating the digital age, and it's always kept up-to-date with the latest developments in the field. Plus, the accompanying online resources are a lifesaver for both instructors and students. But don't just take my word for it—grab a copy of Interaction Design and see for yourself! And remember, good design is like a good joke: if you have to explain it, it's not that good. (But don't worry, this book does a great job of explaining it all!)
Johannes Schöning, Professor for Human-Computer Interaction at the University of St. Gallen, Switzerland
This sixth edition commands space on one's bookshelf as one of the must-have classics on interaction design. It offers an expansive view of the fields of interaction design and HCI, on topics ranging from design research to Agile development. This is an essential book for those new to and experienced in interaction design.
Jodi Forlizzi, Herbert A. Simon Professor in Computer Science and HCII, Human-Computer Interaction Institute, The School of Computer Science, CMU, USA
This book illuminates the interaction design field like no other. Interaction design is such a vast, multidisciplinary field that you might think it would be impossible to synthesize the most relevant knowledge in one book. This book does not only that but goes even further: it eloquently brings contemporary examples and diverse voices to make the knowledge concrete and actionable, so it is useful for students, researchers, and practitioners alike. This new edition includes invaluable discussions about the current challenges we now face with data at scale, embracing the ethical design concerns our society needs so much in this era.
Simone D.J. Barbosa, Professor of Computer Science, PUC-Rio, Brazil
Digital technology, mobile devices, and the Internet of Things continue to reach every crevice of human existence from space exploration of faraway planets to health applications such as wearable trackers and medical injectables. The ubiquity of this technology has advanced interaction design to a premier field of study bringing together contributions from computer science, behavioral psychology, science and technology studies, engineering, communication studies, and urban informatics. Guided by the wisdom and experience of these three longstanding thought leaders, this sixth edition offers students, researchers, developers, and design practitioners alike an accessible and comprehensive entry portal into interaction design scholarship and praxis with a thorough coverage of theoretical concepts, applied methods, and empirical cases.
Marcus Foth, PhD, Professor of Urban Informatics, School of Design, Queensland University of Technology Brisbane, Australia
Throughout my teaching of user experience and interaction design, the book by Rogers, Preece, and Sharp has been a cornerstone textbook for students. The authors bring together a wealth of knowledge of academic HCI with a deep understanding of industry practice to provide what must be the most comprehensive introduction to the key areas of interaction design and user experience work, now an established field of practice. As a UX teacher, I always put this book in the “essential reading” section for students. As an interaction design practitioner, I use many of the methods it describes.
Simon Attfield, Principal Human Factors Scientist, Trimetis and Visiting Associate Professor, Middlesex University, UK
Because of the many examples and explanations, this is of course the ideal book for all practitioners, but do not be deceived, because fundamental theory is also presented so that I quote the book very often in my scientific articles. So it is hardly surprising that I have been recommending this book to my students for many years, because it offers a sound theoretical basis as well as countless practical examples, making it an ideal textbook and reference work. It is unbelievable that the authors have managed to keep updating this comprehensive book for 20 years. For me personally, it is the only textbook on my UX top-five books list that I would take to a desert island.
Jörg Thomaschewski, Professor Dr, Faculty of Technology, University of Applied Sciences Emden/Leer, Germany
I got to learn about the field of HCI and interaction design when I came across the first edition of this book at the library in my junior year of college. As an HCI researcher and educator, I have been having the pleasure of introducing the subject to undergraduates and professional master's students using the previous editions. I thank the authors for their studious efforts to update and add new contents that are relevant for students, academics, and professionals to help them learn this ever-evolving field of HCI and interaction design in a delightful manner.
Eun Young Choi, Professor of Human-Computer Interaction, College of Information Studies, University of Maryland, USA
The Interaction Design book and its interactive website remain our number-one reference in capacitating generations of HCI students in Namibia. The release of the new edition once more demonstrates its versatile use, accounting for diverse readers. The conscientiously curated content of global and local case studies, accounting for newest trends, technologies, and critical perspectives, continues to encourage our students in the creation of meaningful and sustainable designs, while becoming reflective interaction designers upholding fundamental values of fairness, justice, and care.
Heike Winschiers-Theophilus, Professor, Faculty of Computing and Informatics, Polytechnic of Namibia, Africa
In its sixth edition, Interaction Design presents the cutting edge of human-computer interaction research and UX design, showcasing some of the rich history of the field that has produced the “modern classics” of interface design. Importantly, it does not shy away from current challenges such as the safeguarding of personal data in research, or the dilemmas of controversial topics such as activity tracking. The book's pedagogical style invites critical thinking and considering the consequences of design choices, an important skill to develop for designers and researchers alike.
Joel E. Fischer, Professor of Human-Computer Interaction, Nottingham University, UK
Nearly 20 years have passed since the release of the first edition of Interaction Design, with massive changes to technology and thus the science and practice of interaction design. The new edition combines the brilliance of the first book with the wisdom of the lessons learned in the meantime, and the excitement of new technological frontiers. Complex concepts are elegantly and beautifully explained, and the reader is left with little doubt as to how to put them into practice. The book is an excellent resource for those new to interaction design or as a guidebook or reference to practitioners.
Dana McKay, RMIT, Australia
This newest edition is, without competition and with its new additions, the most comprehensive and authoritative source in the field when it comes to modern interaction design. It is highly accessible, and it is a pleasure to read. The authors of this book have once again delivered what the field needs!
Erik Stolterman, Professor of Human Computer Interaction, Senior Executive Associate Dean, Indiana University, USA
A sixth edition! It's a huge achievement to keep a textbook like this current, and I commend the authors for the work they put in to updating it regularly. Interaction Design has been my textbook of choice for generalist and introductory HCI courses ever since the first edition. It is well written, with great use of examples and supplementary resources. It is authoritative and has excellent coverage. Importantly, it is also an engaging read.
Ann Blandford, Professor of Human-Computer Interaction, UCLIC, University College London, UK
This is the book that both a seasoned expert and an interaction design student want on their bookshelves. The substantially updated and streamlined sixth edition, with its interactive website, makes it a compelling textbook. The conversational writing style with anecdotes, cartoons, and examples make it very engaging. Given the pitfalls of AI, Chapter 10, which is focused on privacy and other ethical design concerns with AI, is a welcome addition to the Responsible AI literature.
Shalini R. Urs, Professor, Founder and Chairperson, MYRA School of Business, India
The beauty of this books is that it helps both educator and student learn about what is new in interaction design, as well as provide easy access to the methods and knowledge that support good design practice. Bringing together design, technology, and people, it is perfect for guiding design students—who come with an aesthetic sensitivity and an understanding of visual communication—on practical techniques for crafting usable user-centered digital products and experiences. As the world opens up again, I eagerly anticipate this latest edition, to see where we have been and to think about where we might go.
Jeni Paay, Professor of Interaction Design, Director of Centre for Design Innovation, School of Design + Architecture, Swinburne University of Technology, Australia
This book is always my primary recommendation for newcomers to human-computer interaction. It addresses the subject from several perspectives: understanding of human behavior in context, the practices of interaction design and evaluation, and the implications of new technology. The new edition again shows dedication to keeping the content up-to-date, in particular with a newly revised chapter on opportunities and challenges of data at large scale.
Robert Biddle, Professor of Human-Computer Interaction, Carleton University, Ottawa, Canada
The Interaction Design book has been helping different generations of graduate and undergraduate students discover the complexity and the beauty of designing digital technologies. Over two decades, the authors have been updating the content brilliantly, facing the challenge of including new concepts, approaches, and theories. Valuable pedagogic support, in the book and its website, as well as insightful interviews with experts, covering an immense interdisciplinary territory, deserve special praise, and so do the chapters dedicated to discussing ethics, privacy, and data collection.
Clarisse Sieckenius de Souza, Professora Emérita, Departamento de Informática, PUC-Rio, Brazil
I have been a fan of the Interaction Design book since taking my first Human-Computer Interaction module during my undergraduate degree, and I now use it as a preferred resource for supporting teaching. The book expertly weaves together a thorough overview of the interaction design process and its foundational concepts, with compelling case studies of state-of-the art research and practice. In this way, the authors have created a resource that is clear and comprehensive, as well as a truly engaging and inspiring read.
Susan Lechelt, Lecturer in Design Informatics, University of Edinburgh, UK
When I started my career and decided that I wanted to work with the human side of technology, this textbook enlightened me to understand deeply what I had chosen, from the concepts to the ways of working, which brought me here to the tech world. Nowadays, in a developed market with great companies and challenges, we need even more people willing to develop a career with the same goal: improve human life through innovative technology. Therefore, I think this book's new edition is more than necessary, and I highly recommend it, in a professional or academic way, as the most complete textbook for designing human interaction, with contemporary cases and solid ground, theoretical and technical content, and important topics to reflect on, such as ethics and inclusion, but also as an inspiration to follow this path as I did.
Karla Cruz, International UX Research Sr Manager, DiDi, Brazil
This is at the top of my recommended reading list for undergraduate and master's students as well as professionals looking to change career paths. Core issues to interaction design are brought to life through compelling vignettes and contemporary case examples from leading experts. What has long been a comprehensive resource for interaction design now incorporates timely topics in computing, such as data at scale, artificial intelligence, and ethics, making it essential reading for anyone entering the field of interaction design.
Anne Marie Piper, Professor, University California, Dept. of Informatics, Irvine, USA
Designing quality human-computer interactions is crucial for all modern technological systems. As digital devices become smaller, faster, and smarter, the interaction challenges become ever more complex. Vast quantities of data are often accessed on handheld screens, or no screens at all through voice commands; and AI systems have interfaces that “bite back” with sophisticated dialogue structures. What are the best interaction metaphors for these technologies? What are the best tools for creating interfaces that are enjoyable and universally accessible? How do we ensure emerging technologies remain relevant and respectful of human values? In this book, you'll find detailed analysis of these questions and much more. It is a valuable resource for both the mature student and the reflective professional.
Frank Vetere, Professor of Interaction Design, University of Melbourne, Australia
Interaction design is the craft of pleasing users by making technology do what they want in ways that make sense to them. The explosion of digital tech has been—not surprisingly—accompanied by an explosion in the need for trained professionals who can perform this craft. This book satisfies that need. It's a comprehensive study of the practice of interaction design, covering everything from understanding users to providing solutions that delight them. If this is your chosen field, you will refer to this book many times over during your career, and it will help you be a well-tempered practitioner.
Alan Cooper, Author of About Face, “Father of Visual Basic,” inventor of design personas
The milieu of digital life surrounds us. However, how we choose to design and create our experiences and interactions with these emerging technologies remains a significant challenge. This book provides both a roadmap of essential skills and methodologies to tackle these designs confidently as well as the critical deeper history, literature, and poetry of interaction design. You will return to this book throughout your career to operationalize, ground and inspire your creative practice of interaction design.
Eric Paulos, Professor, University of Berkeley, California, USA
Sixth Edition
Welcome to the sixth edition of Interaction Design: Beyond Human-Computer Interaction and our interactive website at www.id-book.com. Building on the success of the previous editions, we have substantially updated and streamlined the material in all the chapters to provide a comprehensive introduction to the fast-growing and multidisciplinary field of interaction design. We have also added an epilogue where we discuss our views of future directions for the field. Rather than let the book expand, however, we have again made a conscious effort to keep it the same length.
Our textbook is aimed at undergraduate and graduate students from a range of backgrounds studying introductory classes in human-computer interaction, interaction design, information and communications technology, web design, software engineering, digital media, information systems, and information studies. It will also appeal to practitioners, designers, and researchers who want to discover what is new in the field or to learn about a specific design approach, method, interface, or topic. It is written in an accessible way and so will appeal to a general audience interested in design and technology.
It is called Interaction Design: Beyond Human-Computer Interaction because interaction design is concerned with a broader scope of issues, topics, and methods than was originally the scope of human-computer interaction (HCI)—although nowadays, the two increasingly align in scope and coverage of topics. Throughout the book, we have balanced coverage and discussion of foundational concepts with current, state-of-the-art research that builds on them. We include research in the field and beyond, both current and classic studies, sometimes dating back to when HCI emerged in the 1970s and '80s.
We define interaction design as follows:
Designing interactive products to support the way people communicate and interact in their everyday and working lives.
Interaction design requires an understanding of the capabilities and desires of people and the kinds of technology that are available. Interaction designers use this knowledge to discover requirements and to develop and manage them to produce a design. Our textbook provides an introduction to all of these areas. It teaches practical techniques to support all stages of design and development as well as discussing possible technologies and design alternatives.
The number of different types of interface and applications available to today's interaction designers continues to increase steadily, so our textbook, likewise, has been expanded to cover these new technologies. For example, we discuss and provide examples of brain, smart, robotic, wearable, shareable, augmented reality, and multimodal interfaces, as well as more traditional desktop, multimedia, and web-based interfaces. Interaction design in practice is changing fast, so we cover a range of processes, issues, and examples throughout the book.
The book has 16 chapters, and it includes discussion of the different design approaches in common use; how cognitive, social, and affective issues apply to interaction design; and how to gather, analyze, and present data for interaction design. A central theme is that design and evaluation are interwoven, highly iterative processes, with some roots in theory but that rely strongly on good practice to create usable products. The book has a hands-on orientation and explains how to carry out a variety of techniques used to design and evaluate the wide range of new applications coming onto the market. It has a strong pedagogical design and includes many activities (with detailed comments) and more complex, in-depth activities that can form the basis for student projects. There are also “Dilemmas,” which encourage readers to weigh the pros and cons of controversial issues. Each chapter contains links to videos and recommends additional readings for those who want to go further into a particular topic.
We address topics and questions about the what, why, and how of interaction design. These include the following:
Why some interfaces are good and others are poor
Whether people can really multitask
How technology is transforming the way people communicate with one another
How we can design products that support people's lives
How interfaces can be designed to change people's behavior
How to choose between the many different kinds of interactions that are now available (for example, talking, touching, and wearing)
What it means to design accessible and inclusive interfaces
Why carry out studies in the lab versus in the wild
When to use qualitative and quantitative methods
How to construct informed consent forms
How the type of interview questions posed affects the conclusions that can be drawn from the answers given
How to move from a set of scenarios and personas to initial low-fidelity prototypes
What is design thinking and what is its relationship with interaction design
How to visualize the results of data analysis effectively
How to collect, analyze, and interpret data at scale
Why do people do something different from what they say
How to ensure the monitoring and recording of people's activities is ethical
What are Agile UX and Lean UX and how do they relate to interaction design
How to collect and interpret analytics to compare different designs
The style of writing throughout the book is intended to be accessible to a range of readers. It is largely conversational in nature and includes anecdotes, cartoons, and examples. Many of the illustrations are intended to relate to readers' own experiences. The book and the associated website are also intended to encourage readers to be active when reading and to think about seminal issues. The goal is for readers to understand that much of interaction design requires consideration of the issues and that it is important to learn to weigh the pros and cons and be prepared to make trade-offs. There is rarely a right or wrong answer, although there is a world of difference between a good design and a poor design.
This book is accompanied by a website (www.id-book.com), which provides a variety of resources, including slides for each chapter, comments on chapter activities, and other resources written by researchers and designers. There are video interviews with a wide range of experts from the field, including professional interaction designers and university professors. We selected people to interview who cover different topics, and we deliberately selected a range of people, from gurus in the field to newly established researchers and professionals. Pointers to respected blogs, online tutorials, YouTube videos, and other useful materials are also provided.
1.1
Introduction
1.2
Good and Poor Design
1.3
Switching to Digital
1.4
What to Design
1.5
What Is Interaction Design?
1.6
People-Centered Design
1.7
Understanding People
1.8
Accessibility and Inclusiveness
1.9
Usability and User Experience Goals
The main goals of this chapter are to accomplish the following:
Explain the difference between good and poor interaction design.
Consider the pros and cons of transforming activities to become digital.
Describe what interaction design is and how it relates to human-computer interaction and other fields.
Explain the relationship between the user experience and usability.
Introduce what is meant by accessibility and inclusiveness in relation to human-computer interaction.