Category: interaction design and theory.

  • 12SepThe creation of meaning in interaction design

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    But how, Donald, tell us how?: on the creation of meaning in interaction design through feedforward and inherent feedback

    In Section 06: objects in space: But how, Donald, tell us how?: on the creation of meaning in interaction design through feedforward and inherent feedback By Tom Djajadiningrat, Kees Overbeeke, Stephan Wensveen

    June 2002, Proceedings of the conference on Designing interactive systems: processes, practices, methods, and techniques. Publisher: ACM Press.

    Abstract is below.

    In recent years, affordances have been hailed by the interaction design community as the key to solving usability problems. Most interpretations see affordances as ‘inviting the user to the right action’. In this paper we argue that the essence of usability in electronic products lies not in communicating the necessary action and instead shift our attention to feedforward and inherent feedback. With feedforward we mean communication of the purpose of an action. This is essentially a matter of creating meaning and we discuss two approaches to do so. With inherent feedback we try to strengthen the coupling between the action and the feedback. The sensory richness and action potential of physical objects can act as carriers of meaning in interaction. We thus see tangible interaction as indispensable in realizing feedforward and inherent feedback. We illustrate our ideas with examples from our teaching and research.


  • 12SepThe creation of meaning in interaction design

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    But how, Donald, tell us how?: on the creation of meaning in interaction design through feedforward and inherent feedback

    In Section 06: objects in space: But how, Donald, tell us how?: on the creation of meaning in interaction design through feedforward and inherent feedback By Tom Djajadiningrat, Kees Overbeeke, Stephan Wensveen

    June 2002, Proceedings of the conference on Designing interactive systems: processes, practices, methods, and techniques. Publisher: ACM Press.

    Abstract is below.

    In recent years, affordances have been hailed by the interaction design community as the key to solving usability problems. Most interpretations see affordances as ‘inviting the user to the right action’. In this paper we argue that the essence of usability in electronic products lies not in communicating the necessary action and instead shift our attention to feedforward and inherent feedback. With feedforward we mean communication of the purpose of an action. This is essentially a matter of creating meaning and we discuss two approaches to do so. With inherent feedback we try to strengthen the coupling between the action and the feedback. The sensory richness and action potential of physical objects can act as carriers of meaning in interaction. We thus see tangible interaction as indispensable in realizing feedforward and inherent feedback. We illustrate our ideas with examples from our teaching and research.


  • 26JanDesigning Pleasurable Products and Interfaces

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    A conference that seems to bridge product design methods and HCI. The next one happens in Finland, Helsinki.

    Designing Pleasurable Products and Interfaces 2007, August 22 – 25, University of Art and Design Helsinki, Finland.

    Description UE+/User Experience Plus

    “User Experience” has become a key word in design over the last decade. It articulated disappointment with usability research in the 1990s, bringing to the fore designers traditional skill, an ability to create products and interfaces that are a joy to use and, at best, exciting. In many ways, the concept has been successful. It has become a cornerstone in many leading design programs all over the world. It has generated theoretical discussion. It has rejuvenated philosophical debate in design research. It has found a home not just in research, but also in design education.

    However, as all concepts, this notion has been gathering dust over the years. Designers and researchers in many parts of the world have been going beyond user experience. While taking the lesson from what has been learned, they prefer to use more specific concepts, including concepts such like affective interaction, rich interaction, and co-experience.

    Designing Pleasurable Products and Interfaces 2007 will welcome contributions that explore these developments. It encourages:

    Conceptual contributions backed up with designs and empirical research.

    New innovative research that builds on user experience, but add t it.

    Methodological papers and designs that extend user experience research.

    Theoretical reflections.

    List of sessions

    Session I: My Fingertip’s Just 1 Bit of Me! Enriching Product Interaction through Skilled Actions

    Session II: Luxury in User Experience: Designing and Consuming New Luxury

    Session III: The Aesthetics of Interaction

    Session IV: Imagined Qualities of Products as Constituents of Experience

    Session V: Things that Come Between Us: Social Interaction as Design Material


  • 26JanDesigning Pleasurable Products and Interfaces

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    A conference that seems to bridge product design methods and HCI. The next one happens in Finland, Helsinki.
    Designing Pleasurable Products and Interfaces 2007, August 22 – 25, University of Art and Design Helsinki, Finland.

    Description UE+/User Experience Plus

    “User Experience” has become a key word in design over the last decade. It articulated disappointment with usability research in the 1990s, bringing to the fore designers traditional skill, an ability to create products and interfaces that are a joy to use and, at best, exciting. In many ways, the concept has been successful. It has become a cornerstone in many leading design programs all over the world. It has generated theoretical discussion. It has rejuvenated philosophical debate in design research. It has found a home not just in research, but also in design education.
    However, as all concepts, this notion has been gathering dust over the years. Designers and researchers in many parts of the world have been going beyond user experience. While taking the lesson from what has been learned, they prefer to use more specific concepts, including concepts such like affective interaction, rich interaction, and co-experience.
    Designing Pleasurable Products and Interfaces 2007 will welcome contributions that explore these developments. It encourages:
    Conceptual contributions backed up with designs and empirical research.
    New innovative research that builds on user experience, but add t it.
    Methodological papers and designs that extend user experience research.
    Theoretical reflections.

    List of sessions
    Session I: My Fingertip’s Just 1 Bit of Me! Enriching Product Interaction through Skilled Actions
    Session II: Luxury in User Experience: Designing and Consuming New Luxury
    Session III: The Aesthetics of Interaction
    Session IV: Imagined Qualities of Products as Constituents of Experience
    Session V: Things that Come Between Us: Social Interaction as Design Material