Victor Kaptelinin, a Professor at the Department of Information Science and Media Studies, University of Bergen, Norway, and the Department of Informatics, Umeaa University, Sweden, just published an eBook with Interaction Design Foundation: “Affordances and Design.” I was asked to write a review of this book and provide some insights into using affordances in interaction design and HCI. Let me start by providing the definition of affordance as given by Donald Norman: In his eBook, Victor Kaptelinin provides the history of the idea of affordance from its initial introduction by James Gibson in 1977 to the present day. The eBook’s bibliography and reference section is a great place to start the exploration of this topic for anyone new to these ideas. Unfortunately, the book doesn’t help much if an individual is looking for some guidance on how to apply these ideas in practical situations during interaction design or HCI design. For clarity’s sake, allow me to give a very brief explanation of affordances, from their roots to the present time. When James Gibson first introduced the concept of affordances, he focused on physical environment — what actions are possible? And the set of these action were invariable — just because…
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Flow, Pipsqueak Articles, Product Design Strategy
Review: Gamification at Work: Designing Engaging Business Software
by Olga Werby •
Interaction Design Foundation is about to publish Janaki Mythily Kumar’s and Mario Herger’s 2013 book: “Gamification at Work: Designing Engaging Business Software.” [reference: Kumar, Janaki Mythily and Herger, Mario (2013): Gamification at Work: Designing Engaging Business Software. Aarhus, Denmark, The Interaction Design Foundation. ISBN: 978-87-92964-06-9.] Kumar and Herger put together history and background of gamification among a broad spectrum of ventures and included a quick guide for how to apply some of the ideas and key concepts to the design of corporate dynamics for your company! Here are a few gems from the book: Figure 2.1: Player Centered Design Process. Courtesy of Janaki Kumar and Mario Herger. Copyright: CC-Att-ND (Creative Commons Attribution-NoDerivs 3.0 Unported). Figure 3.3: Bartle Player Types. Courtesy of Janaki Kumar and Mario Herger. Copyright: CC-Att-ND (Creative Commons Attribution-NoDerivs 3.0 Unported). If you think of these as user-types, then Kumar and Herger provide a set of ideas of how to design to meet the needs of these different player groups. They provide a great Player Persona Template. In Chapter 4, they explain how to gather the data for a particular company and develop user personas based on actual ethnographic information. Chapter 5 explores the motivational drivers and even…
Pipsqueak Articles, Reference
Press Release: World’s Tech Elite Named to Interaction-Design.org Board
by Olga Werby •
Today the Interaction Design Foundation, the IDF, has announced its new executive board. The executive board includes Don Norman; Bill Buxton, Principal Researcher at Microsoft Research; Ken Friedman, professor and former dean of the Faculty of Design at Swinburne University, Australia; Michael Arent, vice president of user experience at SAP Business Objects; Olof Schybergson, founder and CEO of Fjord, a digital service design consultancy; Jonas Lowgren, a professor of interaction design at Sweden’s Malmo University; and Dan Rosenberg, a user experience executive, consultant, and professor. All executive board members are serving gratis. The foundation’s keystone project is Interaction-Design.org, a website that publishes free and open educational materials for students, industry leaders and individual tech designers. The present centerpiece of the IDF is the ever-expanding Encyclopedia of Human-Computer Interaction written by 100+ leading designers, Ivy League professors, CEOs, futurists and bestselling authors from across the high-tech universe. Currently, the encyclopedia numbers 35 short textbooks or chapters which students, professors and professionals can assemble in any way they want in order to make their own individualized compendium. Don Norman has also contributed to a chapter. Three other contributing authors are Clayton Christensen, the Harvard professor praised as “brilliant” by New York Mayor…
Conceptual Design, Interaction Design, Pipsqueak Articles, Product Design Strategy, Reference
Special Preview: Socio-Technical System Design
by Olga Werby •
Brian Whitworth and Adnan Ahmad contributed a chapter on Socio-Technical System Design for the free Interaction-Design textbook. This is a very interesting, if technical discussion of the subject. While reading it, I kept thinking about how I would love to debate some of the points raised in this Chapter in person. But lacking this opportunity, below are my ideas and thoughts on the subject of Socio-Technical System Design. First, let me give a quick summary of what is a socio-technological system paraphrasing a bit from Whitworth and Ahmad own words: Socio-technology is about technology and people. Technology is any device. IT system is then a combination of software AND device(s). Human computer interaction (HCI) is a person plus an IT system. Introduction of “person” brings physical, informational and psychological levels into the combined system. And finally, socio-technical system (STS) is merger of community and HCI(s). A Bit of Historical Perspective When my son was in third grade, he was given an assignment: compare some technology from today with that of 100 years ago. He chose transportation. Here’s his insight: 100 years ago, going from San Francisco to Berkeley took a very long time. There were no bridges. People had to drive their…
Pipsqueak Articles, Product Design Strategy
Special Preview: Disruptive Innovation
by Olga Werby •
Interaction-Design.org The folks from Interaction-Design.org have just completed their newest chapter: “Disruptive Innovation” by Clayton M. Christensen. This chapter is an excerpt from Dr. Christensen’s 1997 book “The Innovator’s Dilemma: When New Technologies Cause Great Firms to Fail,” published by Harvard Business Press. His newer book, “The Innovator’s DNA: Mastering the Five Skills of Disruptive Innovators,” published in 2011 on Kindle, is a follow up to the ideas in the first book and those expressed in the Interaction-Design.org chapter. Disruptive Innovation The main idea of this chapter can be summed up by Donald A. Norman’s graph (see below). This is a graph of product performance over time — think of “product” is its most expansive form. When the product is first introduced into the market, it might not be “ready for prime time”, as we say — meaning that the product is: difficult to use, or too expensive, or replacing a well-established way of doing things, or has a high learning curve: even difficult to use products can have a shallow learning curve that allows small accomplishments right away by novice users, or requires a large ecosystem of other products and services that are not widely available: think electric cars…