Interactive design refers to the design of interactive digital products that support people's daily work and life. Terry Winograd, one of the early theorists of interaction design, a professor at Stanford University and the author of The Art of Software Design, described interaction design as "the design of human communication and interaction space" in 1997 [1]. Dan Saffer, an expert in interaction design who graduated from Carnegie Mellon University, also thinks: "Interaction design is about people: how people connect with others through the products and services they use." [2] He also drew a picture to describe the relationship between interaction design and other related disciplines, and emphasized that interaction design belongs to the category of user experience (figure 1). The above viewpoints represent the mainstream cognition of interaction design in current academic circles: interaction design is an interdisciplinary practice category aiming at user experience. In a broad sense, interaction design belongs to communication service design, and in a chivalrous sense, it refers to the knowledge and skills related to software design and product development. The knowledge of interactive design includes cognitive psychology, usability analysis, UI design, information construction (software engineering), and it also overlaps with industrial design, visual communication and other disciplines. Although interactive design needs actual products and services as media, its essence is communication between people. So at present, the main positions of interaction designers mostly belong to the operation, planning, product development and customer complaint departments of software companies. The product manager or project manager of a company often has rich experience in interaction design.
Second, from demand to experience: theoretical research on interaction design
The embryonic form of the concept of user experience or user-centered design (UCD) can be traced back to 1950s. With the rise of post-war industrial design and ergonomics, the design idea of "people-oriented" became popular. For example, henry dreyfess (1903- 1972), the first generation industrial design teacher, initiated the design concept based on ergonomics. At that time, the famous American psychologist abraham maslow (1908- 1970) put forward the "hierarchy of needs", which provided a psychological basis for user experience. In the book Motivation and Personality published by 1954, Maslow regards motivation as a demand with many different properties: physiological demand, security demand, love and belonging demand, respect demand and self-realization demand. Like a pyramid, these demands show a ladder-like development level from low to high, so they are called "demand hierarchy". The psychological research of human needs and the development of early ergonomics have become the theoretical basis of modern interactive design. However, because the research object of demand psychology is too broad, the early ergonomics paid more attention to the collection and analysis of human physical data, and did not take the user experience for specific product consumers as the research object.
Since 1990s, with the rapid development and popularization of high-speed processing chips, digital media and Internet technology, software products have become the intermediary of people's social activities, business activities and leisure and entertainment. Compared with the early product design, "immaterial design" with digital virtual products as the core pays more attention to users' emotional needs and experiences. In 1998, Terry Nograd predicted the future development trend of the computer industry. He once wrote "From Computing Machine to Interactive Design", and pointed out the development direction of interactive design from the perspective of computer and artificial intelligence experts. This paper predicts the changing trend of man-machine relationship in the next 50 years from the development trend of man-machine interaction. He believes that the increasing importance of communication and interaction design will lead the whole industry to tilt in the direction of studying people, that is, the direction of user experience, rather than studying the development of machines. Figure 2 shows the development trend from material design to non-material design. With the advent of the information age, the traditional mechanical engineering and manufacturing fields are gradually combined with computer intelligence, and are migrating to the direction of subjective and humanized design. Meanwhile, industrial design and visual communication pay more attention to user experience. Interaction design is the frontier of this category.
User Experience (UE or UX for short) refers to all the feelings of users before, during and after using a product or service, including emotions, beliefs, preferences, achievements, cognitive impressions, physiological and psychological reactions and so on. James Garrett, an American interaction design expert, believes that user experience "refers to the performance and use of products in the real world" [3]. He believes that user experience includes the user's experience of brand characteristics, information availability, functionality, content, etc. Donald Norman, an American cognitive psychologist, extended the user experience to all aspects of the interaction between users and products. He believes that people's cognitive and emotional experience includes three levels: instinct level, behavior level and reflection level. User experience is influenced by users, products, social factors, cultural factors and environment, which all affect the experience in the process of interaction between users and products. In recent years, the research on user experience has begun to pay attention to the specific goals of usability research and emotional experience. For example, Preece and others believe that interaction design is to create a new user experience. The goals of interaction design include usability and user emotional experience. That is to say, in the process of interaction between products and systems and people, in addition to achieving the usability goal of high efficiency, effectiveness, easy learning, easy remembering, safety and universality, other qualities should be possessed, such as satisfaction, fun, usefulness, inspiration, aesthetics, giving people a sense of accomplishment and emotional satisfaction [4] (Figure 3). Alan Cooper and others established an operable user experience standard for interaction designers through the software development process of "goal-oriented design".
In the era of mobile media, user experience and demand analysis are more important. With the development of technology, the change of user experience often becomes the "killer" of enterprise products. For example, Nokia's use of feature phones was all the rage in the 2G era, but in 2007, Apple introduced a compact and lightweight 3G mobile phone iPhone, which made Nokia step down. Similarly, the iPhone's 3.5-inch screen was once considered the "golden size" of smartphones. But in the era of quad-core cloud services, Samsung's 5-inch and 5.5-inch Galaxy series phones make this screen obsolete. Although many people question the big-screen mobile phones, such as the portability of mobile phones and the power consumption of big screens, this "phablet" still holds up half the sky, and in 20 13, it surpassed the sales of Apple's iphone in one fell swoop and became the current fashion trend. These facts fully illustrate the significance of deeply understanding user experience to the survival of enterprises. At present, with the vigorous development of e-commerce such as group buying and online shopping, major software companies such as Alibaba, Taobao, Tencent, JD.COM Mall, Dangdang, etc. have increased their in-depth excavation of massive data in the network background, trying to finely model and analyze users' purchasing behaviors and trends, and provide a basis for the precise marketing and promotion of their products. Figure 4 is the model of Alibaba Alipay data service in 20 12 years. It can be seen that with the coming of 3G era, data mining based on network is becoming a sharp weapon for user experience research, and scientific and systematic customer behavior analysis will become an important force to promote the theoretical research of interaction design.
Third, the conclusion
To sum up, with the development of broadband network, wireless network, cloud computing and touch somatosensory technology, interaction design has a broader space, which also puts forward new topics for theoretical research of interaction design. Dr. butler lampson, winner of ACM Turing Award 1992 and chief software engineer of Microsoft Research Institute, once pointed out that "computers have three major functions: the first is simulation; The second is that computers can help people communicate; The third is interaction, that is, communication with the real world ... People want computers to be able to see, listen and speak, even better than people, and to process in real time "[6]. Computer science and cognitive science are the basis of interactive design, and the understanding of technology, products, services and human nature is the core of interactive design. From human needs to user experience, the theoretical research of interaction design has gradually become clear. With the development of e-commerce, it has become a trend to deeply study user behavior by means of scientific means such as data analysis. It can be predicted that the research on users in 3G era will become the main direction of interaction design theory in the future.
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To annotate ...
Dan saffo. Interactive design [M]. New rider publishing house, Berkeley, California 2007: 10- 12.
[3][ America ]Garrett, J.J. Elements of user experience: user-centered web design [M]. Translated by Fan Xiaoyan. Beijing: Electronic Industry Press, 2008: 3 1-32.
[4][ America] Jennifer Price et al. Interaction design-beyond human-computer interaction [M]. Translated by Liu Xiaohui et al. Beijing: Electronic Industry Press, 2003: 25.
[5] Jing Ke. Product analysis of massive data application [J]. Baidu Library. /view/2e 9 be 42 b 307 e 87 10 1f 696 ca . html。
Dong Shihai. Progress and challenge of human-computer interaction [J]. Journal of Computer Aided Design and Graphics, 2004, 16 (1): 24-26.