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Designing Interactions
Binding: Hardcover Author: Bill Moggridge Manufacturer: The MIT Press Availability: Usually ships in 24 hours Average Rating: 4.0 Total Customer Reviews: 19 List Price: $42.95 Our Price: $24.06 Sales Rank: 8997
Product Description
Digital technology has changed the way we interact with everything from the games we play to the tools we use at work. Designers of digital technology products no longer regard their job as designing a physical object—beautiful or utilitarian—but as designing our interactions with it. In Designing Interactions, award-winning designer Bill Moggridge introduces us to forty influential designers who have shaped our interaction with technology. Moggridge, designer of the first laptop computer (the GRiD Compass, 1981) and a founder of the design firm IDEO, tells us these stories from an industry insider's viewpoint, tracing the evolution of ideas from inspiration to outcome. The innovators he interviews—including Will Wright, creator of The Sims, Larry Page and Sergey Brin, the founders of Google, and Doug Engelbart, Bill Atkinson, and others involved in the invention and development of the mouse and the desktop—have been instrumental in making a difference in the design of interactions. Their stories chart the history of entrepreneurial design development for technology. Moggridge and his interviewees discuss such questions as why a personal computer has a window in a desktop, what made Palm's handheld organizers so successful, what turns a game into a hobby, why Google is the search engine of choice, and why 30 million people in Japan choose the i-mode service for their cell phones. And Moggridge tells the story of his own design process and explains the focus on people and prototypes that has been successful at IDEO—how the needs and desires of people can inspire innovative designs and how prototyping methods are evolving for the design of digital technology. Designing Interactions is illustrated with more than 700 images, with color throughout. Accompanying the book is a DVD that contains segments from all the interviews intercut with examples of the interactions under discussion. Interviews with: Bill Atkinson, Durrell Bishop, Brendan Boyle, Dennis Boyle, Paul Bradley, Duane Bray, Sergey Brin, Stu Card, Gillian Crampton Smith, Chris Downs, Tony Dunne, John Ellenby, Doug Englebart, Jane Fulton Suri, Bill Gaver, Bing Gordon, Rob Haitani, Jeff Hawkins, Matt Hunter, Hiroshi Ishii, Bert Keely, David Kelley, Rikako Kojima, Brenda Laurel, David Liddle, Lavrans Løvlie, John Maeda, Paul Mercer, Tim Mott, Joy Mountford, Takeshi Natsuno, Larry Page, Mark Podlaseck, Fiona Raby, Cordell Ratzlaff, Ben Reason, Jun Rekimoto, Steve Rogers, Fran Samalionis, Larry Tesler, Bill Verplank, Terry Winograd, and Will Wright
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Users Product Reviews: |
Product Review Summary: Internet Marketing Design Student's Perspective Five words to describe this book:
Pleasant. Informational. Experimental. Protracted. Videos.
Although this book has not received tremendous reviews by most, it still was a good resource to examine for anyone interested in a broad stroke of the history of interactive development over the years. I basically broke the book down in parts mentally to try and understand the flow of the piece, because it was difficult to follow at times.
The beginning was the historical background of some functions of design interactions (but, limited examples)
The middle began to distinguish between psychological reasoning and design artifacts
And, the end stimulated discussions about design formulation and strategy (keeping in my human involvement)
I was not necessarily thrilled about the back and forth that most chapters had between the "set up" of the chapter and the focal developments and technologies.If the chronology was a bit more evident and presented in a more succinct way, I would have retained more of the information toward the end of the reading. I was often distracted by the pictures not correlating with the text directly, or providing enough information immediately next to the images with dates as I was reading along.
I really liked the interviews, but only on the CD-ROM. It felt like there were too many opinions throughout the book to really gather what principles of design interaction were these innovators building upon to get to what they accomplished. The book in part was a valiant effort to try and gather information from so many disciplines that it never really felt like it was enough of anything in the end. I started to get a better sense for the author toward the end as he began to write of himself, and was greatly interested in the last couple of chapters involving "Multisensory and Multimedia" discussions, as well as "People and Prototypes." I started to see how interaction is such a large part of design and innovation, but also felt these chapters may have been better suited up front to give the reader a better understand about what "designing interactions" is all about, and why it would be so important to understand basic design, and applying research about interactions. If the rest of the history and examples followed the chapters about designing interaction and how one would accomplish success in that regard, I think the rest of the best would have been more fun to read and evaluate how people actually considered those principles and applied them in their field of expertise.
It was easy to get lost in the tide of acronyms, dates, and innovations. Sometimes, descriptions of what was occurring in the book seemed a bit esoteric. Perhaps maybe because I wasn't the intended reader, but I'd like to believe I was genuinely interested, but not engaged in the information the book presented. I did have a much more positive experience with 100 minutes of video that the book came with, and thought it was an excellent addition to what was created. Overall, I gave the book three (3) stars.
Product Review Summary: A history told from many perspectives The title of this book might suggest that it's an introduction to the field of human-computer interaction (HCI). It's not, though I would recommend it to anyone going into that field. Rather, this is a collection of interviews, heavily edited and stylized, that tell the story of the mouse; the Xerox Star (though not in the depth it deserves); the Mac; the iPod; and hundreds of other design innovations. The book only superficially talks about the particular elements of these designs that made them revolutionary. The focus is, instead, on the story of how those elements were allowed to come together to bear fruit. Managers should read this book closely.
The book deserves style points, with color pictures jammed into every page to keep things lively. My only major complaint is that it's too much of a good thing. There are a lot of interviews in here that are nice in and of themselves, but just don't fit the theme. Will Wright (creator of the Sims and Spore) is always an interesting guy, but his big thing--"Let's make software that works as open-ended toys, not closed games," to paraphrase--is tangentially related to interaction design, at best. I would have enjoyed this more as a slimmed-down, tightly-focused volume than as the hefty hardcover behemoth it is.
For those who are interested in this sort of history, I'd strongly recommend the entrepreneur interview collection Founders at Work.
Product Review Summary: A keeper! If you are interested in Interaction Design, Human Computer Interaction or would like to learn more about how our technology reached where it is today in regards to interacting with us, i highly recommend this one for you. Great collection of interviews. very clear and well written.
Product Review Summary: A History Book but short on principles & theory for the beginner This is a great history book of interaction and product design by the heavy hitters in the digital industry. It's great for history, but if you want a book to learn from, this is not it. It's a huge collection of 42 interviews and is 735 pages with a lot of photos of how those experts did it. The last chapter, which is 94 pages, is the main chapter you can learn from. And there are 22 completely blank pages in the book. I would have been happy if they would have at least put some interaction design principles on those 22 pages. They could have really packed a lot of useful material on how to design interactions. (And they could use the enclosed CD to follow-up on those 22 pages with some great visual material and then you would have a complete course on "Designing Interactions") That's what the name of the book is, "Designing Interactions". I challenge them to put together a "design team" for the next edition and put the most important principles of interaction design on those 22 pages! I bet they can't or won't do it! Just think how much more valuable a book it would be. Then it wouldn't just be a history book of interaction design but something where learning could be integrated with the history. But that is probably too radical of a concept and the editors and publishers and decision makers just won't go for it. I bet they won't do it.
Product Review Summary: useful information has lots of useful information, but is probably designed to go better with the actual course.
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