"Interaction Design" refers to the shaping of interactive products and services with a specific focus on their use.
Broadly speaking, there are two main senses of the concept, coming out of different intellectual traditions but increasingly converging in practice and research.
One interpretation is to view interaction design as a design discipline, distinguished by its focus on the digital design materials: software, electronics and telecommunications.
As a design discipline, it is more closely affiliated with industrial design and architecture than with engineering and behavioral science. The "shaping of interactive products and services" is an instance of design work, which broadly shares the following characteristics across design disciplines.
This interpretation of interaction design tends to combine two main strands of intellectual traditions, one involving design disciplines such as industrial design, graphic design and architectural design gradually acknowledging the influence of digital technology and media on their own core materials and practices. The other main ancestor is the Scandinavian school of systems development with its long-standing ideological and methodological aims for user participation and co-determination.
Prominent examples of viewing interaction design as a design discipline within academia are found in conferences such as DIS (Designing Interactive Systems), DUX (Designing the User Experience), PDC (Participatory Design Conference) and lesser conference series such as DPPI (Designing Pleasurable Products and Interfaces). Some cornerstone books include the prescient collection Bringing Design to Software and, more recently, Designing Interaction and Sketching User Experiences. Influential proponents of this perspective in academia include people like Brenda Laurel, Terry Winograd, Bill Buxton and Pelle Ehn.
The other interpretation of interaction design is to see it as an extension of human-computer interaction (HCI), a field originating in experimental psychology and computer science and tracing its roots to the 1970s. The main concern in HCI was always to assert instrumental qualities such as usability and usefulness of digital products and services, predominantly in work-related or task-oriented use situations and typically with a focus on an individual user and his/her goals.
HCI was originally oriented mainly towards field studies (of, e.g., existing user populations, their cognitive traits and current practices) and evaluation (of, e.g., an existing product or a proposed product concept). However, it was found that the impact on the resulting products and ultimately on the benefits for the users would be greater if HCI practitioners and researchers would engage in the design rather than merely pointing out usability problems after the fact. Hence, the HCI palette of methods, tools and responsibilities was extended to encompass more creative and generative activities.
The key academic venues for interaction-design-oriented HCI include the CHI conference (Human Factors in Computing Systems) and many other regional or second-tier conferences, as well as a broad range of journals including the prestigious TOCHI (ACM Transactions on Computer-Human Interaction). A typical book reflecting the reorientation of the HCI field towards interaction design is Interaction Design: Beyond Human-Computer Interaction, and characteristic examples are found in the works of researchers like Ben Shneiderman, Donald Norman, Stuart Card and Jenny Preece.
The use of digital products and services (i.e., the subject matter of HCI) in society transformed radically from the early 1990s and onwards with the proliferation of the Internet, mobile connectivity, digital consumer products and games towards a dominance of discretionary use for fun, pleasure and recreation over instrumentally motivated use for solving work-related tasks. Consequently, instrumental quality concepts such as usability and usefulness lost in relative importance to experiential concepts addressing the non-instrumental qualities of use (including aesthetic, ludic and social qualities). As mentioned above, the more mature design disciplines underlying the first interpretation of interaction design always addressed non-instrumental and instrumental qualities in equal measures.
The increasing amount of design activities and the increasing focus on what HCI calls user experience are the two main factors motivating the growing tendency for HCI to adopt interaction design as a more appropriate label for the field. They also broadly explain the apparent tendency for the two interpretations to converge, as witnessed in hiring policies and work practices in professional interaction design contexts as well as in the increasing amount of cross-disciplinary research where designers collaborate with scholars from a HCI background.
Looking back, the most significant differences between the two interpretations of interaction design used to be the degree of interest in aesthetic and ethical qualities, the nature of understanding the goal (growing throughout the process versus aiming at goal specification in upstream phases), and the importance ascribed to the work of making ideas explicit throughout the process. As the two interpretations converge, the differences tend to diminish accordingly.
The recommended use of the term interaction design is limited to products and services which more or less rely on digital materials for their realization. This is due to the significance for a design discipline of knowing its respective design materials. It is impossible to design interaction per se, even though the term unfortunately implies otherwise, but what interaction designers do is to create conditions for interaction. It is possible to make some things more likely to happen, others less likely, and the way in which this is accomplished is by shaping the digital materials into tools, props and media for others to appropriate and use. The digital materials of software, electronics and telecommunications have specific properties that interaction designers need to understand well in order to increase the likelihood of achieving intended outcomes in use. For instance, designing a multiplayer online game is quite different from designing a (non-digital) board game. The digital-material property most significantly determining the difference in this case is the possibility for synchronous and quasi-anonymous many-to-many communication over a distance.
There is also a pragmatical argument for coupling interaction design with digital materials. Both of the main interpretations above have strong roots in fields concerned exclusively with the digital, which ought to carry more weight than any fine semantic points about what interaction "actually" means.
This is not to say that interaction design concerns itself only with purely digital products and services. For instance, it is rapidly becoming impossible to separate interaction design from industrial design in digital consumer products (even though some developers of consumer products still try). Moreover, several emerging fields in interaction design research, including tangible interaction, mixed-reality interfaces and pervasive computing, address physical form and materials as inevitably integrated with virtual form and digital materials. The point is merely that the digital materials have specific properties which greatly influence the use of products and services built from them, and the knowledge of those materials and properties form part of the core of knowledge defining the interaction design community.
The choice of the two interpretations (design-discipline versus extension-of-HCI) is by no means the only possible way to structure a presentation of the interaction design field, even though it tends to explain the historical development of multidisciplinarity in the field rather well. Another approach which seems quite established in the community is to divide the field according to the main technologies involved in creating the use situation. For instance, academic subcommunities with their own conferences and journals have emerged in areas like mobile services, ubiquitous computing, web services, adaptive systems, and tangible interaction.
Other attempts to slice the field of interaction design include dividing by use genre (productivity, play, communication, entertainment, and so on) or by market structures and development-process organization (bespoke development, in-house development, product development, end-user development, etc.)
For further explorations, the HCIBIB project is a rich repository of academic HCI books, articles and other resources. The official Wikipedia entry on interaction design provides a useful introduction to interaction-design-as-HCI.
There is an annotated bibliography at webzone.k3.mah.se/k3jolo/idBookshelf, focusing on the design-discipline perspective on interaction design.
In relation to the brief discussion about different ways of slicing the field, here are some of the key resources in the different technology-defined subcommunities.
Finally, the Interaction Design Association is a rather widespread and lively network of interaction design practitioners, built around an email list, where it is easy to get an idea of current issues and trends in the emerging industry of interaction design.
The following list includes references to the books and other resources mentioned in the text above.
Buxton, Bill (2007): Sketching User Experiences: Getting the Design Right and the Right Design. Morgan Kaufmann
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Moggridge, Bill (2007): Designing Interactions. The MIT Press
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Sharp, Helen, Rogers, Yvonne and Preece, Jennifer J. (2007): Interaction Design: Beyond Human-Computer Interaction. John Wiley and Sons
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Winograd, Terry, Bennett, John, Young, Laura De and Hartfield, Brad (eds.) (1996): Bringing Design to Software. Addison-Wesley Publishing
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Buxton, Bill (2007): Sketching User Experiences: Getting the Design Right and the Right Design. Morgan Kaufmann
View info on Amazon.com or .co.uk
Moggridge, Bill (2007): Designing Interactions. The MIT Press
View info on Amazon.com or .co.uk
Sharp, Helen, Rogers, Yvonne and Preece, Jennifer J. (2007): Interaction Design: Beyond Human-Computer Interaction. John Wiley and Sons
View info on Amazon.com or .co.uk
Winograd, Terry, Bennett, John, Young, Laura De and Hartfield, Brad (eds.) (1996): Bringing Design to Software. Addison-Wesley Publishing
View info on Amazon.com or .co.uk
Software design is the act of determining the user's experience with a piece of software. It has nothing to do with how the code works inside, or how big or small the code is. The designer's task is to specify completely and unambiguously the user's whole experience.
-- David Liddle, From Bringing Design to Software, edited by Terry Winograd, 1996
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Eva Hornecker explains the evolving concept of Tangible Interaction.
Read Eva's insightful entry here..