-------------- Define Interaction Design -------------- Simple, interactive design, product, environment, system behavior, and convey these behaviors The definition and design of each formal element. Unlike traditional design disciplines, focusing on the form, recently focusing more focused on content and significance, interactive design first seeks to design and describe things run, then, if necessary, the most effectively express these behaviors. (see picture 1).
Figure 1: Three vector designs. The design is traditionally focused on the form, and the recent turn focuses on meaning and content. The latest vector is a behavior, complex system how to interact with people. Interactive design absorbs the theoretical and technologies in traditional design, availability design and engineering design. Based on this basis, - interactive design is not just a simple accumulation existing theory and technology - it has its own unique method and practice. It is indeed a discipline that has a different approach to science and engineering. Specifically, the interaction design is a discipline that focuses on the following issues: ● Definition according to the form of behavior and use ● How will predict the use of products affect the connection of users and products and the product understanding ● Explore products, people and contexts (physical, cultural, history) interactive design design with "target-oriented" views, this point of view: ● Why is it? I hope to use the product and hope how to use the product. ● Into the goals of users and users ● Watch the product as a whole, rather than simple feature characteristics ● Future - see what is going on, not what they should be It is necessary to be a thing because of the behavior of complex systems, not a aesthetic related issue, while more recognized factors are related to logic processing, interactive design follows system methodology and has been greatly helped. First of all, it is also the most important, interactive designers need to understand the designs of people's designs, motivation, and mental expectations (?). They can be understood as a description-logical (or emotional) process with accompanying time. As a response to these narratives, the designed product should show the narrative of its own behavior, as a response of the user's successful capture of these behaviors. Unlike most mechanical products, there is only a small number of discovery, software and other digital products that can be interactively designed by observation, software and other digital products for the potential complexity of their behavior. The software cannot be seen through observation, and it may be almost unlimited. Some designers who are persistent in traditional design (visual, auditory and tactile theme, model, style, and habitual usage) believe that interactive elements should be treated as a flow of vision data, similar to movie pictures, thus should It has been integrated with traditional design methods. This argument has a serious defect: although it is obviously important in interactive design, it is almost useless if the appearance is not organized by effective proper behavior. There is no logical structure and the process of resolving the actual problem of user practical problems, and a single appearance-oriented interaction design can only bring suspicious sensory stimulation. Sensory data does not make us a logical understanding of it by narrative. Special effects cannot be a movie, and the narrative is also fundamentally. This is more correct to the digital product, because the dialogue is not a fictitious, a third-party observation, but is a non-oral natural language called the Bill Buxton (1990) between the human and digital products. An individual interaction. For this dialogue - that is the expectation and design of behavior is the essence of interaction design.