Introduction: A Cultural Approach to Interaction Design 1
The Collective Process of Design 1
Designing the Unfamiliar 3
How (Not) to Talk about Design 8
- New Media/Digital Medium 8
- Intuitive/Transparent 9
- Interface Design/Interaction Design 10
- User/Interactor 11
- Content/Information 11
- Interactivity/Agency 12
- Artifact-Environment-Application-Device-System 13
Media Expand the Scope of Our Shared Attention 13
The Medium is the Method 16
I Changing Technologies, Lasting Innovations 23
1 Design in an Evolving Medium 25
Design as Framing and Reframing 25
Three Layers of Media Design: Inscription, Transmission, Representation 29
Design Explorations: Exploring Design in a New Medium 46
2 Affordances of the Digital Medium 51
The Four Affordances 51
The Computer is a Procedural Medium 51
- Draw on Computer Science Concepts and Conventions 52
The Computer is a Participatory Medium 55
- Draw on HCI Concepts and Conventions 59
The Computer is an Encyclopedic Medium 66
- Draw on Information Science Concepts and Conventions 68
The Computer is a Spatial Medium 70
- Draw on Visual Design Concepts and Conventions 75
Design Explorations: Exploring the Affordances of the Digital Medium 80
3 Maximizing the Four Affordances 87
The Grid of Affordances 87
Shaping and Satisfying Interactors’ Expectations 96
Designing for Agency and Immersion 100
Design Explorations: Exploring for Maximizing Digital Affordances 103
II Designing Expressive Procedures 105
4 Computational Strategies of Representation 107
Computation as Symbol Manipulation 107
Attribution of Processes into Flow Charts and Pseudocode 113
Scripting Behaviors 119
State 123
Modularity and Encapsulation 127
Design Explorations: Computational Strategies of Representation 132
5 Building Procedural Complexity 137
Objects, Classes, Methods, Inheritance 137
Substitution Systems 138
Simulations of Complex Systems 141
Emergence 147
Computational Procedures Reflect Cultural Values 148
Design Explorations: Strategies for Procedural Complexity 155
III Spatial Design Strategies 159
6 Defining and Navigating Spaces and Places 161
Lists, Tables, and Other Containers 161
Maps 170
Places versus Spaces 172
Abstract Space 182
Design Explorations: Spatial Organization 188
7 The Library Model for Collocating Information 191
Aggregating Information, Preserving Knowledge 191
The Catalog and the Shelf 194
Labels as Identifiers, Descriptors, and Pointers 201
Classification Schemes 203
Information Organization as a Taxonomy of Knowledge 209
Designing for Navigation with Appropriate Labels 212
Design Explorations: Collocation in the Emerging Digital Library 218
IV Designing Encyclopedic Resources 221
8 The Database Model: Strategies for Segmentation and Juxtaposition of Information 223
Semantic Segmentation 223
Flat File Database 226
Relational Databases 230
Navigating and Visualizing Large Databases 237
From Tables to Objects 240
The Persistence of Ambiguity 241
Design Explorations: The Database Model 246
9 The Structured Document Model: Using Standardized Metadata to Share Knowledge 251
Structured Documents Are the Basis of the World Wide Web 251
Making Meaning with Metadata 256
Searching the Web with Metadata and Social Networks 260
Structured Wikis and the Social Creation of Knowledge 272
XML and the Semantic Web 276
Design Explorations: Documents Structured with Metadata 281
V Scripting Interaction 287
10 The Tool Model: Augmenting the Expressive Power of the Hand 289
Pointing, Grabbing, and Expressive Gestures 289
Efficiency, Learnability, Transparency 300
Expressivity and Virtuosity 304
Design Explorations: The Tool Model 313
11 The Machine Model: Visibility and Control as Design Goals
Designing for Visibility 319
Empowering Interactors with Control Structures 327
The Appliance Model: Widgets and Applets Sharing Information 332
Toward More Expressive Machines 335
Design Explorations: The Machine Model 338
12 The Companion Model: Helpful Accompaniment as a Design Goal 343
The Computer as a Social Presence 343
Synchronization 345
Politeness 352
Conversational Structure 354
The Perils of Personification 356
Fantasies of the Magical Servant 361
Responsive Anticipation 367
Design Explorations: The Companion Model 370
13 The Game Model: Scripting Interaction as Structured Play 377
Game Patterns as Building Blocks for Interaction Design 377
Convening Shared Attention with Game Mechanics 383
Playing with Media Conventions 388
Playing with Cognition 395
Replay as Repetition with Variation 398
The Mechanic is the Message 400
Patterns Make Reality 402
Design Explorations: The Game Model of Interaction 403
Glossary 407
Bibliography 445
Image Credits 455
Index 467