Complete Beginner’s Guide to Interaction Design

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    Complete Beginner’s Guide to Interaction Design

    Written by

    UX Booth

    Author

    Interaction design has its origins in web and graphic design, but has grown into a realm of its own. Far from

    merely working with tet and pictures, interaction designers are now responsible for creating e!ery elementon the screen that a user might swipe, click, tap, or type" in short, the interactions of an eperience.

    #his article ser!es as a good $umping off point for people interested in learning more about Interaction

    %esign. #o that end, we&ll briefly co!er the history, guiding principles, noteworthy contributors, and tools

    related to this fascinating discipline. '!en if you&re an interaction designer yourself, gi!e the article a readand share your thoughts in the comments below.

    Table of Contents

    • What is Interaction %esign(

    • )ommon *ethodologies

    • %aily #asks

    • +eople to Follow

    • #ools of the #rade

    • Associations

    • I% Books

    What is Interaction Design?

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    Interaction %esign I%- defines the structure and beha!ior of interacti!e systems. Interaction designers

    stri!e to create meaningful relationships between people and the products and ser!ices that they use, from

    computers to mobile de!ices to appliances and beyond. ur practices are e!ol!ing with the world.

    #he Interaction %esign Association I%A-

    Interaction design began the day the first screen was designed to hold more than static copy. '!erything

    from a button to a link to a form field is part of interaction design. !er the past se!eral decades, a number

    of books ha!e been released that eplain facets of interaction design, and eplore the myriad ways itintersects and o!erlaps with eperience design.

    Interaction design has e!ol!ed to facilitate interactions between people and their en!ironment. Unlike user

    eperience design, which accounts for all user/facing aspects of a system, interaction designers are only

    concerned with the specific interactions between a users and a screen. f course, in practice things are ne!eso crisply delineated.

    Common Methodologies

    Although interaction design spans myriad types of web and mobile applications and sites, there are certain

    methodologies that all designers rely on. We&ll eplore some of the more common methodologies here" goal-driven design, usability, the five dimensions, cognitive psychology, and human interface guidelines.

    Goal-Driven Design

    0oal/dri!en design was populari1ed by Alan )ooper, in his book #he Inmates Are 2unning the Asylum"

    Why 3igh/#ech +roducts %ri!e Us )ra1y and 3ow to 2estore the 4anity, published in 5666. Alan defines

    goal/dri!en design as design that holds problem sol!ing as a highest priority. In other words, goal/dri!en

    design focuses first and foremost on satisfying specific needs and desires of the end/user, as opposed toolder methods of design, which focused on what capabilities were a!ailable on the technology side of

    things.

    #oday, some of the points Alan brings up seem ob!ious, since designers rarely select interactions basedsolely on de!elopment constraints. 3owe!er, at its heart, the methodology is all about satisfying the end/

    user&s needs and wants, which is $ust as necessary today as it e!er was.

    #he process in!ol!ed in goal/dri!en design, according to Alan, re7uires fi!e shifts in the way we think as

    interaction designers.

    http://www.ixda.org/about/ixda-missionhttp://amzn.to/1kIKJ5qhttp://amzn.to/1kIKJ5qhttp://amzn.to/1kIKJ5qhttp://www.ixda.org/about/ixda-missionhttp://amzn.to/1kIKJ5qhttp://amzn.to/1kIKJ5q

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    5. Design first program second! In other words, goal/dri!en design begins with considerations for

    how users interact and how things look8-, rather than beginning with technical considerations.

    9. "eparate responsibilit# for design from responsibilit# for programming! #his refers to thenecessity of ha!ing an interaction designer who can champion the end/user, without worrying about

    the technical constraints. A designer should be able to trust his or her de!eloper to handle the

    technical aspects: in fact Alan )ooper suggests that to do otherwise places the designer in a conflictof interest.

    ;. $old designers responsible for product %ualit# and user satisfaction! #hough stakeholders or

    clients will ha!e their own ob$ecti!es, the interaction designer has a responsibility to the person on

    the other side of the screen.

    . Wor& in teams of t'o! ?astly, interaction designers should ne!er work in a silo. )ollaboration with

    others, which Alan )ooper calls a @design communicator, is key. #hough the design communicator

    Alan en!isioned in 5666 was typically a copywriter intended to pro!ide marketing copy for

     products, today that has epanded to include a pro$ect manager, content strategist, informationarchitect, and many others.

    (sabilit#

    Usability may feel like a !ague term, but at its heart, designers are simply asking @can someone easily usethis( It&s been eplained in books and online in a myriad of ways, and we will re!iew a few different

    definitions to unco!er some common themes and nuances"

    In the book 3uman )omputer Interaction by authors Alan %i, anet '. Finlay, 0regory %. Abowd, 2ussellBeale, usability is broken down into three principles"

    • )earnabilit#* how easily can a new user learn to na!igate the interface(

    http://www.amazon.com/gp/product/0130461091/ref=as_li_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=0130461091&linkCode=as2&tag=uxbo09-20&linkId=ED3JANF2H2XYHXW4http://www.amazon.com/gp/product/0130461091/ref=as_li_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=0130461091&linkCode=as2&tag=uxbo09-20&linkId=ED3JANF2H2XYHXW4

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    • +le,ibilit#* how many ways can a user interact with the system(

    • obustness* how well are we supporting users when they face errors(

    *eanwhile, Cielsen and 4chneiderman eplain usability as being made up of fi!e principles"

    • )earnabilit#* how easily can a new user learn to na!igate the interface(

    • .fficienc#* how 7uickly can users perform tasks(

    • Memorabilit#* if a user hasn&t !isited the system in a while, how well will they remember the

    interface(

    • .rrors* how many errors do users make, and how 7uickly can they reco!er from errors(

    • "atisfaction* do users en$oy using the interface, and are they pleased with the results(

    ?astly, the international standard I4 69

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    • 3D* ph#sical ob4ects or space refers to the physical hardware, whether it&s a mouse and keyboard,

    or a mobile de!ice a user interacts with.

    • 5D* time is the length that the user spends interacting with the first three dimensions. It includes the

    ways in which the user might measure progress, as well as sound and animation.

    • 6D* behavior was added by De!in 4il!er in his article, What +uts the %esign in Interaction %esign.

    It is the emotions and reactions that the user has when interacting with the system.

    Using these fi!e dimensions, an interaction designer can pay attention to the !ery eperience the user has

    when communicating and connecting with a system.

    Cognitive 7s#cholog#

    )ogniti!e psychology is the study of how the mind works, and what mental processes that take place there.

    According to the American +sychological Association, these processes include @attention, language use,

    memory, perception, problem sol!ing, creati!ity, and thinking.

    While psychology is an immensely broad field, there are a few key elements of cogniti!e psychology thatare particularly !alued, and in fact may ha!e helped form the field of interaction design. %on Corman called

    out many of them in his book, #he %esign of '!eryday #hings. 3ere are $ust a few.

    • Mental models are the images in a user&s mind that inform their epectation of a certain interaction

    or system. By learning the user&s mental model, interaction designers can create systems that feelintuiti!e.

    • Interface metaphors make use of known actions to lead users to new actions. For eample, the

    trash icon on most computers resembles a physical trash can, in order to alert a user to the epected

    action.

    • 0ffordances are things that are not only designed to do something, but that are designed to look  like

    they are designed to do something. A button that looks like a physical ob$ect you can push, for

    eample, is an affordance designed so that someone unfamiliar with the button will still understand

    how to interact with it.

    $uman Interface Guidelines

    #his section is a bit of a misnomer: there actually is no single set of human interface guidelines. 3owe!er,

    the idea behind creating human interface guidelines is in itself a methodology. 0uidelines ha!e been created

     by most ma$or technology design businesses, including Apple and Android, a!a and Windows. #he goal isthe same for all of them" to alert prospecti!e designers and de!elopers to ad!ice and recommendations that

    will help them to create uni!ersally intuiti!e interfaces and programs.

    Dail# Tas&s and Deliverables

    http://www.uxmatters.com/mt/archives/2007/07/what-puts-the-design-in-interaction-design.phphttp://www.amazon.com/exec/obidos/ASIN/1452654123/uxbo09-20http://www.uxmatters.com/mt/archives/2007/07/what-puts-the-design-in-interaction-design.phphttp://www.amazon.com/exec/obidos/ASIN/1452654123/uxbo09-20

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    An interaction designer is a key player throughout the entire de!elopment process. 3e or she has a set of

    acti!ities that are key to the pro$ect team. #hese typically include forming a design strategy, wireframing

    key interactions, and prototyping interactions.

    Design "trateg#

    Although the boundaries here are fu11y, one this is certain" an interaction designer will need to know who

     she is designing for  and what the user’s goals are. #ypically, this is pro!ided for her by a user researcher . Inturn, an interaction designer will assess the goals and de!elop a design strategy, either independently or wit

    help from other designers on her team. A design strategy will help team members ha!e a common

    understanding of what interactions need to take place to facilitate user goals.

    Wireframes of 8e# Interactions

    After the interaction designer has a good idea of the strategy moti!ating her design, she can begin to sketch

    the interfaces that will facilitate the necessary interactions. #he de!il here lies in the details" some professionals will literally sketch these interactions on a padEdry/erase board while others will use web

    applications to aid them in the process, and some will use a combination thereof. 4ome professionals will

    create these interfaces collaborati!ely while others will create them alone. It all depends on the interactiondesigner and his or her particular workflow.

    7rotot#pes

    %epending on the pro$ect, the net logical step for an interaction designer might in!ol!e the creation of prototypes. #here are a number of different ways in which a team might prototype an interaction, which we

    won&t be co!ering in etensi!e detail here, such as htmlEcss prototypes, or paper prototypes.

    "ta# Current

    ne of the hardest parts about being a practicing interaction designer is the speed of change in the industry.'!ery day, new designers are taking the medium in a different direction. )onse7uently, users are epecting

    these new kinds of interactions to appear on your website. #he prudent interaction designer responds to thise!olution by constantly eploring the web for new interactions and taking ad!antage of new technologies

    while always keeping in mind that the right interaction or technology is the one that best meets the persona&

    needs, and not merely the newest or most eciting. Interaction designers also stay current by followingthought leaders like the notable designers below- on #witter, and pushing the medium forward themsel!es.

    7eople to +ollo'

    As we noted before, it&s nearly impossible to identify someone as @only an interaction designer. #he fieldo!erlaps with UX design, UI design, de!elopment, and !isual design, and as a result not all the designerslisted here e!en refer to themsel!es as interaction designers. We&!e included them because of their impact

    on the field, and because the things they ha!e taught and written about are worth eploring if you yourself

    work in interaction design.

    Alan )ooper #witter  

    http://www.uxbooth.com/articles/research-right-audience/http://www.uxbooth.com/articles/research-right-audience/http://www.uxbooth.com/articles/discovering-table-stakes-delighters/http://www.uxbooth.com/articles/co-creation-designing-with-the-user-for-the-user/https://twitter.com/MrAlanCooperhttp://www.uxbooth.com/articles/research-right-audience/http://www.uxbooth.com/articles/discovering-table-stakes-delighters/http://www.uxbooth.com/articles/co-creation-designing-with-the-user-for-the-user/https://twitter.com/MrAlanCooper

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    Alan )ooper co/founded )ooper in 5669. 3e is widely known for his role in humani1ing technology

    through his groundbreaking work in software design. 3e is also the author of the books About Face" #he

    'ssentials of Interaction %esign editions 5/

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    For more than fifteen years Daren has helped create more usable digital products through the power of user

    eperience design and content strategy. #oday, she manages Bond Art J 4cience, a user eperience

    consultancy she founded in 9K, where she has led content strategy and information architectureengagements for #he Atlantic, Fast )ompany, Franklin #empleton, and Fidelity. Daren is on the faculty of

    the *FA in Interaction %esign program at the 4chool of Gisual Arts in Cew =ork, where she teaches %esign

    *anagement, which aims to gi!e students the skills they need to run successful pro$ects, teams, and businesses. 4he is also on the management team of consulting and !enture capital firm Ignite Genture

    +artners, ser!ing as their G+ of %igital. Daren is the author of )ontent 4trategy for *obile.*ike *onteiro#witter  

    *ike *onteiro is the co/founder of *ule, a design agency renowned for eploring those dark territories

    where content strategy, online identity, and cutting/edge web technology with classic, timeless design blend

    together. *ike has written two books, %esign Is a ob, and =ou&re *y Fa!orite )lient, in which he screamsto the world his lo!e for hard work, self/awareness, and the importance of a good tailor. %esigners around

    the globe ga!e the lo!e back for ha!ing been gifted with such a pi!otal tet for their industry.

    #heresa Ceil#witter  

    #heresa Ceil is a User 'perience consultant located in Austin, #eas. 4he has led the design for more than

    5 web, desktop and mobile applications since 95. )lients include a di!erse mi of Fortune >companies, non/profit organi1ations, and local Austin start/ups. 4he co/authored %esigning Web Interfaces 

    with designer and de!eloper Bill 4cott. 3er eperiences as a UX designer are chronicled at

    theresaneil.wordpress.com and her work can be seen at www.theresaneil.com.

    %on Corman#witter  

    %on Corman studies how real people interact with design, eploring the gulf between what a designer

    intends and what a regular person actually wants. 3is work has resulted in some classic books, including#he %esign of '!eryday #hings, which is generally considered to be a user eperience classic.

    %an 4affer 

    #witter  

    %an 4affer is the creati!e director, new products at awbone, where he designs net generation products andser!ices for wearables and consumer electronics. 3e is also the author of many books on design, including

    %esigning %e!ices, and %esigning for Interaction. 3is latest book, *icrointeractions, was published in95;.

    Brenda 4anderson

    #witter  

    Brenda 4anderson is 'ecuti!e %irector of the >,J member I%A, the global network dedicated to the professional practice of Interaction %esign. !er 5> years as a practicing designer has taken Brenda through

    design studios, print shops, daily newspapers, publishing companies and the ad!ertising industry. 4he has

     been recogni1ed nationally for her design work and for her writing on technology&s impact on the creati!efield.

    Bill 4cott

    #witter  Bill 4cott helped create the =ahoo8 %esign +attern ?ibrary in 9K. 3is work on the pattern library has

    impacted designers around the world since that time. Bill is a designer and de!eloper, and his work has

    included the creation of a ;% graphics library, wargaming interfaces for CA#, and many open source

     pro$ects. 3e co/authored %esigning Web Interfaces with #heresa Ceil, and is a fre7uent conference speaker

    Tools of the Trade

    http://amzn.to/1Mfgzg1https://twitter.com/monteirohttp://muledesign.com/http://amzn.to/1GtZtirhttp://amzn.to/1kIK2sThttps://twitter.com/theresaneilhttp://amzn.to/1GtYYF0http://www.theresaneil.wordpress.com/http://www.theresaneil.com/https://twitter.com/jnd1erhttp://www.amazon.com/gp/product/0465050654/ref=as_li_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=0465050654&linkCode=as2&tag=uxbo09-20&linkId=FKQBFTMWLYEE43X4http://www.amazon.com/gp/product/0465050654/ref=as_li_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=0465050654&linkCode=as2&tag=uxbo09-20&linkId=FKQBFTMWLYEE43X4https://twitter.com/odannyboyhttps://jawbone.com/http://amzn.to/1Mfghprhttp://www.designingforinteraction.com/http://microinteractions.com/https://twitter.com/brendamontrealhttps://twitter.com/billwscotthttp://amzn.to/1kIJfInhttp://amzn.to/1Mfgzg1https://twitter.com/monteirohttp://muledesign.com/http://amzn.to/1GtZtirhttp://amzn.to/1kIK2sThttps://twitter.com/theresaneilhttp://amzn.to/1GtYYF0http://www.theresaneil.wordpress.com/http://www.theresaneil.com/https://twitter.com/jnd1erhttp://www.amazon.com/gp/product/0465050654/ref=as_li_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=0465050654&linkCode=as2&tag=uxbo09-20&linkId=FKQBFTMWLYEE43X4https://twitter.com/odannyboyhttps://jawbone.com/http://amzn.to/1Mfghprhttp://www.designingforinteraction.com/http://microinteractions.com/https://twitter.com/brendamontrealhttps://twitter.com/billwscotthttp://amzn.to/1kIJfIn

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    Interaction designers use a number of different tools to get their $obs done. Whether they&re sketching an

    interaction on a napkin or presenting a prototype to a client, their goal is the same" communication !ia

    con!ersation. Abo!e all else, interaction designers need to communicate well. #he list below is a samplingof tools used to facilitate con!ersations. Deep in mind that the web interfaces that are e!entually created, ar

    typically done so with user/facing front/end- technologies such as )44E3#*?.

    Balsami% Moc&ups

    Balsami7 *ockups is an Adobe Air app that makes wireframing an interaction easy. #he team at Balsami7

    has done a superb $ob, pro!iding users with a number of interaction design patterns that are ubi7uitous tocontemporary application design. What&s more, Balsami7 keeps their interface simple, using a hand drawn

    style for elements and comic sans as a font face. #his enables the designer and stakeholders to focus their

    efforts and their clients& feedback- on interaction, by remo!ing the etraneous design elements. #hink of it

    as an online !ersion of paper prototyping8

    ?earn more about Balsami7 *ockups

    In9ision

    http://www.balsamiq.com/products/mockupshttp://www.balsamiq.com/products/mockups

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    InGision is a free web and mobile prototyping tool, for *ac and Windows. InGision is designed to facilitate

    communication, and does so by integrating with +hotoshop, 4ketch, 4lack, ira, and other applications.%esigners can upload wireframes, and connect them !ia hotspots. )lients, stakeholders, and colleagues can

    add comments directly on the design, and with ?i!e4hare, InGision&s real/time presentation tool, the app

    enables li!e whiteboarding.

    ?earn more about InGision

    /mnigraffle

    mnigraffle is the premier diagramming software for *ac 4 X. Interaction designers can take ad!antage

    of the rather bland aesthetic created by diagramming software such as mni0raffle to focus their team on

    http://www.invisionapp.com/#tourhttp://www.invisionapp.com/#tour

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    the interactions behind their designs rather than on the design itself. mni0raffle offers a number of nifty

    features, including" click/to/re!eal functionality for eample, you can show how a modal bo works-,

    sketchingEbe1ier cur!es, etc.

    ?earn more about mni0raffle

    7atternr#

     Co one wants to waste time rein!enting the wheel. A good interaction library sa!es time and energy

    designing or coding a common interaction, and ensures consistency across designs. +atternry is a tool that

    allows teams of interaction designers to share and store their design and code assets in one central locationi.e. the library-. What&s great about +atternry is that it&s more than $ust a repository: it also pro!ides a

    starting point, with do1ens of patterns for common interactions and modules.

    ?earn more about +attenry

    "&etch

    http://www.omnigroup.com/applications/OmniGraffle/http://patternry.com/http://www.omnigroup.com/applications/OmniGraffle/http://patternry.com/

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    4ketch is a design tool *ac only-, best used for icons or medium/to/high fidelity mockups. A lightweight

    alternati!e to Adobe +hotoshop, 4ketch offers layers, grids, and artboards: in short, e!erything an interactio

    designer re7uires to create wireframes and mockups with some !isual additions. Want to get more out of4ketch( )onsider Leplin, the 4ketch plugin currently in Beta- to allow for team collaboration.

    ?earn more about 4ketch

    0,ure

    Aure 2+ is arguably the best interaction design tool on the market. Boasting far more robust functionality

    than Balsami7, built/in collaboration and sharing, and the ability to easily con!ert a wireframe to a

     prototype, Aure seems to offer e!erything. #he one downside is that it perhaps offers too much, whichmeans it has a slow learning cur!e.

    ?earn more about Aure 2+

    http://www.sketchapp.com/http://www.axure.com/http://www.sketchapp.com/http://www.axure.com/

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    (:7in

    UX+in is a collaborati!e design platform that supports lo/fi wireframing to hi/fi animated prototyping.%esigners using +hotoshop or 4ketch can import their work for layered prototyping, then get feedback from

    their team and other stakeholders. UX+in facilitates interaction design with do1ens of built/in interactionsand a custom animations editor. #he tool also includes usability testing and li!e presentation functionalities

    ?earn more about UX+in

    0ssociations

    An interaction designer is still an I% whether or not they belong to any particular group. 4till, finding othedesigners is a great way to network and learn from others in the field. All of these associations are a!ailable

    across the United 4tates, and some eist internationally as well.

    I:D0

    In their own words"

    the I%A network pro!ides an online forum for the discussion of interaction design issues as well as other

     platforms for people who are passionate about interaction design to gather and ad!ance the discipline.

    *ore information a!ailable at" http"EEwww.ida.orgE

    0IG0

    Although the AI0A American Institute of 0raphic Arts- was initially founded for graphic designers, the

    organi1ation itself reali1es that graphic designers are more fre7uently designing compositions for newmedia, in which interaction design plays a ma$or part. ?ocal AI0A chapters are a!ailable throughout the

    United 4tates, and host e!ents ranging from +hotoshop ?ayer #ennis, to art ehibitions.

    *ore information a!ailable at" http"EEwww.aiga.orgE

    http://www.uxpin.com/http://www.ixda.org/http://www.ixda.org/http://www.aiga.org/http://www.aiga.org/http://www.uxpin.com/http://www.ixda.org/http://www.aiga.org/

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    Meetup

    #o be fair, there is no one *eetup group. #hat&s the beauty of it" search @interaction design in your city onthe *eetup interface or go to http"EEia.meetup.comE, and you&ll find any number of networking groups,

    educational groups, and social groups. If you happen to li!e in an area where an Interaction %esign or User

    'perience %esign- meetup doesn&t yet eist, now&s the time to start8 As it happens, *eetup&s interface alsomakes it easy to start a new group.

    *ore information a!ailable at" http"EEwww.meetup.comE

    Boo&s

    #he list of books rele!ant to interaction design could span many pages by itself. 3ere, we&!e narrowed the

    list to $ust a few iconic books. If you&re really itching to epand your library, though, check out ourrecommended books for your user eperience library.

    %esigning for Interaction" )reating Inno!ati!e Applications and %e!ices 9nd 'dition-%an 4affer%an 4affer takes a look at the world around us, and the interactions we eperience e!ery day. 3is book

    opens up the design world, and lays it out in an easy/to/follow way. Designing for Interaction is

    simultaneously a book of eamples, and a how/to for creating usable products and design strategies.

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    %esigning for the %igital Age" 3ow to )reate 3uman/)entered +roducts and 4er!ices

    Dim 0oodwin

    In Designing for the Digital Age, Dim 0oodwin takes the bull by the horns" we as a culture need to acceptthat all of our products and ser!ices ha!e been made more complicated by their technological constraints

    and opportunities. Co matter how much incredible functionality is possible, we can&t ignore the possible

    confusion the digital realm brings to our users. 0oodwin eplores the benefits and challenges designersface, and offers processes and acti!ities to offer better eperiences, without complications.

    %esigning Interfaces

    enifer #idwell!er the years, Designing Interfaces has become so ubi7uitous it has become known by its nickname, @the

     book with the bird. But its popularity is for an ecellent reason" enifer #idwell eplains best practices,

     pro!ides rich eamples, and lea!es the reader with enough methods and guidance to inspire future designs.

    Interaction %esign" Beyond 3uman/)omputer Interaction

    =!onne 2ogers

     Cow in its third edition, 2ogers& book offers a look at how we design, both technically and ethically. 'achchapter helps pro!ide a foundation for @how to design interacti!e products that enhance and etend the way

     people communicate, interact and work. #he book includes case studies, eamples, 7uestions, and insight

    into future trends.

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    #he %esign of '!eryday #hings%on Corman

    The Design of veryday Things is a classic. It is the book that changed design from a @nice/to/ha!e into anecessity. In it, %on Corman eposed the !alue of usable, intuiti!e design in e!ery facet of our daily li!es.

    3e outlines a series of rules to follow, in order to create simple, usable products and effortless eperiences.

    %on&t *ake *e #hink , by 4te!e Drug

    A short but robust book, Don’t !ake !e Think  is both a fun read and informati!e. In it, 4te!e Drug co!ers

    the basics of designing interactions that are user/proof. Drug&s eperience as a usability consultant pro!ides

    him with plenty of real/world eamples and concrete solutions to problems e!ery interaction designer hascome up against.

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