Bill Moggridge. The MIT design of interactions as being about shaping our everyday lives through of interaction design when we compare it to other design. In Designing Interactions, award-winning designer Bill Moggridge introduces us to forty influential designers who have shaped our interaction with technology. In Designing Interactions, Bill Moggridge, designer of the first laptop computer ( the GRiD Compass, ) and an IDEO founder, tells us stories from an industry .
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Want to Read Currently Reading Read. Refresh and try again. Open Preview See a Problem? Thanks for telling us about the problem. Return to Book Page. 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 inyeractions job as designing a physical object–beautiful or utilitarian–but as designing our interactions with it. In Designing Fesigning, award-winning designer Bill Moggridge introduces us to forty Digital technology has changed the way we interact with everything from the games we play to the tools we use at work.
In Designing Interactions, moggrdige 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, 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 interactiojs 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 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.
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Designing Interactions [With CDROM]
Apr 03, Phil rated it it was ok. Haven’t read the whole thing yet, but this book needs “History of” in the title because “Designing Interactions” makes it sound like you might actually learn how to. So far I haven’t gained much insight into how to approach problems and not be horrible at this stuff.
Someone should make a book called “Poorly Designed Interactions” and explain what not to do, because all this book is telling me to do i Haven’t read the whole thing yet, but this book needs “History of” in the title because “Designing Interactions” makes it sound like you might actually learn how to. Someone should make a book called “Poorly Designed Interactions” and explain what not to do, because all this book is telling me to do is: Perhaps things will turn around later in the book and some useful information will be conveyed.
Sep 12, Ninakix rated it it was amazing Shelves: This book might be colossal, but if you take the time to read it, you’ll be doubly rewarded.
The book is essentially a series of “case studies” on design, but what makes it truly spectacular is that they’re actually an odd mix. While some chapters are more theoretical, and impart ideas about interaction design, others tell stories about how things came to be designed the way they were. Finally, others represent research and ideas that are more academic or “cutting edge,” depending on your point This book might be colossal, but if you take the time to read it, you’ll be doubly rewarded.
Finally, others represent research and ideas that are more academic or “cutting edge,” depending on your point of view. More than anything, the book is a joy to read – I found myself spending so much time reading I had to give it away during the school semester.
Definitely the best book I’ve read so far this year.
Apr 20, Patricia added it. Great basics of Interaction Design with interviews with all the pioneers. Jan 11, May Ling rated it it was amazing Shelves: I already started recommending it before I finished reading it.
If you are trying to start somewhere on thinking about design, particularly digital design, this is a great history that will put you square into the train of thought of it interqctions.
This was the point, though later others realized that buil Summary: This was the point, though later others realized that building to augment those that are less genius than Mr. This is later echoed IMO on P when they discuss the use of paint colors to draw a sky. In the physical world, you would use blue and add white paint. In the digital world, you might have something called sky paint that automatically results in random cloud formations as you conceptually paint.
This is not to be misinterpretted by the areas of the book that describe good design as acknowledging real areas of limitation. It follow so nicely with the work on memory between these two forms of sensory input. Commentary from John Maeda that reminds us that the period began by requiring a master craftsman to work with a master designer. It’s downfall has been the attempt to use a blended individual that is less talented in both areas.
You end up with a mucked soup. What are they trying to do in context? I might call this empathy 3 Modes – Modes and tasks – what is their state of mind while they are trying to accomplish it? Speed, or do we have time? Where does the input or output need to be to be effective. New versions take different designlng. In the later you ddesigning the existing item inside and out.
In the former, you start with – essentially – envisioning and imagination. Another framework for innovation multiple solutions: You don’t want it too new because that seems dangerous. You want something familiar and somewhat new.
The things we did, we did well. People don’t mind doing more things; they like it as long as you do them well. As long as moggricge make it easy, intuitive, fast and so on. They are empathetic to other disciplines, which translates to having breadth. Jul 15, Marty rated it liked it Recommends it for: Bill Moggridgedesigner of the first laptop and best known as one of the founders of IDEO, wrote Designing Interactions to capture what he has seen and learned to highlight the importance of interactive designiny, including usability, testing and how the most accepted best practices can often wilt vs.
Designing Interactions has 10 chapters following the development of the computer and how it was affected by interactive design — and how it helped d Bill Moggridgedesigner of the first laptop and best known as one of the founders of IDEO, designning Designing Interactions to capture what he has seen and learned to highlight the importance of interactive design, including interactionns, testing and how the most accepted best practices can often wilt vs.
Designing Interactions has 10 chapters following the development of the computer and how it was affected by interactive design — and how it helped develop that discipline at the same time. He covers the development of the mouse, desktop, laptop and Palm Ch. Moggridge knows his stuff, having been desiging from nearly the beginning. So, he knows how we got where we are via interaction design.
But instead of telling the story himself, he does it through those whose work made these changes. Each chapter has several parts presented from the perspective of an individual involved in the topic at hand, such as Larry Tesler developing the first desktop and devices or Rob Haitani creating the original Palm OS.
Having people tell the stories in their own words, from their perspective, creates an interesting presentation of the information; Moggridge fill in the gaps with his own insights at the start of moggride and between individuals, but the heart of this book comes from those individuals.
Great information included the hundreds of early iterations for creating the mouse, the creation the modern desktop interface including how testing was important, but required them to develop a new testing process as welland developing the familiar interaction design concepts moggridgr use today. Often, failure led to inspiration to prevent a similar problem in the future; other times, simple observation of people doing things provided imteractions basis for standard rules. Onteractions concepts were, of interacctions, the reason we bought this book — history is nice but we wanted something concrete to work with, and there is a lot here to learn from.
But, moygridge spent on them tended to be more biographical than relevant, focusing on how they got to interactionss they were rather than what they DID that made them worth covering. A condensed version, with less interpersonal commentary and stronger focus on the Interaction Design would produce a better product.
Feb 13, Amber Case rated it it was amazing Shelves: Moggridge, designer of the first laptop computer the Digital technology has changed the way we interact with everything from the games we play to the tools we use at work. Dec 17, Lorenzo Diaz campos rated it it was amazing Shelves: Oct 24, Iris rated it really liked it Shelves: The book is more about history and case studies rather than an instructional book as I expected.
Designing Interactions [With CDROM] by Bill Moggridge
Regardless, I found the book really interesting as it told the stories about the development of functions my generation probably takes for granted: When it goes towards the more recent case studies, my favorite was the section about TUI, tangible user interfaces. My biggest gripe was that it’s heavily biased towards Apple. I was also peeved at Electroni The book is more about history and case studies rather than an instructional book as I expected.
I was also peeved at Electronic Arts interviewee’s categories of gamers being all male and him dissing my Nintendo. It was really interesting and informative about interactive design history and various case studies, even though it was totally different from what I expectation of an instructional book.
Feb 20, Faz rated it it was ok. I bought this book thinking it would give examples and insight into product and interaction designs. Instead, it is a bunch of very biased case studies.
While interesting, it did not meet my expectations. The author is very Apple biased, and much of the content uses them as role models, and praises things such as the iPod, overlooking the deficiencies and predecessors.
It also enforces design elements such as simplicity and eliminating the need to inclusion of more advanced operations. While thi I bought this book thinking it would give examples and insight into product and interaction designs. While this is suitable for general users of the products, it alienates the entire demographic of users that try to do more and push technology to its limits.
Jan 03, Sean Howard rated it it was amazing Recommends it for: