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Designing Interactions (MIT Press), by Bill Moggridge
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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 their job as designing a physical object -- beautiful or utilitarian -- but as designing our interactions with it. In Designing Interactions, award-winning 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, 1981) 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 a 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 700 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.
Interviews with:Bill Atkinson • Durrell Bishop • Brendan Boyle • Dennis Boyle • Paul Bradley • Duane Bray • Sergey Brin • Stu Card • Gillian Crampton Smith • Chris Downs• Tony Dunne • John Ellenby • Doug Englebart • Jane Fulton Suri • Bill Gaver • Bing Gordon • Rob Haitani • Jeff Hawkins • Matt Hunter • Hiroshi Ishii • Bert Keely • David Kelley • Rikako Kojima • Brenda Laurel • David Liddle • Lavrans Løvlie • John Maeda • Paul Mercer • Tim Mott • Joy Mountford • Takeshi Natsuno • Larry Page • Mark Podlaseck • Fiona Raby • Cordell Ratzlaff • Ben Reason • Jun Rekimoto • Steve Rogers • Fran Samalionis • Larry Tesler • Bill Verplank • Terry Winograd • Will Wright
- Sales Rank: #74886 in Books
- Brand: MIT Press
- Published on: 2007-10-01
- Original language: English
- Number of items: 1
- Dimensions: 9.00" h x 1.75" w x 8.00" l, 3.78 pounds
- Binding: Hardcover
- 766 pages
Review
An engaging, informative, and enjoyable history of interaction design that helps us appreciate the contributions of some incredible people who shaped this corner of the design field. What fun!
(Dan Boyarski, Professor and Head, School of Design, Carnegie Mellon University)All in all, I cannot recommend this book too highly: it is fascinating, stimulating and illuminating.
(Professor Tom Wilson Information Research)During the past forty years, interaction designers have powerfully transformed the daily lives of billions. Designing Interactions is a deeply knowing, intimate portrayal of these people: who they are, how they think, and precisely what they do. If you live or work with computers or cell phones -- and who among us has any choice about that? -- then you owe it to yourself to read this. A labor of love that was years in the making, this classic has no rival in its field.
(Bruce Sterling, author of Shaping Things)Designing Interactions offers multiple interfaces in its own right. It's not just a well-designed, nicely indexed book, with a heft that strains the tendons (the back of my review copy cracked after only a few hours of gentle use), but also an enclosed DVD with interviews, and a website (designinginteractions.com) that includes a weekly downloadable chapter. There's an inherent lesson in this arrangement, which is the value of choice. The very randomness of Moggridge's archive shows the truest quality of good interaction design: personality.
(I.D. Magazine)This is one hell of a book...Part history lesson, part computer science thesis, part design education, part personal design philosophy, it is fascinating, inspirational, occasionally baffling, and often hilarious.
(Helen Walters BusinessWeek.com)This will be the book that summarizes how the technology of interaction came into being and prescribes how it will advance in the future. Written by the designer who was there, who helped make it happen, who pioneered the digital revolution. Essential, exciting, and a delight for both eyes and mind.
(Don Norman, Nielsen Norman Group and Northwestern University, author of Emotional Design) About the Author
The award-winning designer Bill Moggridge, pioneer in interaction design and integrating human factors disciplines into design practice, was Director of the Cooper-Hewitt National Design Museum in New York City and a founder of IDEO, the famous innovation and design firm.
Most helpful customer reviews
226 of 238 people found the following review helpful.
The first history of interaction design
By Andrew Otwell
(I originally gave this book a more positive review. Amazon won't let me change the star rating. I give this book TWO stars, not four.)
This book is fairly impressive at first glance. Seven-hundred plus pages, adequately footnoted, and nicely designed. I can't imagine anyone in the field of interaction design not enjoying cracking open Moggridge's book.
But "Designing Interactions" isn't quite what I thought it would be, and my first optimistic impressions were terribly wrong. It is, as Bruce Sterling's blurb describes it, "a labor of love." It's really "The History of Designing Interactions." More specifically, it's "The History of how Bill Moggridge, his company IDEO, and A Few Other People Mostly in California Designed Interactions." It's something of a hagiography--biographies of designer-saints, whose every effort was nothing less than beautiful, innovative, useable and useful. Failures, missteps, or significant-but-ugly designs (Windows 3.1 gets about a sentence) are minimized. That makes it feel like something of a whitewash.
It actually reminds me a lot of "The Art of Unix Programming" in its combination of cultural and technological history, mixed with practical sections. But where the people in "The Art of Unix Programming" come across as modest smart people, sort of tinkering along inventing an entire paradigm, Moggridge's subjects are sort of bathed in this golden California glow of eternal optimistic technophilia; it's not that the design of buttons and menus isn't a moral, cultural, and aesthetic imperative (cause it is), but in Moggridge's text it just all feels a little...inevitable. It's also historically dubious. Moggridge doesn't use interviews well, and they seem to be basically his only research here. Relying on the memories of his old design buddies is an extraordinarily sloppy way to write history. Other evidence for claims and facts is sadly lacking. Readers need to bring a very skeptical eye to the content here.
It's also depressingly full of IDEO work, IDEO employees, and IDEO methods. Which would almost be ok if Moggridge were more transparent about his own role as founder and current senior employee of that company. As it is, the conflict of interest here is a pretty crass. (After all, Moggridge stands to personally and professionally benefit from defining "interaction design" entirely around his own business, right?)
But I think if you do this kind of work, you'll enjoy the histories of the mouse, the menu, or the Palm Pilot, and seeing lots of sketches and diagrams and screenshots. It *is* kind of cool to see stuff like Bill Atkinson's sketches of the Apple Lisa. It also feels quite current, and there are good sections on mobile devices, patterns of technology adoption, play, service design, critical design, and ubiquitous computation. Though the downside of this breadth is that the whole thing feels like a grab bag approach. There are more than a few genuinely disappointing parts: the chapter on the internet is pretty poor, basically equating "the Internet" with Google and a couple of long-gone fancy web navigation experiments. It's a chapter that's little more than a Silicon Valley courtier's homage to the boy kings Larry and Sergey. What's this doing in a book on interaction design, Bill?
It's interesting to compare "Designing Interactions" with Dan Saffer's new book with a slightly different title: "Designing for Interaction." Both books use interviews, but Saffer's are short sidebars, Moggridge's book is *mostly* interviews. Though Moggridge's last chapter is a practical section, about the length of Saffer's whole book, Saffer *still* manages to cover a lot more of the nuts and bolts, day to day work of interaction design.
53 of 63 people found the following review helpful.
Terribly Self-Indulgent
By L. Delano
This book is a terribly self-indulgent view of interaction design. There is no real analysis in this book or critical thinking. It's mostly a collection of simple stories from companies or efforts that Moggridge likes. There is no real theory offered here, only anecdotes. It's also a very Silicon Valley-centric view of the world. If you are looking for a partial history of interesting "interaction" design efforts, this book may be for you. Though, perhaps, not at the price it sells for.
14 of 15 people found the following review helpful.
A History Book but short on principles & theory for the beginner
By Terry W. Strong
This is a great history book of interaction and product design by the heavy hitters in the digital industry. It's great for history, but if you want a book to learn from, this is not it. It's a huge collection of 42 interviews and is 735 pages with a lot of photos of how those experts did it. The last chapter, which is 94 pages, is the main chapter you can learn from. And there are 22 completely blank pages in the book. I would have been happy if they would have at least put some interaction design principles on those 22 pages. They could have really packed a lot of useful material on how to design interactions. (And they could use the enclosed CD to follow-up on those 22 pages with some great visual material and then you would have a complete course on "Designing Interactions") That's what the name of the book is, "Designing Interactions". I challenge them to put together a "design team" for the next edition and put the most important principles of interaction design on those 22 pages! I bet they can't or won't do it! Just think how much more valuable a book it would be. Then it wouldn't just be a history book of interaction design but something where learning could be integrated with the history. But that is probably too radical of a concept and the editors and publishers and decision makers just won't go for it. I bet they won't do it.
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