Beyond the need for principles of the type described previously, the authors also feel a need for some even more fundamental principles for guiding the design process as a whole. The following set of top-level design imperatives (developed by Robert Reimann, Hugh Dubberly, Kim Goodwin, David Fore, and Jonathan Korman) apply to interaction design, but could almost equally well apply to any design discipline.
Interaction designers should create design solutions that are:
Ethical [ considerate, helpful]
Do no harm
Improve human situations
Purposeful [ useful, usable ]
Help users achieve their goals and aspirations
Accommodate
Pragmatic
[
Help commissioning organizations achieve their goals
Accommodate business and technical requirements
Elegant [ efficient, artful, affective ]
Represent the simplest complete solution
Possess internal (self-
Appropriately accommodate and stimulate cognition and emotion
Interaction designers are faced with ethical questions when they are asked to design a system that has fundamental effects on the lives of people. These may be direct effects on users of the system, or second-order effects on other people whose lives the system touches in some way. This can become a particular issue for interaction designers because the product of their design work is not simply the persuasive communication of a policy or the marketing of a product. It is, in fact, the means of executing policy or the creation of a product itself. It is relatively straightforward to design a system that does well by its users, but what effect the system has on others that the system is used on is sometimes more difficult to calculate.
Ideally, products shouldn't harm
Interpersonal
harm (loss of
Psychological harm (confusion, discomfort, frustration, coercion, boredom)
Physical
harm (pain,
Environmental
harm (pollution,
Social and societal harm (exploitation, creation or perpetuation of injustice)
The first three of these are somewhat easier to address than the last two and are largely the subject of Part III of this book. The first two require a deep understanding of the domain
Not doing harm is, of course, not sufficient for a truly ethical design; it should be improving things as well. Some types of situations that interactive systems might improve broadly include:
Increasing understanding (individual, social, cultural)
Increasing efficiency/effectiveness of individuals and groups
Improving communication between individuals and groups
Reducing socio-cultural tensions between individuals and groups
Improving equity (financial, social, legal)
Balancing cultural diversity with social cohesion
Designers should always keep such broad issues at the back of their minds as they engage in new design projects. Opportunities to do good should always be
The primary theme of this book is purposeful design based on an understanding of user goals and motivations. If nothing else, the Goal-Directed process described in the chapters of Part I should help you to achieve purposeful design. Part of purposefulness, however, is not only understanding user goals, but understanding their limitations as well. Personas serve well in this regard, as the behavior patterns you will observe in
Design specifications that gather dust on a shelf are of no use to anyone: A design must get built to be of value. Once built, it needs to be deployed in the world. And once deployed, it needs to generate profitable revenue for its
Elegance is defined in the dictionary as both "gracefulness and restrained beauty of style," and as "scientific precision, neatness, and simplicity." The authors believe that
One of the classic elements of good design is economy of form : using less to accomplish more. In interaction design, this economy extends to behavior: a simple set of tools for the user that allows him to accomplish great things. Less is more in good design, and designers should endeavor to solve design problems with the fewest additions of form and behavior, in conformance with the mental models of your personas. This concept is well known to programmers, who recognize that better algorithms are clearer and shorter.
Good design has the feeling of a unified whole, in which all
Many traditionally trained designers speak frequently of
Desire is a narrow emotion to
The remaining chapters of this book enumerate what the authors view as the most critical interaction principles in interaction design—there are, no doubt, many more you will discover, but this set will more than get you started. The chapters also contain a sprinkling of design patterns throughout.
The chapters in Part I have provided the process and concepts behind the practice of Goal-Directed interaction design. The chapters to come provide a