The first is the digression, and recently heard the "interaction designer crisis" argument. This topic has been discussed a lot, such as Cooper's article "The Future of interaction design is Slim" (Alan Cooper, known as the father of interactive design, see www.cooper.com, its "concept Projects" I think it's a good example of a scenario applied to design expression. DAVIDW students have done translation, and feel and sent a number of articles such as "interaction designers how to improve their ability" in which the irony of the language style is very attractive. As Mark Blythe's article, "from the mouse to the ipod, the death of the designer," this article on some literary and artistic articles gave me some inspiration for the future of the designers.
Where is the future of interactive designers? DAVIDW said that the interaction designers have no assessment criteria. Plus the tools at sixes and sevens: 18 of what is within reach, even the kitchen table wiping the mouth of paper towels can be used to work, further suspected that those who use the napkin work of the interaction designer from the catering industry, ironically, but also very frank. I think the threshold is too low, will inevitably lead to lack of industry recognition, professional degree is not enough, engineers would compare designers to art. These are worthy of our thinking, but not disheartened, Alibaba ued team's article "Interactive Designer's professional performance", to some extent, to solve the interaction designer to pass the problem, but after reading let me more interested in "100 points" designers how to refine it.
I think that no matter Cooper's website, DAVIDW, or Mark Blythe, they try to find a promising path to the interactive design. They have their own different forward-looking thinking, it is worth learning from. I would also like to use this topic to provide a relatively different way of thinking about how to create better designs in the current trend to mitigate the "crisis".
Look at the trend first. Mark Blythe said: "The designers of early computer interfaces are primarily concerned with measurable results and how much time people spend on different interfaces to accomplish a task." This kind of problem can be solved by observation and experiment, the process of design is quite clear and transparent. "It reminds me of web design," said the students, "the design of the web end needs to enable users to quickly locate the target, click, quick Response." It is not hard to find that the quantification of this process is ultimately a solution to the availability level of "efficiency" and "utility" issues, as a basic design principle, these unassailable. But it's worth mentioning that the trend is quietly changing, regardless of the frame of the browser or the content itself, such as PIOVT and Google Wave. They are increasingly "app". Because of the long term, Moore's law makes the problem of efficiency and effectiveness more and more out of sight, and when search engines tend to quickly and accurately provide search results; Gorgeous user interface is no longer the technical threshold, while the traditional user experience is still the main theme, but some powerless. How can interaction help design and push it to a new level? I think there are two main directions, one is the stimulation of the new technology, VR virtual reality, AR augmented reality, TUI interface, etc., the first known MIT student's Sixth Sense device is a distortion of AR technology. Another direction is to upgrade the existing experience and find new design points. Here are some of my own experiences, which I temporarily describe as elegance and rhythm in design.
Give a few examples of industrial products to illustrate. For example, one reason is my professional background in industrial design, the other is that industrial products than information products earlier encountered the bottleneck of usability, users are no longer concerned about their effectiveness, efficiency. and turn to a higher level of demand. From them we can try to find some inspiration for improving the design of the existing experience.
First of all, Apple,apple's design, whether hardware or software, is the industry leader, initially realizing that its elegance can be said to begin with its breath light, from PowerBook G3 and ibook, as long as users close their notebooks, The sleep led on the front end of the notebook flashes in a breath-like light. Think carefully, this kind of intimacy seems to originate from the person's heart, it is not so much a visual effect as compared to a kind of resonance. Apple's idea of this design runs through its product line. I call it: the classic thinking that conforms to the user. The so-called classical thinking, can be seen as we grow up (or the nature of the existing) think things inherent appearance and attributes, a simple example, the object from point A to point B, the classical thinking that it must go through a path, rather than at a point disappeared B point appears. Of course, if it happens to be fog days, then it gradually disappeared at point A and then at Point B is also in line with classical thinking. We further refine this process, from point A to point B, in the real world the object must undergo a first acceleration and deceleration process. Rather than having a fixed speed on the first. It feels a bit like pulling open a drawer. Let's take a look at how Apple does it. I tried to do some very preliminary work. The following is a camera shot down the iphone SMS program screen switching animation, will be animated single frame playback, you can get the following series of screenshots. Because each single frame screen has the same time interval. We put the results of each frame change on the axis and try to quantify the elegance.