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 infl...
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, and Will Wright
1 The mouse and the desktop
2 My PC
3 From desk to the palm
4 Adopting technology
5 Play
6 Services
· · · · · ·
(更多)
1 The mouse and the desktop
2 My PC
3 From desk to the palm
4 Adopting technology
5 Play
6 Services
7 the Internet
8 Multisensory and Multimedia
9 Futures and alternative nows
10 People and Prototypes
· · · · · · (收起)
1. Motivation—errors or ideas
Design ought to start from understanding the problems that people
are having, and also from ideals. A lot of people are motivated by
problems that they see, breakdowns of one sort or another, errors that
they observe. Another place that design starts is with ideas. These
are the brilliant concepts, the ideals that we have for making the
world wonderful.
2. Meaning—metaphors and scenarios
If you can tell a good story about something, or spin a good
metaphor, it makes sense to people. This is where the meaning of the
design comes from. A clear metaphor is the strange idea that
connects two things; for example the cloud and the bolt of lightning,
saying—Ah hah! This isn’t a computer, it’s a desktop! Along with the
metaphor, we also need a variety of scenarios, ... (查看原文)
Ecology: The interdependence of living things, for sustainable design
Anthropology: The human condition, for global design
Sociology: The way people relate to one another, for the design of connected systems
psychology:The way the mind works, for the design of human-computer interactions
physiology: The way the body works, for the design of physical man-machine systems
anthropometrics: The sizes of people, for the design of physical objects (查看原文)
下面是我自己编辑出来的Designing Interactions的目录。会陆续补全。 Chapter 3 From the Desk to the Palm • Alan Kay • Learning • Luggables • John Ellenby ▪ Developing the First Laptop • Jeff Hawkins ▪ GRiD • Bert Keely ▪ Displays ...
(展开)
1 有用 拜大五郎 2011-01-25 12:21:17
访谈加历史
0 有用 LINCO引力场 2013-06-12 23:32:19
一部图文并茂,简单易懂的交互史!结合相关讲解视频,阅读起来饶有兴趣。顺便也是对现代互联网及科技发展的一次生动展示。
3 有用 Joan 2018-03-17 22:28:52
2013.9.3 以前是买了一本当宝贝的 //2018.3.16重读(本来以为没用了想卖掉的) 略掉已成为历史的前五章,看了服务设计那一章,然后是当年很火的tangible、maeda再看果然没成为趋势,第9章那个gps桌子现在看就是过度设计。最后一章发现亮点,顿时思路清晰起来。 写了笔记“什么是设计?”
0 有用 BUBU. 2010-11-08 21:04:11
装帧美
2 有用 fan's 2012-10-08 00:23:56
无论是从设计发展史角度还是系统化设计解读方面,等等等等,都是一本好书,从根源了解事物才是最有效的。
0 有用 PBB 2023-11-15 22:40:28 上海
从计算机到其他硬件再到服务再到设计本身,这些案例一路看下来才能对最后一章对交互设计在概念上的描述理解更深刻一些。十多年前我就应该看这本书的,但没想到前段时间才知道它。不过工作十年后再回看这本书时,得到的共鸣就太多了。不管是早期计算机交互和界面的诞生原因及对现在的影响,还是其中提到的流程甚至对理想化的直觉设计的一点点倾向(当然最重要的还是要用原型验证),都不得不让人保持对这个行业的热爱,即使在现实中... 从计算机到其他硬件再到服务再到设计本身,这些案例一路看下来才能对最后一章对交互设计在概念上的描述理解更深刻一些。十多年前我就应该看这本书的,但没想到前段时间才知道它。不过工作十年后再回看这本书时,得到的共鸣就太多了。不管是早期计算机交互和界面的诞生原因及对现在的影响,还是其中提到的流程甚至对理想化的直觉设计的一点点倾向(当然最重要的还是要用原型验证),都不得不让人保持对这个行业的热爱,即使在现实中要受到全方位的打击。 (展开)
0 有用 用户91345841 2022-07-13 23:21:04
希望苹果看看自己是怎么设计第一个单击鼠标的吧。妙控鼠标是什么沙币玩意,人体工学上反人类交互还脑摊,不是随imac赠送会有人用?
0 有用 哥可可 2021-12-17 11:16:49
主要介绍了交互设计的历史。实战的部分很少。作者真的好啰嗦,开始的几章还认真看,后面实在看不下去,开始跳读,才觉得时间没有被浪费。。。感觉前面讲鼠标和图形界面那里,了解一下还行。后面讲service design也还行,其它。。。感觉帮助不大
1 有用 zen 2020-03-30 12:57:09
诶 这就是鼻祖了,可惜了,Bill Moggridge 去世了
1 有用 JoseZhang 2020-02-13 19:29:56
粗略翻了一遍,本书梳理了交互设计发展至21世纪初的历史,从个人消费级数码产品的发展历程,到服务设计系统,以及更具探索性的MIT媒体实验室和RCA的思辨设计都有涉及,在最后一章中,作者详细讲述了IDEO的工作方法,也说本书可以作为一个交互设计的SOTA合集。虽然是十多年前出版的书,很多例子都有些年头了,但是这些方法和思潮现在还在被广泛运用,甚至因为过于热门而被滥用,可以说本书是很有前瞻性的。然而不得... 粗略翻了一遍,本书梳理了交互设计发展至21世纪初的历史,从个人消费级数码产品的发展历程,到服务设计系统,以及更具探索性的MIT媒体实验室和RCA的思辨设计都有涉及,在最后一章中,作者详细讲述了IDEO的工作方法,也说本书可以作为一个交互设计的SOTA合集。虽然是十多年前出版的书,很多例子都有些年头了,但是这些方法和思潮现在还在被广泛运用,甚至因为过于热门而被滥用,可以说本书是很有前瞻性的。然而不得不说,交互设计与信息技术一直是两生花的关系,这十几年间技术的发展和应用速度远超上世纪,如果本书能够被续写,将会非常有趣。 (展开)