# Interaction Design (IxD) Interaction Design (IxD) is the practice of designing interactive digital products, environments, systems, and services with a focus on behavior—how users interact with them. The term was coined by Bill Moggridge and Bill Verplank in the mid-1980s at IDEO, originally as "soft-face" design (later "interaction design"). While [[User Experience (UX)]] encompasses the entire user journey, interaction design specifically focuses on the moment-to-moment dialogue between user and product: actions, responses, feedback, and flows. Interaction design draws on [[Cognitive Psychology]], [[Human-Computer Interaction (HCI)]], and [[Product Design]]. Key concerns include defining how products behave in response to user input, designing clear [[Affordance]]s and [[Signifier]]s, providing appropriate feedback, and creating coherent interaction patterns. The field has evolved from designing desktop software to encompassing mobile, voice, gesture, AR/VR, and conversational interfaces. Core texts include [[Don Norman]]'s *The Design of Everyday Things* and Alan Cooper's *About Face*. ## Interaction Design Focus ``` ┌─────────────────────────────────────────────────────────────┐ │ INTERACTION DESIGN SCOPE │ ├─────────────────────────────────────────────────────────────┤ │ │ │ USER INTERFACE SYSTEM │ │ │ │ │ │ │ │ ┌─────────────────────────────────────────┐ │ │ │ │ │ INTERACTION DESIGN FOCUS │ │ │ │ │ │ │ │ │ │ ├────▶ ACTION: User does something │ │ │ │ │ │ ↓ │ │ │ │ │ │ RESPONSE: System provides feedback ◀────┤ │ │ │ │ ↓ │ │ │ │ ◀────│ OUTCOME: User perceives result │ │ │ │ │ │ ↓ │ │ │ │ ├────▶ NEXT ACTION: Based on feedback │ │ │ │ │ │ │ │ │ │ │ └─────────────────────────────────────────┘ │ │ │ │ │ │ │ Goals Capabilities│ │ Context Constraints │ │ Abilities States │ │ │ └─────────────────────────────────────────────────────────────┘ ``` ## Five Dimensions of IxD | Dimension | Description | Example | |-----------|-------------|---------| | **1D: Words** | Text, labels, microcopy | Button labels, error messages | | **2D: Visual** | Images, typography, icons | Interface graphics | | **3D: Physical** | Hardware, space | Mouse, touchscreen, keyboard | | **4D: Time** | Animation, sound, duration | Loading indicators, transitions | | **5D: Behavior** | How product responds | Feedback, state changes | ## Core Concepts | Concept | Description | |---------|-------------| | **[[Affordance]]** | What actions are possible | | **[[Signifier]]** | What communicates affordances | | **Feedback** | Response to user actions | | **Mapping** | Relationship between control and effect | | **Constraints** | Limiting possible actions | | **Consistency** | Predictable patterns | | **Mental model** | User's understanding of system | ## Interaction Patterns | Pattern | Use Case | |---------|----------| | **Direct manipulation** | Drag and drop, resize | | **Menu selection** | Choosing from options | | **Form fill-in** | Data entry | | **Command line** | Expert text input | | **Conversational** | Chatbots, voice assistants | | **Gesture** | Touch, motion control | | **WIMP** | Windows, Icons, Menus, Pointer | ## Design Process | Phase | Activities | |-------|------------| | **Research** | User interviews, observation, analysis | | **Define** | Personas, scenarios, requirements | | **Ideate** | Sketching, wireframing, flow diagrams | | **Prototype** | Interactive mockups, clickable prototypes | | **Test** | Usability testing, iteration | | **Implement** | Collaboration with development | ## Key Figures | Person | Contribution | |--------|--------------| | Bill Moggridge | Coined "interaction design," IDEO founder | | Bill Verplank | Interaction design framework | | [[Don Norman]] | Cognitive design principles | | Alan Cooper | Personas, *About Face* | | Jef Raskin | Human interface design (Mac) | | Dan Saffer | *Designing for Interaction* | ## IxD vs Related Fields | Field | Focus | |-------|-------| | **Interaction Design** | Behavior, moment-to-moment dialogue | | **[[User Experience (UX)]]** | Entire user journey, holistic | | **UI Design** | Visual appearance, layout | | **[[Product Design]]** | End-to-end product creation | | **Service Design** | Cross-channel experiences | | **[[Human-Computer Interaction (HCI)]]** | Research-focused | ## Interaction Modalities | Modality | Input Method | Example | |----------|--------------|---------| | **GUI** | Mouse, touch | Desktop apps, mobile | | **Voice** | Speech | Alexa, Siri | | **Gesture** | Body movement | Kinect, Leap Motion | | **Tangible** | Physical objects | IoT devices | | **Gaze** | Eye tracking | VR interfaces | | **Brain-computer** | Neural signals | Accessibility devices | ## Core Texts | Book | Author | Focus | |------|--------|-------| | *The Design of Everyday Things* | [[Don Norman]] | Foundational principles | | *About Face* | Alan Cooper | Comprehensive IxD methods | | *Designing for Interaction* | Dan Saffer | Modern IxD practice | | *Designing Interfaces* | Jenifer Tidwell | Pattern library | | *Microinteractions* | Dan Saffer | Small moment design | ## References - Moggridge, B. (2007). *Designing Interactions* - Cooper, A. et al. (2014). *About Face: The Essentials of Interaction Design* - https://en.wikipedia.org/wiki/Interaction_design ## Related - [[User Experience (UX)]] - [[Human-Computer Interaction (HCI)]] - [[Product Design]] - [[Affordance]] - [[Signifier]] - [[Don Norman]] - [[Usability]] - [[Design Patterns]]