Designing for interaction
- 2024-09-08 (modified: 2026-01-23)
- 저자: Dan Saffer
Introduction
Chapter 1. What is Interaction Design?
“Designing isn’t about choosing among multiple options - it’s about creating options, finding a third option instead of choosing between two undesirable ones.” —Dan Saffer, Designing for interaction #
Chapter 2. The Four Approaches to Interaction Design
- Overview: Focus on user needs and goals
- Users: The guides of design
- Designer: Translate of user needs and goals
- Overview: Focus on the tasks and activities that need to be accomplished
- Users: Performers of the activities
- Designer: Creates tools for action
Systems design:
- Overview: Focus on the components of a system
- Users: Set the goals of the system
- Designer: Makes sure all the parts of the system are in place
Genius design:
- Overview: Skill and wisdom of designers used to make products
- Users: Source of validation
- Designer: The source of inspiration
Chapter 3. Design Strategy
Chapter 4. Design Research
Chapter 5. Structured Findings
Chapter 6. Ideation and Design Principles
Chapter 7. Refinement
Chapter 8. Prototyping, Testing, and Development
Chapter 9. The Future of Interaction Design
Epilogue: Designing for Good
IBM and the Holocaust:
The book IBM and the Holocaust by Edwin Black relates the story of a timber merchant from Bendzin, Poland, who, in August 1943, arrived at the Nazi concentration camp at Auschwitz as a prisoner. There, the Nazis assigned him a five-digit IBM Hollerith number, 44673. This number was later tattooed on his forearm. This number, and the thousands like it, were part of a custom punch card system specifically designed by IBM to track prisoners in Nazi concentration camps. (In the IBM system, the Auschwitz camp code was 001.) The Hollerith system tracked prisoners and their availability for work, their punch card numbers following them from labor assignment to labor assignment until most of them were put to death.
The Holocaust was extremely well-designed.
Ethics in Design:
To design is to make ethical choices. In other words, design is ethics.
See also History of deceptive patterns.