Bill Verplank’s Interaction Design
Sketchbook offers four primary sections in describing the design process. These
are Sketching, Interaction, Design, and Paradigm.
Sketching
is introduced as the as the first step in design, and as an essential way of
understanding that separates people from other animals. Sketching can be
detailed or general, physically representative or ideational. Sketching offers
a visual understanding of a subject that can then be referenced and edited to
develop systems, ideas, and forms.
Interaction
introduces three important questions. How do you do, feel, and know in relation
to actions and stimuli you are presented with. The “doing” aspect deals with
the physical actions we associate with tasks or the results of those tasks. The
“knowing “ aspect recognizes mental maps we make of not only spaces, but ideas,
and how we connect them to one another based on personal and cultural
expectations. The “feeling” is associated primarily with the physical stimuli
that suggest what we should do based on what we know. Feeling is also important
in how we group and divide things, not only in terms of rough and smooth
surfaces, but also connotations such as hot and cold colors.
The idea of
design, in interaction design terms is the arrangement of displays and controls
that coincide with the assumptions that come with how a given people ‘knows,’
‘feels,’ and ‘does.’ This design process is acknowledging these common
assumptions and arranging information and tasks so that there is an easy
subconscious understanding of what is happening and what needs to be done.
“Paradigms”
is the section with the most examples in this reading due to the more obscure
nature of the subject. In essence, paradigms are the conceived metaphorical
groupings between people and the objects they interact with based on the
purpose the grouping has. They are patterns that we observe and utilize based
on our situation. Clothes are tools to keep us alive and comfortable
physically, they are fashion to express our preferences, and they are vehicles
in that they provide a perceived comfort in our ability to assimilate with a
notion of what is appropriate for a given situation, eg. Black clothes at a
funeral, expressive clothes at festivities.
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