Designing Interactions

Bill Moggridge

出版社

MIT Press

出版时间

2006-11-24

ISBN

9780262134743

评分

★★★★★
书籍介绍

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

AI导读
核心看点
  • 本书由交互设计先驱Bill Moggridge撰写,通过访谈四十位行业领袖,全景式回顾交互设计从鼠标、桌面隐喻到移动互联网的演变历程。作者以IDEO创始人及首台笔记本电脑设计者的 insider 视角,深入剖析技术背后的设计伦理与人文关怀,揭示交互设计如何从单纯的人机界面扩展至服务、社会连接及生态可持续领域,为读者提供不可替代的行业历史纵深与价值观引导。
  • 书中提出极具价值的‘复杂性层级’理论,从人体测量学、生理学、认知心理学、社会学、文化人类学到生态学,层层递进地界定设计约束与责任边界。这一框架不仅澄清了交互设计并非仅关注屏幕操作,更强调设计需考虑人类行为、社会关系及环境影响。该理论为设计师提供了系统化的思维工具,帮助从业者在面对日益复杂的全球性挑战时,明确自身角色,坚守以人为中心且负责任的设计底线。
  • 作者强调设计必须始于对真实问题的理解与理想追求,并倡导‘尽早且频繁地制作原型’的方法论。书中通过大量真实案例,展示了如何通过原型迭代来探索未知、验证假设并优化体验。尽管部分技术案例已显陈旧,但其关于设计过程、伦理反思及跨学科协作的核心思想依然具有极强的现实指导意义,警示设计师避免过度设计,始终将解决用户实际问题作为创新的首要驱动力,而非盲目追逐技术噱头。
适合谁读
  • 交互设计、用户体验设计、服务设计及数字产品设计领域的专业从业者与资深设计师。本书作为行业奠基之作,提供了理解设计伦理、历史脉络及复杂系统设计的权威视角,有助于从业者跳出单纯界面优化的局限,提升对技术社会影响、可持续发展及跨学科协作的认知深度,是构建完整设计世界观、确立职业价值观的必读经典,适合希望深化理论素养与反思设计责任的专业人士。
  • 设计类及相关专业(如人机交互、计算机科学、社会学)的高校师生。书中清晰梳理了从物理对象到数字交互的技术演进史,并提供了严谨的设计方法论与复杂性分析框架,是极佳的教学辅助材料。它帮助学生理解技术发展的社会背景,培养批判性思维,认识到设计不仅是美学或功能实现,更是涉及人类行为、文化差异及生态环境的复杂系统工程,为未来的学术研究或职业实践奠定坚实的理论与道德基础。
  • 对科技史、互联网发展史及创新文化感兴趣的普通读者。虽然涉及专业设计理论,但全书以人物故事和案例叙述为主,语言生动且富有感染力。读者可通过本书了解鼠标、笔记本电脑、互联网及各类数字产品背后的创新故事与失败教训,感受技术如何重塑人类生活方式。书中对技术滥用、隐私及环境问题的反思,也能为普通用户提供更理性的科技使用视角,理解数字时代的社会责任。
读前提醒
  • 强烈建议阅读英文原版。国内译本存在大量翻译错误、语句不通及专业术语误译,严重损害了原书的逻辑严密性与思想深度,甚至出现事实性错误。鉴于本书在交互设计领域的经典地位及读者对译本质量的普遍负面反馈,使用词典辅助阅读原版是获取准确、完整知识体系的唯一可靠途径。切勿因语言障碍而依赖劣质译本,以免形成错误的设计认知,浪费宝贵的学习时间。
  • 本书出版较早,部分涉及具体技术实现(如早期硬件、特定软件界面)的内容已显过时,但其中蕴含的设计哲学、伦理思考及方法论框架具有永恒价值。阅读时应忽略过时的技术细节,重点关注作者对设计本质、社会责任及复杂系统设计的论述。可结合当前最新的AI、物联网及元宇宙等技术背景,反思书中观点在当下的适用性,将历史经验转化为应对未来挑战的智慧,避免陷入技术决定论的误区。
  • 书中第十章关于原型制作及设计过程的讨论极具实战指导意义,建议重点研读。同时,对于书中提到的‘复杂性层级’及跨学科知识(如人类学、生态学)的应用,读者应结合自身项目实践进行深入思考。若对书中提及的某些历史事件或人物背景不熟悉,可配合查阅相关补充资料或观看配套视频,以增强理解。切勿将本书视为操作手册,而应将其作为激发批判性思维、提升设计格局的思想源泉。
读者共识
  • 尽管部分技术案例已过时,但本书被公认为交互设计领域的圣经级著作,其历史价值与思想深度无可替代。读者普遍认为,书中关于设计伦理、社会责任及复杂性层级的论述具有极高的启发性,能帮助设计师建立正确的职业价值观。任何从事数字产品设计的人,无论资历深浅,都必须阅读此书以理解行业的根基与边界。其倡导的以人为中心、关注真实问题及负责任创新的理念,在当今技术快速迭代的背景下显得尤为珍贵和必要。
  • 读者对中文译本的评价极低,普遍反映翻译质量糟糕,存在大量错译、漏译及逻辑混乱,严重影响了阅读体验与知识获取。因此,社区共识强烈建议只读英文原版。尽管阅读原版存在语言门槛,但鉴于原书内容的极高价值及译本的不可靠性,读者宁愿借助工具硬啃原文,也不愿接受被扭曲的信息。这一共识反映了读者对专业内容准确性的严格要求,也警示出版方在引进经典著作时需重视翻译质量。
  • 书中关于设计过程、原型迭代及跨学科协作的方法论受到高度认可,被认为对实际工作具有指导意义。读者赞赏作者通过真实案例揭示设计背后的思考过程,而非仅仅展示最终成果。同时,读者也指出书中部分关于未来预测的章节(如第九章)存在过度设计或脱离实际的问题,阅读时需保持批判性思维。总体而言,读者认为本书在提升设计思维格局、理解技术社会影响方面具有不可替代的作用,是构建完整设计知识体系的关键一环。

本导读基于书籍简介、目录、原文摘录、短评和书评生成,不等同于全文精读。

精彩摘录
  • "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. Thes"
  • "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:"
  • "This hierarchy shows the increasing complexity of the relevant constraints, if you consider each type of design problem from the point of view of the user.The hierarchy is based on the type of human factors that is relevant to the design context in each level of complexity, starting with the simples"
  • "A Hierarchy of Complexity When I graduated from college as an industrial designer in 1965, I expected to spend my life designing mass-produced objects to be manufactured in metals and plastics.Thinking about what people want from an object was a predominant consideration for the design, but there wa"
  • "Anthropometrics—the sizes of people For the design of physical objects The constraints are complex enough to demand the core skills of design, but the problems are well understood and have been evolving slowly since industrial design emerged as a new discipline in response to the Industrial Revoluti"
  • "Physiology—the way the body works For the design of physical man-machine systems The next level of complexity comes when you need to consider actions as well as objects. If the design context includes what the person is doing as well as the things that they are using, the constraints need to include"
  • "Cognitive psychology—the way the mind works For the design of human-computer interactions Enter the chip! Electronics started with computers, gradually invaded everyday things and places, and are now almost everywhere.This is where we pick up on my stories of designing the laptop and the digital wat"
  • "Sociology—the way people relate to each other For the design of connected systems Connecting everything together caused the next leap in complexity, when the Internet made connectivity a part of many design problems and solutions. Communications technologies like telephones and broadcast media have "
目录
1 The mouse and the desktop
2 My PC
3 From desk to the palm
4 Adopting technology
5 Play

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用户评论
现在才发现历史原来也是很重要的
访谈加历史
装帧美
@ginrain original version...
虽然有点过时,但是交互必读教材!
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
诶 这就是鼻祖了,可惜了,Bill Moggridge 去世了
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。
上课不好好看reading,上班临时抱佛脚…… @2017-02-07 09:06:09
我TMD竟然打印出来了!
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