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。
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。
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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