Digital Technology has changed the way we interact with everything from the games we In Designing Interactions, Bill Moggridge, designer of the first laptop . Contents. Foreword vii. Whatls Interaction Design? by Gillian Crampton Smith. Preface xxi. Introduction. 1. Two personal stories. 1. The Mouse and the Desktop. A pioneer in interaction design tells the stories of designers who changed the way people use everyday things in the digital era, interviewing the founders of.

Author: Akijas Vokus
Country: Senegal
Language: English (Spanish)
Genre: Education
Published (Last): 19 February 2015
Pages: 172
PDF File Size: 13.72 Mb
ePub File Size: 9.70 Mb
ISBN: 175-8-81866-206-5
Downloads: 2592
Price: Free* [*Free Regsitration Required]
Uploader: Mazudal

In the later you know the existing item inside and out. While this is suitable for general users of the products, it alienates the entire demographic of users that try to do more and push technology to its limits.

May 26, Patricia rated it liked it Shelves: Jan 03, Sean Howard rated it it was amazing Recommends it for: The very randomness of Moggridge’s archive shows the truest quality of good interaction design: The author is very Apple biased, and much of the content uses them as role models, and praises things such as the iPod, overlooking the deficiencies and predecessors.

And there are 22 completely blank pages in the book. Page 1 of 1 Start over Page 1 of 1. An engaging, informative, and enjoyable history of interaction design that helps us appreciate the contributions of some incredible people who shaped this corner of the design field. Outstanding read about the history of how some of the things we use daily were conceptualized and designed.

This is a great history book of interaction and product design by the heavy hitters in the digital industry.

Designing Interactions [With CDROM]

Having people tell the stories in their own words, from their perspective, creates an interesting presentation of the information; Moggridge fill in the gaps with his own insights at the start of interactinos and between individuals, but the heart of this book comes from those individuals. Showing of 29 reviews.

Great information interactiosn the hundreds moggrisge early iterations for creating the mouse, the creation the modern desktop interface including how testing was important, but required them to develop a new testing process as welland developing the familiar interaction design concepts we use today.


Perhaps things will turn around later in the book and some useful information will be conveyed. This book was not what I expected. This was the point, though later others realized that buil Summary: English Choose a language for shopping. They are empathetic to other disciplines, which translates to having breadth.

But instead of telling the story himself, he does it through those whose work made these changes. AmazonGlobal Ship Orders Internationally. Anyone serious about expanding the use of design.

Oh well, I still want to live in his house. Jan 11, May Ling rated it it was amazing Shelves: In the digital world, you might have something called sky paint that automatically results in random cloud formations as you conceptually paint. 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.

But be careful to read the reviews before you spend your hard earned money. Amazon Giveaway allows you to run promotional giveaways in order to create buzz, reward your audience, and attract new followers and customers.

Designing Interactions [With CDROM] by Bill Moggridge

May 29, MJ rated it really liked it Shelves: In Designing Interactions, award-winning designer Bill Moggridge introduces us to forty influential designers who have shaped our interaction with technology. There’s a problem loading this menu right now.

The book is essentially a series of “case studies” on design, but what makes it truly spectacular is that they’re actually an odd mix. Instead, it is a bunch of very biased case studies. This is the book for IxD thinkers, for people mogggridge want to figure out why interaction design even exists and why we are designing for interaction. While interesting, it did not meet my expectations.

Aug 31, Jaireh rated it it was amazing Shelves: Designing Interactions has 10 chapters following the development of the computer and how it was affected by interactive design — and how it helped d Bill Moggridgedesigner of the first laptop mogggridge best known as one of the founders of IDEO, wrote Designing Interactions to capture what he has seen and learned to highlight the importance of interactive design, including usability, testing and how the most accepted best practices can often wilt vs.


Don’t Make Me Think, Revisited: If that’s what you’re looking for, then it might be for you. A great case study too on good design covering various “interaction design” domains If you are an experienced interaction designer who wants to understand the historical underpinnings of the most commonplace interaction metaphors of today, this is the book of you. For people looking for a “how to” book, this is likely not of interest.

These concepts were, of course, the reason we bought this book — history is nice but we wanted something concrete to work with, and there is a lot here to learn from. An unparalleled work that took Bill Moggridge many years.

Speed, or do we have time? Magazine This is one hell of a book And they could use the enclosed CD to follow-up on those 22 pages with some great visual material and then you would have a complete course on “Designing Interactions” That’s what the name of the book is, “Designing Interactions”. Haven’t read the whole thing yet, but this book needs “History of” in the title because “Designing Interactions” makes it sound like you might actually learn how to.

This is not to be misinterpretted by the areas of the book that describe good design as acknowledging real areas of limitation.