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The Power of Interaction Design

already wrote 4 pages in my draft, and need you to help me to continue write the following 5 pages (totally 9 pages). Thanks!

Final Paper

Each student will prepare a 3,000-3500 (about 12-14 pages) research paper related to the course focus of design theory, history, and culture. Papers must consider some aspect of the critical study of design and must be focused on one work of design in any medium (other works might be introduced in comparison, but the detailed focus should remain on one work). Papers must include a personal thesis statement, images of works discussed, at least 5 primary sources, and proper citations and footnotes. Students will research and discuss aspects of style, material, production, marketing, etc. in order to place their objects within a cultural context.

COMPLETED PAPERS WILL BE GRADED ACCORDING TO THE FOLLOWING CRITERIA:

1. Evidence of scholarly research (clear discussion of existing sources on the topic & indication of them in notes & bibliography).

2. Did you establish a clear and original thesis and support it in a well-­organized, well-­written argument of 12-­14 pages, reflecting on your conclusions from your research?

3. Selection & Presentation of Evidence (be sure to OMIT material about a designer or theme that is irrelevant to your thesis). Please do NOT include too much biographical information about a designer that does not help to develop your thesis.

4. Critical analysis of sources and independent analysis of issues pertaining to the work of design.

5. Clarity and liveliness of organization (includes clear articulation of unifying ideas, logical ordering of material, use of introductory & concluding paragraphs, and correct use of grammar and spelling).

Steps to think about in this process:
1. Carefully choose the work of design you wish to focus upon (you might consider choosing something you have seen in person at a local museum or gallery exhibition, or a work that deals with a subject of personal importance).

2. Narrow your topic and approach to the analysis of this single work of design; you might do this by creating a list of questions you have about the work that you wish to answer in your research and resulting paper.

3. Collect relevant research materials, including if possible, both primary sources (designers’ writings, contemporary criticism) and secondary sources (scholarly books, peer reviewed journal articles, book reviews, etc. You should also conduct research on social-‐historical context in which the work was produced.

4. Be sure to do an exhaustive search for scholarly writings using online databases

5. Plan the research process with enough time to take advantage of the Link+ System and InterlibraryLoan. Remember that reference librarians in Gleeson are more than happy to provide individual assistance locating sources (just stop at the reference desk, first floor of Gleeson).

6. Meet with me to check in on your progress at least once during my office hours over the course of the semester

A note on sources:

Your papers should consult at least 10 scholarly sources. Sources may be books or journal articles. Do not use Wikipedia or other non scholarly internet sources. Please consult me if you are unsure of what sources are considered appropriate for this paper.

5 of those should be primary sources. Primary sources are original documents, relics, or artifacts from the time period in question. For example speeches, reports or studies, diary writings, newspaper articles, advertisements, novels, art, furniture, ephemera.

To learn more about primary sources go here: http://www.princeton.edu/~refdesk/primary2.html (Links to an external site.)
Comments from Support Team: Hi, I already wrote 4 pages with five resources in my draft (see the attachment), and I need you to help me to continue write the following 5 pages (totally 9-10 pages).

And the topic that I have chose is about the history of interaction, and what is the influence to the society.

More detailed instruction is in here:

Final Paper

Each student will prepare a 3,000-3500 (about 12-14 pages) research paper related to the course focus of design theory, history, and culture. Papers must consider some aspect of the critical study of design and must be focused on one work of design in any medium (other works might be introduced in comparison, but the detailed focus should remain on one work). Papers must include a personal thesis statement, images of works discussed, at least 5 primary sources, and proper citations and footnotes. Students will research and discuss aspects of style, material, production, marketing, etc. in order to place their objects within a cultural context.
ART 314-01

November 5, 2015
The Power of Interaction Design
In 1922, William Addison Dwiggins has defined term graphic design, and it was a field that includes typography, visual arts and page layout techniques. As time goes on, we can see more potential of graphic design subfield with the development of technology, and the best remarkable part is interaction design. Without doubt, interaction design is a creative field that combines art and computer science to build digital product, which is focusing on how to enhance user experience.
On the record, there have a major shift of design field before interaction design in the second half of the twentieth century. As the book Design Issues has mentioned, “The trend [of design] has been towards an integrated, user-centered approach, based on collaborative research within related scientific disciplines” (Large, 81). Indeed, user experience plays an important role in the world of design all along; even the term user experience has not been defined. In the early stages, designers were focusing how to improve the quality of products from users’ feedback, and then its gravity has shifted from industrial design to interaction design. Therefore, user experience has being known since the first time Donald Norman had raised it. When screen become a part of daily life, more and more people prefer to communicate with the world through digital products, and they desire to see a better and functional interface.
Back to the mid-1980s, Bill Moggridge is a British designer who coins the term interaction design, and it marks the new era is coming. In the book Designing Interactions, Gillian Crampton Smith has talked about three stages of technology use, which are enthusiast, professional, and consumer stages (Moggridge, xii). Actually, these stages are showing the evolution of interaction design, and I can see the customized products would become the future. In the beginning, enthusiasts designed user interface that is hard to use, but I think it is the only way to exploring an unknown world. After it, computer became a common office supply, and some professional digital products be preferred by companies like purchasing system. Unfortunately, these systems are too hard to use for people because they have to understand each interface without customized elements. For example, the first web browser that invented by Tim Berners-Lee in 1990 has a poor graphic design, it totally different with today’s browsers: IE, Chrome, Firefox, and Safari. The interface with poor design in the past makes users confused, and designers paid a lot of effort to make a change that base on user experience. For me, the bookmark in Chrome browser is a successful element because I can save and management the web pages that I like easily. Not only that, the web pages that user often to visit can instead of a blank page when they open a new tab.
In digital world, we can see many similar paths in the modification of user interface. According to Smith, “Navigability is also essential, particularly with things that are primarlily on scree. You need to know where you are in the system, what you can do there, where you can go next, and how to get back” (Moggridge, xv). As a professional design software company, Adobe just released a new user interface for Photoshop CC 2015. In fact, this is a bold experiment because they are using flat icon design to mark each function clearly. The book Computers as Theatre has point out, “In order to use an interface correctly, [users] must also have an idea of what the computer is expecting [they] to do” (Laurel, 13-14). When I was learning web design, the first software what I have touched is TextWrangler, and it looks like the Notes in OS X system without coding function. Then, my classmate introduced WebStorm to me, which presents a similar design concept with TextWrangler, but it also can see a customized user interface. In the WebStorm, I can choose any color for different part of my coding, and the screen will show a red bar to mark the line with wrong code. In my opinion, software is not just a tool to help people finish their works, and it can make them to learn and think the interface by themselves.
In the recent years, applications are popular topic with the popularity of mobile devices. Interaction designers have to do market research, design a logical user interface, and work with programmers. In the book Design for Software, Tim Brown said, “A discipline that uses the designer’s sensibility and methods to match people’s needs with that is technologically feasible and what a viable business strategy can convert value and market opportunity” (Klimczak). Like the project that I am working with my friends, Foodmate is a new application that provides food delivery, pre-order, and menu management services for all Chinese restaurants in San Francisco. Before we design the application, our team found a lack of the market here; most Chinese restaurants do not use Yelp because they need to buy an extra device and pay service fee. On another side, we know a huge number of people want to have an application on their cell phones to recommend a Chinese restaurants, so we decide to build the Foodmate.
In the process of design, we have met many problems on visualized and technical sides that we never see before. As an UI/UX designer in our team, I have used paper prototyping as the testing for user interface. According to the book Paper Prototyping, the definition of this term “is a variation of usability testing where representative users perform realistic tasks by interacting with a paper version of the interface that is manipulated by a person ‘playing computer’, who does not explain how the interface is intended to work” (Snyder, 4). In the testing, we have a volunteer, one person to show the interface, and one person to record the entire process from start to finish. Then, I can make a change for icon, hierarchy, color, and function from the user feedback.

Works Cited
Klimczak, Erik. “Design Thinking – A Developer’s Kind of Design”. Design for
Software: A Playbook for Developers (2013). John Wiley & Sons.
Laurel, Brenda. “The Nature of the Beast”. Computers as Theatre (1991): 1-23.
Assison-Wesley Longman Publishing Co., Inc. Boston, MA.
Large, Machael. “Communication Among All People, Everywhere: Paul Arthur and
the Maturing of Design”. Design Issues 17.2 (2001): 81-90. Web.
Moggridge, Bill. “Foreword”. Designing Interactions (2006): xxi. Web.
Snyder, Carolyn. Paper Prototyping: The Fast and Easy Way to Design and Refine
User Interfaces. San Diego, CA: Morgan Kaufmann, 2003. eBook Academic
Collection (EBSCOhost). Web. 13 Dec. 2015.

Responses are currently closed, but you can trackback from your own site.

Comments are closed.

The Power of Interaction Design

already wrote 4 pages in my draft, and need you to help me to continue write the following 5 pages (totally 9 pages). Thanks!

Final Paper

Each student will prepare a 3,000-3500 (about 12-14 pages) research paper related to the course focus of design theory, history, and culture. Papers must consider some aspect of the critical study of design and must be focused on one work of design in any medium (other works might be introduced in comparison, but the detailed focus should remain on one work). Papers must include a personal thesis statement, images of works discussed, at least 5 primary sources, and proper citations and footnotes. Students will research and discuss aspects of style, material, production, marketing, etc. in order to place their objects within a cultural context.

COMPLETED PAPERS WILL BE GRADED ACCORDING TO THE FOLLOWING CRITERIA:

1. Evidence of scholarly research (clear discussion of existing sources on the topic & indication of them in notes & bibliography).

2. Did you establish a clear and original thesis and support it in a well-­organized, well-­written argument of 12-­14 pages, reflecting on your conclusions from your research?

3. Selection & Presentation of Evidence (be sure to OMIT material about a designer or theme that is irrelevant to your thesis). Please do NOT include too much biographical information about a designer that does not help to develop your thesis.

4. Critical analysis of sources and independent analysis of issues pertaining to the work of design.

5. Clarity and liveliness of organization (includes clear articulation of unifying ideas, logical ordering of material, use of introductory & concluding paragraphs, and correct use of grammar and spelling).

Steps to think about in this process:
1. Carefully choose the work of design you wish to focus upon (you might consider choosing something you have seen in person at a local museum or gallery exhibition, or a work that deals with a subject of personal importance).

2. Narrow your topic and approach to the analysis of this single work of design; you might do this by creating a list of questions you have about the work that you wish to answer in your research and resulting paper.

3. Collect relevant research materials, including if possible, both primary sources (designers’ writings, contemporary criticism) and secondary sources (scholarly books, peer reviewed journal articles, book reviews, etc. You should also conduct research on social-‐historical context in which the work was produced.

4. Be sure to do an exhaustive search for scholarly writings using online databases

5. Plan the research process with enough time to take advantage of the Link+ System and InterlibraryLoan. Remember that reference librarians in Gleeson are more than happy to provide individual assistance locating sources (just stop at the reference desk, first floor of Gleeson).

6. Meet with me to check in on your progress at least once during my office hours over the course of the semester

A note on sources:

Your papers should consult at least 10 scholarly sources. Sources may be books or journal articles. Do not use Wikipedia or other non scholarly internet sources. Please consult me if you are unsure of what sources are considered appropriate for this paper.

5 of those should be primary sources. Primary sources are original documents, relics, or artifacts from the time period in question. For example speeches, reports or studies, diary writings, newspaper articles, advertisements, novels, art, furniture, ephemera.

To learn more about primary sources go here: http://www.princeton.edu/~refdesk/primary2.html (Links to an external site.)
Comments from Support Team: Hi, I already wrote 4 pages with five resources in my draft (see the attachment), and I need you to help me to continue write the following 5 pages (totally 9-10 pages).

And the topic that I have chose is about the history of interaction, and what is the influence to the society.

More detailed instruction is in here:

Final Paper

Each student will prepare a 3,000-3500 (about 12-14 pages) research paper related to the course focus of design theory, history, and culture. Papers must consider some aspect of the critical study of design and must be focused on one work of design in any medium (other works might be introduced in comparison, but the detailed focus should remain on one work). Papers must include a personal thesis statement, images of works discussed, at least 5 primary sources, and proper citations and footnotes. Students will research and discuss aspects of style, material, production, marketing, etc. in order to place their objects within a cultural context.
ART 314-01

November 5, 2015
The Power of Interaction Design
In 1922, William Addison Dwiggins has defined term graphic design, and it was a field that includes typography, visual arts and page layout techniques. As time goes on, we can see more potential of graphic design subfield with the development of technology, and the best remarkable part is interaction design. Without doubt, interaction design is a creative field that combines art and computer science to build digital product, which is focusing on how to enhance user experience.
On the record, there have a major shift of design field before interaction design in the second half of the twentieth century. As the book Design Issues has mentioned, “The trend [of design] has been towards an integrated, user-centered approach, based on collaborative research within related scientific disciplines” (Large, 81). Indeed, user experience plays an important role in the world of design all along; even the term user experience has not been defined. In the early stages, designers were focusing how to improve the quality of products from users’ feedback, and then its gravity has shifted from industrial design to interaction design. Therefore, user experience has being known since the first time Donald Norman had raised it. When screen become a part of daily life, more and more people prefer to communicate with the world through digital products, and they desire to see a better and functional interface.
Back to the mid-1980s, Bill Moggridge is a British designer who coins the term interaction design, and it marks the new era is coming. In the book Designing Interactions, Gillian Crampton Smith has talked about three stages of technology use, which are enthusiast, professional, and consumer stages (Moggridge, xii). Actually, these stages are showing the evolution of interaction design, and I can see the customized products would become the future. In the beginning, enthusiasts designed user interface that is hard to use, but I think it is the only way to exploring an unknown world. After it, computer became a common office supply, and some professional digital products be preferred by companies like purchasing system. Unfortunately, these systems are too hard to use for people because they have to understand each interface without customized elements. For example, the first web browser that invented by Tim Berners-Lee in 1990 has a poor graphic design, it totally different with today’s browsers: IE, Chrome, Firefox, and Safari. The interface with poor design in the past makes users confused, and designers paid a lot of effort to make a change that base on user experience. For me, the bookmark in Chrome browser is a successful element because I can save and management the web pages that I like easily. Not only that, the web pages that user often to visit can instead of a blank page when they open a new tab.
In digital world, we can see many similar paths in the modification of user interface. According to Smith, “Navigability is also essential, particularly with things that are primarlily on scree. You need to know where you are in the system, what you can do there, where you can go next, and how to get back” (Moggridge, xv). As a professional design software company, Adobe just released a new user interface for Photoshop CC 2015. In fact, this is a bold experiment because they are using flat icon design to mark each function clearly. The book Computers as Theatre has point out, “In order to use an interface correctly, [users] must also have an idea of what the computer is expecting [they] to do” (Laurel, 13-14). When I was learning web design, the first software what I have touched is TextWrangler, and it looks like the Notes in OS X system without coding function. Then, my classmate introduced WebStorm to me, which presents a similar design concept with TextWrangler, but it also can see a customized user interface. In the WebStorm, I can choose any color for different part of my coding, and the screen will show a red bar to mark the line with wrong code. In my opinion, software is not just a tool to help people finish their works, and it can make them to learn and think the interface by themselves.
In the recent years, applications are popular topic with the popularity of mobile devices. Interaction designers have to do market research, design a logical user interface, and work with programmers. In the book Design for Software, Tim Brown said, “A discipline that uses the designer’s sensibility and methods to match people’s needs with that is technologically feasible and what a viable business strategy can convert value and market opportunity” (Klimczak). Like the project that I am working with my friends, Foodmate is a new application that provides food delivery, pre-order, and menu management services for all Chinese restaurants in San Francisco. Before we design the application, our team found a lack of the market here; most Chinese restaurants do not use Yelp because they need to buy an extra device and pay service fee. On another side, we know a huge number of people want to have an application on their cell phones to recommend a Chinese restaurants, so we decide to build the Foodmate.
In the process of design, we have met many problems on visualized and technical sides that we never see before. As an UI/UX designer in our team, I have used paper prototyping as the testing for user interface. According to the book Paper Prototyping, the definition of this term “is a variation of usability testing where representative users perform realistic tasks by interacting with a paper version of the interface that is manipulated by a person ‘playing computer’, who does not explain how the interface is intended to work” (Snyder, 4). In the testing, we have a volunteer, one person to show the interface, and one person to record the entire process from start to finish. Then, I can make a change for icon, hierarchy, color, and function from the user feedback.

Works Cited
Klimczak, Erik. “Design Thinking – A Developer’s Kind of Design”. Design for
Software: A Playbook for Developers (2013). John Wiley & Sons.
Laurel, Brenda. “The Nature of the Beast”. Computers as Theatre (1991): 1-23.
Assison-Wesley Longman Publishing Co., Inc. Boston, MA.
Large, Machael. “Communication Among All People, Everywhere: Paul Arthur and
the Maturing of Design”. Design Issues 17.2 (2001): 81-90. Web.
Moggridge, Bill. “Foreword”. Designing Interactions (2006): xxi. Web.
Snyder, Carolyn. Paper Prototyping: The Fast and Easy Way to Design and Refine
User Interfaces. San Diego, CA: Morgan Kaufmann, 2003. eBook Academic
Collection (EBSCOhost). Web. 13 Dec. 2015.

Responses are currently closed, but you can trackback from your own site.

Comments are closed.

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