Contents
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PART I: FOUNDATIONS

1 INTERACTION DESIGN
1.1 a shift of focus

 

2 FOUNDATIONS
2.1 foundations
2.2 the design circle
2.3 design as derivation
2.4 derivation by form
2.5 derivation by functionality, by problem solving
2.6 derivation by usability

 

3 FOUNDATIONAL ISSUES
3.1 the disappearing user
3.2 the empirical fallacy
3.3 the interactivity fallacy
3.4 the hermeneutical gap

 

4 ACT DESIGN
4.1 acts defining intended use
4.2 acts
4.3 function and interaction
4.4 interaction calculus

 

5 COMPUTATIONAL THINGS
5.1 computational things
5.2 computational technology is a design material
5.3 programming, programs
5.4 function and behaviour

 

 

PART II: EXPERIMENTS

6 INTERACTION DESIGN RESEARCH
6.1 objectives
6.2 methods
6.3 experiments
6.4 theory

 

7 PROGRAMS
7.1 the design program
7.2 SLOW TECHNOLOGY
7.3 ABSTRACT INFORMATION DISPLAYS
7.4 DESIGN FOR SOUND HIDERS
7.5 ZERO EXPRESSION FASHION
7.6 IT+TEXTILES

 

8 METHODS
8.1 methods

8.2 act design - defining what
8.2.1 the boundaries of defining acts
8.2.2 defining the actor

8.3 expressional interpretation
8.3.1 materials
8.3.2 counter examples
8.3.3 performing context
8.3.4 expressionals

8.4 resolving the function-expression circle
8.4.1 interpretations
8.4.2 refutations

8.5 interpreting and expressing design programs
8.5.1 examples
8.5.2 discussion and references

 

REFERENCES

 
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