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Preface










                        Welcome to Interaction Design: Beyond Human-Computer Interaction, and our in-
                        teractive website at ID-Book.com
                            This textbook is for undergraduate and masters students from a range of back-
                        grounds studying classes in human-computer  interaction, interaction  design, web
                        design, etc. A broad range of  professionals and technology users will also find this
                        book useful, and so will graduate students who are moving into this area from re-
                        lated disciplines.
                            Our book is called Interaction  Design:  Beyond  Human-Computer  Interaction
                        because it is concerned with a broader scope of  issues, topics, and paradigms than
                        has traditionally been the scope of human-computer interaction (HCI). This reflects
                        the exciting times we are living in, when there has never been a greater need for in-
                        teraction designers and usability engineers to develop current and next-generation
                        interactive technologies. To be successful they will need a mixed set of  skills from
                        psychology, human-computer interaction, web design, computer science, informa-
                        tion systems, marketing, entertainment, and business.
                            What exactly do we mean by interaction design? In essence, we define interac-
                        tion design as:
                            "designing interactive products to support people in their everyday and working lives".
                            This entails creating user experiences that enhance and extend the way people
                        work, communicate, and  interact.  Now  that  it  is  widely  accepted  that  HCI has
                        moved beyond designing computer systems for one user sitting in front of one ma-
                        chine to embrace new paradigms, we, likewise, have covered a wider range of  is-
                        sues. These include ubiquitous computing and pervasive computing that make use
                        of  wireless and collaborative technologies. We also have tried to make the book
                        up-to-date with many examples from contemporary research.
                            The book has 15 chapters and includes discussion of  how cognitive, social, and
                        affective issues apply to interaction design. A central theme is that design and eval-
                        uation are interleaving, highly iterative  processes, with some roots in theory but
                        which rely strongly on good practice to create usable products. The book has a
                        'hands-on' orientation and explains how to carry out a variety of techniques. It also
                        has a strong pedagogical design and includes many activities (with detailed com-
                        ments), assignments, and the special pedagogic features discussed below.
                            The style of  writing is intended to be accessible to students, as well as profes-
                        sionals and general  readers, so it is conversational  and  includes anecdotes,  car-
                        toons, and case studies. Many of  the examples are intended  to relate to readers'
                        own experiences. The book and the associated website encourage readers to be ac-
                        tive when reading and to think about seminal issues. For example, one feature we
                        have included in the book is the "dilemma," where a controversial topic is aired.
                        The aim is for readers to understand that much of interaction design needs consid-
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