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166  Chapter 6   The process of interaction design

                          were introduced in Chapter 1. We also introduce a lifecycle model of  interaction
                          design that captures these activities and characteristics.
                              The main aims of this chapter are to:
                                Consider what 'doing' interaction design involves.
                                Ask and provide answers for some important questions about the interaction
                                design process.
                                Introduce the idea of  a lifecycle model to represent a set of  activities and
                                how they are related.
                                Describe some lifecycle models from software engineering and HCI and dis-
                                cuss how they relate to the process of interaction design.
                                Present a lifecycle model of interaction design.



            6.2  What is interaction design about?
                          There are many fields of  design, for example graphic design, architectural design,
                          industrial and software design. Each discipline has its own interpretation of  "de-
                          signing." We are not going to debate these different interpretations here, as we are
                          focussing on interaction design, but a general definition of "design" is informative
                          in beginning to understand what it's  about. The definition of  design from the Ox-
                          ford English Dictionary captures the essence of design very well: "(design is) a plan
                          or scheme conceived in the mind and intended for subsequent execution." The act
                          of designing therefore involves the development of such a plan or scheme. For the
                          plan or scheme to have a hope of  ultimate execution, it has to be informed with
                          knowledge about its use and the target domain, together with practical constraints
                          such as materials, cost, and feasibility. For example, if  we conceived of  a plan for
                          building multi-level roads in order to overcome traffic congestion, before the plan
                          could be executed we would have to consider drivers' attitudes to using such a con-
                          struction, the viability of the structure, engineering constraints affecting its feasibil-
                          ity, and cost concerns.
                              In interaction  design, we  investigate the artifact's  use and  target domain by
                          taking a user-centered  ap'proach to development. This means that users' concerns
                          direct the development rather than technical concerns.
                              Design is also about trade-offs, about balancing conflicting requirements. If we
                          take the roads plan again, there may be very strong environmental arguments for
                          stacking roads higher (less countryside would be destroyed), but these must be bal-
                          anced against engineering and financial limitations that make the proposition less
                          attractive. Getting the balance right requires experience, but it also requires the de-
                          velopment and evaluation of  alternative solutions. Generating alternatives is a key
                          principle in most design disciplines, and one that should be encouraged in interac-
                          tion design. As Marc Rettig suggested: "To get a good idea, get lots of ideas" (Ret-
                          tig, 1994). However, this is not necessarily easy, and unlike many design disciplines,
                          interaction  designers  are  not  generally  trained  to  generate  alternative  designs.
                          However, the ability to brainstorm and contribute alternative ideas can be learned,
                          and techniques from other design disciplines can be successfully used in interaction
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