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Interaction Design at IDEO Product Development

Peter Spreenberg, Gitta Salomon, Phillip Joe


IDEO Product Development
1527 Stockton Street San Francisco, CA 94133
415.397.1236 vox 415.397.0823 fax
spreenberg@IDEO.com, gitta@IDEO.com


Phillip Joe
IDEO Product Development
7/8 Jeffreys Street, London NWI 9PP England
071-485-1170 vox 071-482-3970 fax

© ACM

Abstract

IDEO Product Development is a multidisciplinary consultancy with offices worldwide. This overview describes how interaction design personnel within the San Francisco and London offices work with other disciplines such as human factors and industrial design to apply a five step, user-centered approach to product development. Three broad areas of interaction design work and the IDEO design process are described. Keywords:

interaction design, information design, multimedia, human factors, user interface, prototyping, hardware integration, user-centered design

Introduction

IDEO Product Development is a design consultancy employing close to 200 people from a range of disciplines, including electrical engineering, human factors, industrial design, interaction design, and mechanical engineering. IDEO came into being in 1991 as a result of a merger of David Kelley Design, Matrix Product Design, ID TWO, and Moggridge Associates - individual consultancies established as early as 1969. IDEO offices are located in Boston, Chicago, London, Palo Alto, San Francisco and Tokyo. Design programs are primarily undertaken for external clients, and range from the design of toothbrushes, to the engineering of a blood gas analyzer, to the design of the features and human computer interface for an on-line service.

Interaction design is based within the San Francisco and London offices (which also house other disciplines) and comprises approximately 10 people with varied backgrounds, including fine art, graphic design, industrial design, software development and systems design. Based on the project at hand, ad hoc teams are assembled with the appropriate and necessary mix of skills. Usually one person is designated the primary contact, while other team members, such as human factors personnel, may vary their involvement throughout the project's duration.

THREE CATEGORIES OF INTERACTION WORK

Interaction design projects typically fall into one of three categories as described below. These categories evolved, primarily in the order listed, as the interaction design discipline grew within the organization.

Hardware/Software Integration

Interaction design at IDEO originated within this category almost 10 years ago as a direct offshoot of industrial design activity. At that time, work on medical, telephony and computer products was undertaken from the product design aspect only. Frustration quickly set in, as the designers realized that the attractive packaging and "hard" interfaces they were designing often enclosed unusable "soft" functionality, accessed through LED panels or computer displays over which they had no design control. Consequently, the designers began undertaking all aspects of product interaction. The Trimble NavGraphic LORAN navigation computer is one example of early work in this area.

Lacking the prototyping tools available today, early interaction mock-ups were often executed using slides, video or paper ( Fig. 1). Recent work includes medical instrument prototypes, incorporating dials and sliders which directly control the screen display. These sophisticated mock-ups are suitable for client testing and evaluation in realistic situations.

Software Application Design

Software-only products emerged as a second interaction design category. Frequently, this work requires creating application interfaces that conform to platform-specific graphical user interfaces such as Macintosh, Windows or Motif. The application tasks, however, vary widely - from organization tools for novices (XSoft's TabWorks), to programming environments (Lucid), to specialist's network visualization tools (Tandem).

Client needs can also vary widely. Some clients are transitioning from command-line to graphical user interfaces and have never visualized their data before. Others are established software application vendors who need to create an evolutionary product that solves new problems and fits within the old framework.

Recent work includes interfaces for on-line services, where clients are less concerned with standard GUIs. In addition, the boundaries between hardware/software integration design and software-only design are dissolving in many industries, as we witness conventional personal computers become the interfaces to hardware in extremely localized and specific tasks.

Interactive Media and Content

Within the last year we took on several projects addressing the representation of, and interaction with, content. IDEO does not envision becoming a comprehensive production house; client work in new media is currently oriented towards setting design directions in collaboration with external production houses.

Several internally funded interactive media projects have been undertaken. In August of 1994, the American Center for Design Journal published a special issue on Interaction Design containing a CD-ROM edited by IDEO. The editing task included constructing a navigational interface and integrating content supplied by a variety of contributors. In addition, members of the interaction team created an interactive portfolio of IDEO work for use in client presentations.

A FIVE STAGE PROCESS

While in practice interaction design seldom follows a linear path, IDEO basically uses a five stage process which is reinterpreted and creatively applied to each design program. It is grounded in a user-centered methodology; the goal is to create attractive products that are also highly usable and offer desirable functionality. IDEO perceives interaction design as the end result of successfully merging technological possibilities with the wants, needs and desires of the end user. The five stages of the process are described below, in idealized sequential order.

Understand

Often projects are in a domain completely unfamiliar to the IDEO team and interaction design is an unfamiliar discipline to the client. Therefore, a 'kickoff' workshop is typically held, during which IDEO describes the design process and the client provides insight into their concerns, biases, and organizational structure. Ideally, this phase helps establish a common language between the client and IDEO and initiates development of a design team that bridges both organizations.

During this phase, the IDEO team gathers information about competitive products, the client's proprietary technology, and the client's own understanding of advantageous and disadvantages they bring to the table. Additional reference material is gathered and reviewed. The client's marketing and focus group data is consulted.

Observe

While clients can often provide insight into their customers needs, IDEO finds it invaluable to supplement this information with a few informal observations of key users doing key tasks. These observations differ from focus groups in that people are observed within their familiar surroundings, doing what they normally do. The people and tasks observed are carefully selected to best cover the space of the design problem. Observations are recorded using still photography and/or videotape.

Visualize and Predict

In this phase, information gathered in earlier phases is synthesized and creatively extended; the envisioning of key interaction ideas begins. Frequently, the technique of creating characters and scenarios is used. Characters representing potential users of the product under design are identified and described; each is given a name and identifying characteristics, and may resemble an amalgam of the users observed. A usage scenario is constructed for each character, portraying and predicting how the end product is used, the context in which it is used, and the functionality it provides. These scenarios are often illustrated using imagery gathered during the observation phase, and the resulting storyboards are used in brainstorming. As interaction ideas emerge - and the exact process whereby they do emerge is rather unpredictable and undocumentable - they are visualized in simulations suitable for informal evaluation.

Evaluate and Refine

The simulations generated at the conclusion of the previous phase may be executed on paper or, at the other end of the spectrum, in software using tools such as MacroMedia Director or HyperCard. For example, one early design for a remote controlled interactive TV system was tested using only paper. When users 'pushed' buttons on a paper illustration of a remote, they were shown, on paper, the television screens that would result (the tester quickly retrieved the screen from a 3 ring binder of possibilities). As the design was refined based on feedback, the testing strategy was also refined; users were eventually placed in front of a two screen system, one screen depicted the remote and incorporated a touch screen. Once a selection was touched, the other screen displayed the appropriate TV screen.

The boundary between this phase and the previous one is often blurred, and designs typically pass through several iterations of visualization and evaluation before a design is finalized. The end result is often a synthesis of the designers' intuitions and feedback from users' evaluations.

Implement

The final deliverable to a client can take many forms; the desired form is typically defined during the Understand phase. If a detailed design was created, a full specification of interaction methods and their representations (actual digital images) is delivered. Alternatively, design guidelines characterizing a framework within which to make decisions might be provided. The end product can be conveyed through a written document, a software simulation and/or videotape.

BIBLIOGRAPHY

  1. [1] Alison Black, et al. Keeping Viewers in the Picture: Real-World Usability procedures in the Development of a Television Control Interface. Conference Companion. Proceedings of CHI '94. ACM press, pp. 243-244.
  2. [2] Jane Fulton. User Trials for Information Graphics: Replacing Designers' Assumptions with Feedback from Users. Information Design Journal. Vol. 7, Number 2 (1993), pp. 99-104.
  3. [3] Bill Moggridge. Design for the Information Revolution. The Danish Design Center Magazine. Number 4. 1992.
  4. [4] Peter Spreenberg. Editor. Interact. American Center for Design Journal. American Center for Design. 1994.