Вы находитесь на странице: 1из 4

The Psychology of Interaction Design - The Five Dimensions of IxD

Language - The Five Dimensions of IxD


"Interaction design is still in the equivalent of the early stages of cinema.
As yet, we have no fully developed language unique to interactive
technology. So we are still drawing on the language of previous creative
modes. It may help to categorise these languages according to their
"dimensions": 1-D, 2-D, 3-D and 4-D." Gillian Crampton Smith
Interaction design as a field of interest is very much in its infancy; due to
this the language we use to describe, convey concepts and understand
is so far general rather than specific to the domain. In an attempt to
categorise the languages currently used, Bill Moggridge, in Designing
Interactions, proposed the best way to consider them would be as four
dimensions. Bill Moggridge was a respected British designer, author and
educator who cofounded the design company IDEO and was director of
the Cooper-Hewitt, National Design Museum in New York. He was also
the person who coined the term 'Interaction Design'.
Bill Moggridge identified the four dimensions as 1D Words, 2D Visual
Representations, 3D Physical Objects or Space, and 4D Time. However,
Kevin Silver (Principal Interaction Designer at IDEXX Laboratories), in
What Puts the Design in Interaction Design?, thought Moggridge had
failed to address the physical involvement of the user and added a fifth
dimension: 5D Behaviour.
1D Words
This dimension serves to convey the meaning and nature of interactions.
Words help the user identify what they can and cannot do with a device
or in a system. The terminology used in a system must:
...be familiar to the intended users (both in general and in terms of
their application to the domain)

...accurately represent the actions they denote


...be presented in a tone appropriate to the setting (i.e. not too
formal or not too familiar/conversational, depending on the conditions of
the situation)
...be used consistently, in that different instances of the same action,
state, problem, solution etc should be represented using the same
language. This has two major benefits: firstly, the user does not have to
learn a new lexicon for each individual instance and secondly, the user
can apply knowledge from one instance to another, allowing them to
focus on their aims and objectives rather than committing precious
cognitive resources to the task of analysing and decoding the chosen
terminology.
2D Visual Representations
These are what the user actually interacts with, usually within a virtual or
graphical space and encompasses "typography, diagrams, icons and
other graphics". They act as external means of judging whether the
correct action has been carried out and, in theory, should provide the
user with feedback confirming whether their interactions have been
successful or not. Failing to provide such feedback is at odds with our
experience with objects in the real-world. When we manipulate one or
more objects we can see, feel, smell, hear and taste the changes that
have occurred from the original state. In contrast, every change that
occurs in the virtual world must be designed and programmed.
Therefore, it is not only essential to provide feedback but to do so in a
way attuned to the relationships we have come to expect through
interacting with objects in the physical world, whether this is in the form
of a momentary beep alerting us to the successful movement of an item
from one folder to another or clear visual feedback informing us of our
progress on a task. As Ben Shneiderman states in the 'Eight Golden
Rules' of user interface design for every action there should be system
feedback, to replicate the experience of interacting with objects in the
physical world and to help the user know when they can move onto the

next step of a task or carry out some corrective manipulation if their


previous interaction was unsuccessful.
2D visual representations also play an essential role in helping the user
interpret information that is not easily represented using 1D words alone.
For example, most information dashboards use multiple non-text
methods to represent complex sets of abstract data, such as population,
employee performance and crime statistics. 2D visual representations
allow the designer to convey a message in an instant that might have
taken reams and reams of 1D words to achieve the same effect; as the
saying goes "a picture speaks a thousand words". Four common
examples of the second dimension can be seen in the use of:
...icons, which are small graphical representations of actions or
system locations
... soft colours in the background and prominent, primary colours for
items in the foreground to draw the user's eye to the most important
information in a display
...borders to distinguish one body of content from another and
...spatial location to establish clear and logical visual hierarchies
3D Physical Objects or Space
This dimension refers to the tangible means of control, such as a
computer keyboard or mouse, and the area in which their interactions
are carried out. These first three dimensions define and enable
interaction, providing the means by which the user can carry out their
interactions, the space in which to do so, and the visual feedback
necessary for them to determine the appropriate execution of their
interactions and the resulting outcomes.
4D Time
The time in which the user interacts with the first three dimensions and,
for example, where they are able to check the progress of these

interactions. 4D language also encompasses sound, film and animation,


each representing another means of conveying information and
enhancing the user experience in turn.
5D Behaviour
Kevin Silver's fifth dimension refers to the means by which the user
responds to events in the system or changes to a device, which include
action, operation, presentation or reaction.
Human Language as a Design Challenge
It is the role of the interaction designer to harness these different
expressive languages to answer the "What?", "Where?", "When", "Why?"
and "How?" questions every user has when attempting to see where
they fit in the human-computer or human-device relationship.
In Summary
Language presents a significant challenge to designers. Interaction
design is said to encompass five different expressive languages; in
combination they help users ascertain what they should do, how to do it,
where they should do it, when they should do it and why they should do
it. Harness these different languages to lead the user through your
product or system; otherwise they might get lost and confused on their
way, which ultimately might lead them to one of your competitors.
(From the course "The Psychology of Interaction Design")

Вам также может понравиться