Designing for Interaction: An Interview with Dan Saffer
Article by
Liz DanzicoJuly 26, 2006.
If you've been delighted by your iPod, intrigued with your TiVo, or
frustrated by your mobile phone, then you have encountered the work
of an interaction designer. And an interaction designer, most
likely, has crafted the experience we have with many of the
products and services we encounter every day. Dan Saffer, a senior
interaction designer at Adaptive Path, leads us through an
exploration of this emerging discipline. Published this month,
Saffer's new book, Designing for Interaction, is a
much-needed primer on the topic, helping us understand the design
of interactive systems. Voice talked with Saffer just
prior to his book being published in July.
Liz Danzico: How would you describe interaction design? And why is
it important to write this book now?
Dan Saffer: I have a fairly
expansive view of what interaction design is, which is that
interaction design is about people: how people connect through
products and services. Now, what does that mean?
Interaction design is about behavior, how things work. I push a
button on my mobile phone and something happens. Or I enter a fast
food restaurant, walk up to the counter, and something happens.
Defining what happens when a person uses a product or service is
what interaction designers do.
The reason we do it is to enable connections—interactions—between
people. People want email and instant messaging and their mobile
phones to be easy and fun to use. They want their trips to the DMV
to be pleasant and efficient. They want the check-in kiosks in
airports to work smoothly and well. All of these things—and many,
many more—are about connecting people and helping them communicate
better between themselves and the world.
This book is important now because we need new interaction
designers and people who understand what interaction design
encompasses. Technology is spreading into all corners of our lives,
whether we want it to or not. Political, social, and economic
forces are making it so. In order to make all this new technology
useful and usable by humans, it needs to be designed with humans in
mind. That's where interaction designers come in.
Danzico: In the book, you point out that Bill Moggridge (a
principle at IDEO) was the first to call the practice “interaction
design.” Haven't we always been designing for interaction? Why is
interaction design, as you (and he) describe it, new?
Saffer: Bill Moggridge and his
colleague Bill Verplank at IDEO realized in the late 1980s that
they had been doing a different kind of design than what was
traditionally called “graphic design” or “industrial design,” so
they gave it this name (which is much better than their alternate
choice: “SoftFace”). But in my opinion, it's something we've been
doing since before recorded history. Aboriginal peoples made cairns
to mark trails—that is, to communicate through time via a product.
Native Americans used smoke signals to communicate over long
distances.
The only thing new about it is that now, thanks to microprocessors
being embedded into all sorts of objects that can now exhibit all
sorts of different behaviors, it's been recognized as a discipline.
Somebody needed to figure out how these newly empowered objects
should behave, and the tools of design were well-suited for it.
Now, you can study it in school, and get paid to practice it.
Whereas before, like other types of design, it was simply done
without much reflection.
Danzico: In a recent interview with Brian Oberkirch at
Weblogs Worknotes, you describe interaction design by saying:
“The discipline that makes technology useful, usable, and fun to
use. Good engineering is what makes it happen. But interaction
design is what makes it approachable for people to use.” Is
interaction design just about technology, or can it involve other
types of products?
Saffer: I was giving the easy answer. It's not only about
technology, but these days it often is. Most interaction designers
work on software, websites, and other technology like mobile
devices. But interaction designers can also design services which
have little to no technology in them. By services, I mean processes
and ways of doing activities. So you see interaction designers
working in retail environments, figuring out flows of the store.
Interaction designers work for the Mayo Clinic, changing how health
care services are delivered. You even find interaction designers
working with government agencies, making the system of paying
taxes, say, better for people.
Of course, services can be a combination of technology and
non-technology. Netflix, for example, has its website, but it also
has the envelopes that the DVDs get mailed and returned in. Someone
designed that service.
Danzico: What was your first experience with interaction design? In
other words, was there a time where you saw interaction design
emerging as a thing separate from other design
disciplines?
Saffer: My first experience with interaction design took
place when I was a teenager in the mid-1980s, about 15 years before
I ever heard the term “interaction design.” I designed and ran a
game “online,” meaning users dialed in to my Apple IIe using their
1200 baud modems. Of course, I had no idea what I was doing at the
time.
But around the mid-1990s, others certainly knew what was happening.
Carnegie Mellon established its interaction design program in 1994.
Agencies started offering it as service (albeit often mislabeled as
“information architecture”), and software companies started hiring
people for these roles. Right before the internet bubble burst,
interaction design started to come into its own, and it began to
get known. In 2003, Alan Cooper changed the subtitle of his seminal
book from The Essentials of User Interface Design to The Essentials of Interaction Design. Also in 2003,
the Interaction Design Group
(now Association) was formed as a professional organization for
interaction designers. So it has some traction now.
Obviously, “interaction design” is still not a term you hear often,
and probably never will be. But thankfully, “Design” with a big D
covers it pretty well.
Danzico: Can you give a good example of a typical interaction
design that we're all familiar with?
Saffer: The Automatic Teller Machine (ATM) is something
that most would be familiar with—at least most people who might be
reading this. An ATM facilitates interactions between banks and
their customers. It has an interface—both the digital screen and
the physical structure—that has been designed for privacy and rapid
transactions by a wide variety of people with a broad range of
familiarity with technology. My grandfather—deaf, in his 80s, never
owned a computer—used his first ATM only a few years ago. ATMs do a
remarkable job of turning the complexities of banking into some
clear choices, usable by large segments of the population.
Danzico: I was really surprised by your pointing out that
“user-centered design” is only one of four approaches an
interaction designer can take. Can you talk about one of these four
approaches: what you call “genius design?” At first, it might seem
counter to the things we were taught as good researchers and
designers, where it was important to do diligent user
research.
Saffer: It is counter to what we're told today is good
design practice, but I deliberately tried not to judge any of the
approaches to interaction design, to include all the ways you can
practice interaction design whether I agreed with those methods or
not. I find myself moving through most of them frequently, often on
the same project. Each of the approaches has produced great
products over the years, and perhaps none more so (because it is
used the most often) than what I call “genius design.” Genius
design is when the designer relies on his or her own experience and
skill to design, without any input from users. It's done by
designers who either don't have the resources or the inclination or
temperament to do research. Too often, it is practiced by
inexperienced designers with little skill, but it can and has been
used by many designers to create impressive things. Reportedly, the
iPod was made with no user research, for example.
Danzico: When have you used the genius-design approach
successfully?
Saffer: More often than I care to admit. In the past
especially, I've worked on projects where there was no time or
money or willpower to do any of the other approaches. I just
finished designing Soundflavor, a music application and
accompanying playlist-sharing website with the genius design
approach, and I'm pleased with the results thus far. Of course,
even if you do have the resources and inclination for one of the
other approaches, I find there are always moments on every project
when I employ genius design. I have hunches and make educated
guesses based on previous experience. One could argue (and many
have) that this is why people hire designers: for this sort of
genius.
Danzico: Why is it important to design hackable products?
Saffer: That's a good question: I'm not sure it
is important. People will hack your products
anyway! That being said, leaving “seams” in your product for people
to customize it to suit their needs is a very interesting practice.
Danzico: Seams?
Saffer: As designers, we're
traditionally taught to get out of the way of the product, to leave
no trace of ourselves or how the product was made. Think of the
iPod in its hermetically sealed case, for instance. But Matthew
Chalmers had this idea of “seamful systems (with beautiful seams)”
where, for those so inclined, you could see and take advantage of
how the system was created and adapt (hack) it for your own use.
Seams afford hacking, in other words.
Companies can get new ideas for new products through exposing the
seams and affording hacking, and could even repurpose their
existing product to take advantage of the modifications people are
doing to it. Of course, it's also a dangerous practice. People can
hack things in dangerous ways that could open up the companies to
serious liability issues. If they are going to build in seams for
hackers to rip open, designers need to make sure just what it is
exactly they are exposing. On a financial website, of example, it's
one thing to expose the CSS so that someone could change the colors
of their version of your site. It would be quite another thing to
expose users' financial data!
“The idea that we as designers control any product is a
myth.”
Danzico: For some time, people have been able to hack their
TiVos to view their flickr streams on their televisions. Next, you
might imagine a similar hack for YouTube videos, streaming on our
TV as well. With users having this much control over the design of
their environment, where does the interaction designer's role start
and end? Are interaction designers in danger of losing
control?
Saffer: The idea that we as designers control any product
is a myth. It's a useful myth, to be sure, since it allows us to
actually make the product. But once it is out of our hands and out
into the world, we can no longer control what people do with it.
Sure, we can design how we hope people will use it, but there's no
guarantee they will use it that way.
The interaction designer's role is one of facilitating particular
uses for a thing, and possibly dissuading other uses. I will design
X so it can be used for Y. If someone uses it for Z, well, that is
his business. The problem comes when Z is something harmful. If I
design a hammer, and someone uses the hammer to bludgeon someone,
how responsible am I? Think of email: we want to design email
clients so that they are easy to send and receive emails. But you
don't want to design them to enable spammers to easily send out
tens of thousands of messages. Not that spammers use email clients,
but you get the idea.
Danzico: In your book, you build a nice definition of interaction
design by saying, “It's about making connections between people
through these products, not connecting to the product itself.” What
do you mean by “making connections between people?”
Saffer: Traditional industrial
design is about making a connection to an artifact: This is a great
chair. Traditional communication design is about making a
connection to information: Yes, I will attend the event this poster
is advertising. Human-Computer Interaction is about connecting with
the computer: I enjoy using my Mac OS X operating system. But
interaction design, although it draws on all these fields (and many
more), is subtly different in its purpose: to connect people via
our products and services: I know you better because I read your
blog.
As I think about it, an interaction is really a communication. It
can either be one-to-one, like a telephone call. It can be one to
many, like a podcast or a blog post. Or it can be many-to-many,
like a giant system like the stock market. All these things are
surrounded by tools that make the communication possible, and those
tools, for the best experience, should be designed.
Danzico: Is good interaction design visible? In other
words, is the success (or failure) of interaction design something
we talk about and point to? How can we recognize good interaction
design?
Saffer: The visible part of interaction design is the
interface, which is usually the controls for manipulating the
features and functionality that make up the interaction design.
Interface design is only the physical expression of interaction
design. The interaction design part of a product or service is
usually invisible. However, it can be felt. The iPod would just be
a beautiful object if it also didn't work well. And certainly the
failure of interaction design can cause anger, frustration, lost
time, and, in the worst case scenarios, injury and death.
In the book, I list the characteristics of good interaction design,
things like trustworthy, appropriate, and smart. Things that are
hard to visualize, although there are certainly visual cues for
these things. And users certainly notice, usually unconsciously,
both their absence and their inclusion. My mobile phone, for
instance, is a beautiful piece of industrial design. But the
interaction design is terrible. I simply can't use it easily and
well to make phone calls and do all the other things a mobile phone
does these days. It annoys me and causes me angst and
embarrassment. It is the opposite of another trait I mention:
clever. It doesn't anticipate any of my needs and tailor itself to
help me accomplish them.
Danzico: Do interaction designers need to be good graphic
designers? How much cross-over is there between the visual and the
functional?
Saffer: No, although it certainly helps, as it would to be
a good industrial designer. On small teams, often the visual
designer and the interaction designer will be the same person. And
even when each role is played by a different person, there is a
constant back and forth. I was recently on a project where my
interaction design called for four buttons on an application's
interface. The visual designer came back to me and said, “Due to X,
Y, and Z, I've only got room for two buttons.” So then I had to
tailor my design to fit his. And of course, since my work was done
first, he had already had to tailor his design to work with
mine.
What visual and interaction designers have to collaborate most on
are the affordances of the interface: those things that indicate
how the product could be used. The visual cues users rely on to
understand what they can do with a product: push a button, turn a
dial, and so on.
Danzico: What are the ways that we might train interaction
designers differently from a non-interaction designer?
Saffer: For the most part, I think interaction designers
should be trained the same way most designers should be: taught to
draw and model and prototype, about typography and visual
principles. And, most importantly, to problem solve.
But also in the same way that industrial designers need to
understand the properties of, say, metal and plastic (their
materials), I think it helps interaction designers to know how the
technologies they use work. An interaction designer working on the
web should know about how web pages are made, for example. Not that
they should be programmers necessarily, but knowing what the medium
you are working in can do is immensely valuable. The difficulty in
teaching this is that those things change rapidly and it is hard to
keep up for even people working with it every day. Plus, in school,
you aren't certain what medium you might be working in afterwards.
Tricky dilemma.
I also think more experience with writing is helpful. Both creative
and technical writing are valuable, and interaction designers use
both very frequently, for scenarios, storyboards, documentation,
and so on.
“Services are the new frontier of interaction design.”
Danzico: You talk about the field of “service design.” Can
you describe how service design is becoming more important to
designers?
Saffer: We are coming to a time, if we aren't already
there, when most products aren't stand-alone. They are part of a
broader service. My mobile phone has a service plan. My television
has a cable service and TiVo hooked up to it. Even the tea I buy
(Peets: delicious!) can be ordered online. The point is that most
products have to be viewed as part of a broader context: a service.
Designers have to pay attention to the environment, the processes
around the product, and a new set of users: the employees providing
the service. Services aren't only about end-users: they are
co-created by service providers (employees) and customers.
Services are the new frontier of interaction design.
Danzico: How are new technologies influencing the sphere of
influence that designers have?
Saffer: The history of design can
be thought of as the history of materials. Now that we've gotten
this new material—the digital—wherever it goes, hopefully we'll go
as well. Bill Moggridge says, for instance, that the reason
interaction designers are getting involved in services now is
because technology is involved in them. There are opportunities
everywhere for interaction designers, in all areas of life. RFID
and similar technologies are about to change the way we shop, cross
international borders, and find objects. Robots are in our homes
now, vacuuming floors. People are wearing devices on their arms to
monitor their bodies. And the internet...well, don't get me
started.
With all this technology, we really can't help but have an
influence on people's lives, on public discourse, on the future of
the planet. Certainly, I don't want to overstate the power of
designers (that's been done enough lately), but I don't want to
understate it either. We're almost an invisible force, shaping the
tools that shape us as human beings, to paraphrase Marshall
McLuhan.
Danzico: You write, “To design is to make ethical choices. In other
words, design is ethics in action.” Is it really the designer's
responsibility to make ethical choices, or should those come from
the client? How can a designer know the “right” thing to
do?
Saffer: Ideally, ethical choices come from both the client
and the designer, but I don't think designers can rely on the
client for those. Since many of our clients are for-profit
companies, the lure of filthy lucre can sway even well-meaning
companies from doing good. And certainly, designers aren't immune
to money either.
Design, being mostly subjective, isn't usually filled with
clear-cut “right” answers unfortunately. There's just the scale of
better and worse. And this is why it is so difficult. Having
professional codes of ethics, like those promoted by AIGA and IDSA
is a starting point. They provide a baseline, to which the designer
can bring his or her own ethical beliefs for further
enrichment.
For interaction design, I've proposed that the quality of the
interaction be our ethical baseline, for both the instigator of the
interaction and the receiver. It should be easy and pleasurable for
users to both send and receive email or instant messages. If it
isn't (aside from technical issues), then something is probably
wrong, ethically. If I design a service that only benefits one side
(the business, say, or even only the users), then I've probably
failed in my duty as a designer.
Danzico: You've developed an interesting model with your book's site. Not only
is it available as a Rough Cut through
Peachpit, but you've posted the full interviews and interview
excerpts on your site. Was your intention to demonstrate
interaction design as well as talk about it, or was that just a
nice coincidence?
Saffer: It was by design. I deliberately wanted to show
the seams of the book as I was working on it, both for marketing
and to get interaction designers involved. Since this is a new
field, I certainly don't have all the answers. I wanted feedback as
I went along on the book. I also knew that in the final book I only
had a limited amount of space for my interviews, and I wanted every
part of the interviews to appear somewhere. So the website became a
place where I could do that: share ideas the interviewees had
generously given to me, but that were probably for space reasons
not going to make it into the book. All my interviewees are amazing
and had really great insights, and they really took the book to a
higher level. So in a sense, the website is just a way to extend
the book, stretching it out to create (hopefully) more
interactions.