Methodology for Interaction Design


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Methodology for Interaction Design


From the time you wake up to the time you go to sleep at night, energy has affected your life. Energy is important in everyone's life, whether you notice it or not. Electricity is energy, and energy can do work. Electric power, electricity, is used to do things for us, and no modern society exists without it. Everyone is interested in generating electricity but no one can show that how much environment is polluted with generating electricity.


The main goal of our design process consists of giving two kinds of information to the users.

1. To provide successful information to the users to generate their own electricity for home appliances in different ways and

2. Implementation of those ways via some useful information through a website to promote sustainable consumption, users to make it reuse.

In order to achieve our goals, we applied HCI methods in planning, Implementation and evaluation of interaction design techniques. To make it easy and more reliable we thought ways how to run a successful design process and before applying each method we done some preliminary steps to implement those methods in an easier way.

Methods: Methods that we applied in our design process are:

1. Observation and Analysis

For observation and analysis we used HCI methods like brainstorming and body storming on ourselves as well as on a lot of our friends. We made use of messaging services like sending messages (SMS) and email services like sending emails to our friends asking them about what way we are using electricity and how we are wasting un-necessarily electricity like (Switching on lights, Keeping mobile chargers continuously, etc) .We did ethnographic study with people in our project work. We made discussion on our observation and analysis. We came up with three design projects i.e. controlling home appliances through internet, free ways to produce electricity and recycle booth. From these three we choose to work on one design project that is free ways to produce electricity. We came up with this idea because it is one of the major necessities of life in such an advancing era.

2. User defined and scenario

In this method we faced some difficulties like what type of users have to be considered and we used this method to build our project as a base stop. Based on it we find a structure to construct our ideas in a successful order. From this we learnt a lot like vision of the goal, structuring, transferring and visualizing our ideas. For this we choose a target group and we discussed different ways like their needs and expectations about how they want to utilize their electricity in more sustainable way. So based on that study we constructed our three personas and three scenarios. Then we recognized our primary persona and two secondary personas and three scenarios. Creating personas and scenarios gives an easy way to recognize the needs and behavior of the user.

3. Sketches and storyboards

We made sketches and story boards for the selected personas. This is called prototyping which is the representation of our proposed design idea without using any medium. In developing prototype of our design we used paper based sketches and story boards. With this prototype we shared our ideas by presenting them on papers.

4. User based Evaluation

In last phase we did evaluation in which the actual users test or evaluate the design and it is very important part of the design. From users we got some nice suggestions and ideas and we constructed our final prototype accordingly with that.

For me it was a nice working experience to work in group and to use different methodologies to design a project.


1. Löwgren, J and Stolterman, E.(2003). Thoughtful interaction design.

2. Winograd, T. (1996). Bringing design to software.

3. Cooper, A. (2004).The inmates are running the asylum. Why high-tech products drive us crazy and how to restore the sanity.

4. Houde, S. & Hill, C. What do Prototypes Prototype? In Helander, M., Landauer, T. K., & Prabhu, P. (Eds.) Handbook of Human—Computer Interaction. 2nd Ed, Elsevier Science, Amsterdam Netherlands, 1997.

5. Preece, J., Rogers, Y. and Sharp, H. (2002). Interaction design.

6. Retting, M. (1994).Prototyping for tiny fingers. Communications of the ACM archive. Volume 37,Issue 4 - April 1994.

7. Pruitt, J. and Adlin, T. (2006). The Persona Lifecycle. Keeping People in Mind throughout Product Design.

8. Greenberg, S. and Buxton, B. (2008). Usability Evaluation Considered Harmful (Some of the Time)". In Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems.

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