Andy,

Great initiative.

In case you would find it useful to have an annotated list of books in interaction design and related topics to choose from, may I suggest

http://webzone.k3.mah.se/k3jolo/idBookshelf

I find it nearly impossible to pick two "top interaction design must- have books" -- it depends on who must have them, of course.

But the three that I currently use for an introductory-level interaction design class at Malmö University are

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Saffer, D. (2007). Designing for interaction: Creating smart applications and clever devices. Berkeley, CA: New Riders.

A useful first introduction to interaction design, covering a lot of ground in a very light and readable way. Saffer characterizes the field, discusses the digital design materials and tools, outlines the phases of the design process, and even touches on more advanced topics such as adaptivity, service design, ethics and future challenges -- all very brief and approachable. I imagine that the book might whet the appetite of many readers to know more about interaction design. Too bad that there are no references or suggestions for further study.

Buxton, B. (2007). Sketching user experiences: Getting the design right and the right design. San Francisco: Morgan Kaufmann.

Buxton develops a clearly articulated design perspective on the creation of digital products, based firmly in the seminal activity of sketching. The core part of the book is an inventory of sketching techniques, presented through well-chosen examples and illustrating a breadth of approaches to the key question of how to sketch temporal behavior and interactivity. Buxton lays out two parallel threads to frame the sketching examples -- a discussion of professional product development, and a scholarly perspective on the history and significance of sketching in design -- which makes the book a highly valuable resource for professional interaction designers as well as teachers and students.

Moggridge, B. (2007). Designing interactions. Cambridge, Mass.: MIT Press.

A truly remarkable book, painting a rich picture of interaction design practice by means of some forty journalistically rendered interviews with outstanding designers and a substantial piece of reflection on the author's own experience as an interaction designer. There are several strengths to the book: It adopts and illustrates a consistent design perspective (as opposed to, e.g., a HCI perspective); it gives roughly equal weight to hardware and software design; it covers the history of interaction design for personal computing as well as related fields including games, multimedia and service design; it is well designed and produced in itself, with a beautiful flow between sections and with generous and appropriate image material. The appended DVD provides interview segments and, more importantly, some demos to illustrate key topics. The only drawback I can find is a slight bias towards Silicon Valley people and practices, which is certainly historically justifiable but still constrains the overall picture somewhat. Nevertheless, I would consider this book to be required reading for all students, teachers and practitioners who need a comprehensive and up-to-date view of interaction design practice.

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For my own work in participatory crossmedia, the most inspirational books lately have been:

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Bolter, J., Gromala, D. (2003). Windows and mirrors: Interaction design, digital art and the myth of transparency. Cambridge, Mass.: The MIT Press.

As one of rather few examples in the literature, this book addresses the aesthetic qualities of interaction design. It consists of a set of essays composed around selected exhibits from the SIGGRAPH Art Gallery in the year 2000. The main thesis is that interaction is culturally reflective as much as efficiently transparent, and the book offers several important insights for interaction designers.

Jenkins, H. (2006). Convergence culture: Where old and new media collide. New York: New York University Press.

Jenkins addresses the convergence of mass media and interactive media from a solid background in studies of fan cultures. He builds his arguments around three core concepts -- media convergence, participatory culture, and collective intelligence -- which he develops in a series of well-written and engaging case studies, ranging from online communities of Survivor spoilers to Harry Potter fan-fiction IPR controversies and the US elections. The focus is largely on how the established mass media "collide" with new media cultures and practices, and the new media forms originating in the digital realm are generally less well covered. Nevertheless, I consider the insights offered in the book to be required reading for any interaction designer involved in transmedia/crossmedia projects.

Lasica, J. D. (2005). Darknet: Hollywood's war against the digital generation. Hoboken, NJ: John Wiley.

The digital media convergence and the rapid dissemination of media production capabilities is a challenge to many existing structures in the media industries. Lasica looks specifically at how established entertainment industries in music and movies react to the "threats" of filesharing, local production, mods, remixes and other personal digital media possibilities. The emerging picture, which Lasica paints in very lively colors using a journalistic presentation style, is focused on restrictions, violations of user rights, and political power plays in the interest of continued economic gain. The perspective of the book is clearly biased in favor of personal media, underground movements and a certain amount of Internet evangelism -- but the underlying conflicts are extremely interesting for any interaction designer involved in the digital media.

Lovink, G. (2002). Dark fiber: Tracking critical Internet culture. Cambridge, Mass.: MIT Press.

A collection of essays on digital media, covering a broad scope of issues such as net culture, language use, dotcom rise and fall, co- presence and community. The main theme of the texts, and the direct topic for several of them, is media activism and what Lovink calls tactical media: Using the digital media for politically and ideologically radical means.

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And for my academic work in interaction design theory, I would have to mention:

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Krippendorff, K. (2006). The semantic turn: A new foundation for design. Boca Raton, FL: CRC Press.

Krippendorff argues for a human-centered view on design, where the core notion is meaning as created in use. He outlines a historical progression in the traditional design disciplines from product styling towards more complex, relational concerns, including the possibility of a design science. From an interaction design point-of- view, what is really interesting about the book is that it provides a conceptual bridge between the traditional design disciplines and the use-oriented perspectives that are at the heart of interaction design.

Sennett, R. (2008). The craftsman. London: Allen Lane.

Sennett, a renowned sociologist, writes about craft based on a broad historical base, ranging from ancient Greece to Linux open source communities. For a design researcher, the book corroborates all that is said in general design theory, such as the work by Schön, as well as interaction-design specific accounts such as the one by McCullough. Moreover, it extends and elaborates upon this knowledge in several fruitful directions, including the social dynamics of the workshop and the asymmetric relation between master and apprentice; the detailed nature of head-and-hand work in complex craft skills (including the importance of rhythm and concentration); the nature of learning crafts and the roles of instructions and tools in learning. Further relevant themes include the concepts of resistance and ambiguity, the ethics of craftmanship, and the relation between play and craft. In sum, it is a remarkable book that adds significantly to the body of knowledge in interaction-design research and education.

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Best of luck with your DRB project -- looking forward to seeing how it develops!

Jonas Löwgren



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