Watch the video of Bill Verplank s opening keynote talk to the IXDA conference in 2011
Bill Verplank is an interaction designer, and he has an amazing ability to draw at the same time as he talks.
In this video he explains the context of interaction design with paradigms that serve as patterns for the way people think about the subject. He describes the process of designing interactions with a concise diagram, and gives an example to illustrate it.

(Picture 1. Lijie’s sketchbook)
How user experience can be broken down into what the user does, thinks and feels.
“It is very hard to know what people thinking, designers should pay much attention of people’s think and how they know.” Bill said.

(Picture 2. Lijie’s sketchbook)
People have a certain kind of knowledge and ability to do things, some people know that what they see and some people know that what they do.
There are three questions: How do you do? How do you feel? How do you know?
“Even the simplest appliance requires doing, feeling and knowing. I can flip a light switch and see (feel?) the light come on; what I need to know is the mapping from switch to light. The greater the distance from input (switch) to output (light), the more difficult and varied are the possible conceptual models; the longer the delay between doing and feeling, the more dependent I am on having good knowledge.
How do you do?
What if the light can be dimmed? Then I might use a continuous control or handle. One basic choice for how we do things is that of button or handle; discrete or continuous.
A handle allows continuous control both in space and time. When I press a button (e.g. ON) the machine takes over. Buttons are more likely symbolic. Handles can be analogic. With buttons, I am more often faced with a sequence of presses. With a handle a sequence becomes a gesture. I use buttons for precision, handles for expression.
How do you feel? The choice of senses (hearing, seeing, touching, etc) determines what we feel about the world. The medium is the message.
Marshall McLuhan divided all media into cool and hot. Based on the sensory qualities of media, he described indistinct or fuzzy media like TV as “cool” after the jazz of his age (‘50s). In contrast, the high definition of things like print, he called hot – think of them as too “hot” to touch. McLuhan’s cool media invite completion and participation; hot media are definitive and already complete, they discourage debate. Designers are continually faced with this choice of suggestion or clarity, metaphor or model, poetry or law.
How do you know?
The new challenge for Interaction Design is the complexity of behavior possible with ubiquitous computers. Some simple theory of how people know may be useful. A conscious consideration of what we are expecting of the people for whom we are designing is essential.” (Bill Verplank, 2009)
The experience design techniques







