> [snip]
>
>> It seems kind of obvious to me that usability can be at odds with
>> other values in a design situation. In a sense, that summarizes the
>> disaster story of HCI in the 1990s when instrumental values were
>> carried over from 1980s work-oriented design ("usable! useful!
>> efficient!") only to clash with new users and new use situations in
>> entertainment, leisure, the public spheres, and so on.
>>
> [snip]
>
> Isn't that just bad usability work - rather than a problem with
> usability per se?

No. There are inherent conflicts between usability and other design  
qualities (playfulness, aesthetic pleasure, symbolic status  
value, ... to mention a few).

When digital products spread from instrumental use in workplaces to  
discretionary, ludic use in homes and in public, these "other" design  
qualities became more obvious than before. Quite a few practitioners  
and methodologists tried to address the changing demands by  
incrementally extending the usability concept and updating the  
familiar HCI tools and concepts. The results were generally not very  
successful (task analysis for game design; laboratory experiments on  
visual interface aesthetics; paper prototypes of dynamic-tactile  
experiences; the list goes on).

A more promising strategy is to accept the multidisciplinary nature  
of interaction design, the need for equal collaboration with more  
mature design disciplines, and the importance of continuously trading  
instrumental qualities off against social, aesthetic and ethical  
qualites.

/Jonas Löwgren


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