I want to weigh in here with a more theoretical (and more practical?) angle,
at least one I haven't seen brought forward yet.

I have taught interaction design/IA in a program that is more
practically-focused, less art and "high design" side of things, and have
advised a number of these sorts of master's projects (and theses, which more
more of the research product-type). Most of our projects involved working
with real clients, with real deliverables, beyond the requirements of the
master's committee. While we did require usability testing, I don't think it
was a hard rule that the projects actually be launched. Most of the ones I
advised were launched in some form, however.

And I also interviewed for a teaching job in a pretty famous media program
that included TV, Film, and Interactive Media curricula (the interactive
media stuff tended to strongly bias toward "interactive" gallery
installations, while the TV and Film programs were actively placing students
in top industry positions). I made the case that they needed to expand the
Interactive Media option to get beyond the gallery stuff, to reach out to
real audiences for experimental media, as well as become a interactive media
industry feeder program. I didn't get the job, and I feel quite sure the
other candidate interviewed was safely focused on the more insular gallery
world.

But the bigger issue, the REAL issue that bugs me most of the time, that
ties in to this thread here, relates to our very definition of
INTERACTIVITY. (that's the theory side, get out your pointy-headed caps).

Maybe I'm a bit of a radical purist here, but to my mind, the KEY element
that distinguishes designing for interactivity from designing for static
media outputs (from canvas art to TV to music) is that interactive media
REQUIRES audiences with which to interact.

In other words, it isn't interactive unless it can be interacted with.
Previous to that, it can be in various planning and prototyping stages, but
I'd argue that interactivity doesn't happen unless a real audience is
engaged, and that designing for interactivity means designing for REAL
audiences. And since I'm a fan of constructive hypertexts, I'd prefer to go
a step further, and suggest that true interactivity needs contributions from
real audiences, navigational contributions or the ability to "write to" or
co-author the media product.

So I scratched my head at the exclusive gallery-high-art-focus of that
program where I interviewed, because much of what was being held up for high
acclaim (meaning the kind of stuff that would get you tenure) looked to me
like static media in digital format, not "interactive" at all, unless you
count the people's interactive footsies as they walk around in the gallery
for the fancy installation with wine and cheese.

The other issue is power. I'd say the definition of interactivity I work
with, played out logically, REQUIRES power-sharing with real audiences. The
idea of the lone artist in the tower, creating great art to release upon a
waiting and breathless public can't apply to interactive media, because
interactive media HAS to be build with the idea that the audience is a
co-creator with you of the interactive experience. A PARTNER, if you will,
and partnership means power-sharing. The artist has to actively give up
creative power, in order to cede some of that power to an interactive
audience. That would be the wild card in the deck.

But the system I was seeing is focused on ways to honor individual creators
as examples of the highest excellence, rather than honoring those who did
the best power-sharing with real audiences to co-create amazing things
(obviously, there are a great many exemplars doing that right now, and I'd
prefer the merit system honor them more). But how many professors are
getting art/design tenure for truly interactive work that audiences actively
contribute to? I mean, by my definition, anything that develops true viral
legs that morphs and grows with audience contributions, by virtue of its
great collaborative design, should be getting that coveted MacArthur genius
fellow for interactive design, you know?

So that's me being a purist by demanding a practical application, a REAL
audience of co-creators. Master's projects should require testing on real
audiences, social groups, as in casting your bread upon the waters, not
simply a 6-person usability test, where the 6 all complete their tasks
functioning as atomized individuals, and not part of any real and powerful
social dynamic that chooses to be there because it can't wait to interact
with the interface.

1-person designs should be able to get the degree, but they should NOT be
called "interactive" designs unless they can be interactive. I'd say that
means working prototypes, at the very least.

Maybe degrees that don't do that should be called something else.

Chris


On Thu, 13 Dec 2007 09:56:16, David Malouf < [EMAIL PROTECTED]> wrote:

> jack, I totally agree w/ you that a production ready version should
> not be required. I don't understand why this has anything to do with
> the "art" issue. As long as there is someTHING to play, touch, see,
> feel that expresses the whole then all the advisors should get what
> they need. Anything else is too much for such   a degree, especially
> a Graphic Design degree. Sheesh!
>
>
> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
> Posted from the new ixda.org
> http://www.ixda.org/discuss?post=23446
>
>
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