So - if I am designing the control mechanisms for an elevator that is  
electric and mechanical - I am not an interaction designer? I does  
seem odd to shift the definition from what we do, to what technology  
or medium we do it with.

Mark


On Jan 19, 2008, at 5:39 AM, Andrei Herasimchuk wrote:

> On Jan 19, 2008, at 12:17 AM, dave malouf wrote:
>
>> The fact that I feel equally strongly that mentioning the word
>> digital in an organizational definition is unnecessarily limiting. By
>> its very nature IxD is form agnostic.
>
> I'm not so sure. How can IxDA be form agnostic if one product has a
> digital component (an iPhone) and another one might not (a standard
> wall phone)? The inherent "interaction" of the two is significantly
> different, due to the distinction of the digital component and what
> that component provides the designer of the product to do. (For this
> example, pretend the phone is more like the one you used back in the
> 1970s or even 1980s.) If the interaction were similar but not
> distinct enough, I guess I would concede the point, but the two
> things are radically different in how people use them and how they
> are designed.
>
>> I should be able to move between
>> designing the entire interface of a mobile computer system
>> (http://tinyurl.com/2ltawl - Motorola Wearable Enterprise Computer)
>> -- the software and the outside interfaces and then also move on to
>> designing iTunes.
>
> Both of those examples are digital, aren't they? I think the question
> is can you go from designing the interface of iTunes to redoing the
> flow of how FedEx operates door to door package delivery and
> services. Or how you can move from working on a mobile computing
> system to changing the way medical services are offered to the public
> via insurance companies or such.
>
>> Now if in your world all aspects of this design eco-system fit under
>> digital, then great. But when you say digital, and then start talking
>> about #'s of people doing web/software it sounds like you mean
>> digital  = software and wouldn't even include things like tangible
>> interfaces, VUIs, location-based interactions, ambient interactions,
>> etc.
>
> I do mean digital equals software. Or even more fundamental: code.
> Anything that requires code, logic, interaction, presentation, etc.
> Digital requires a microchip in my view, and needs code to be useful,
> or its just expensive sand.
>
>> But that is just because as you keep raising the lens to higher
>> altitudes the differences fall away. I would much rather have SIGs
>> within IxDA on web, on even enterprise web and hardware design and
>> services (I like the POS system example, Dan) then to limit the
>> nature of interaction design is at a foundational level.
>
> Understood. But if you get too broad, how is that helpful in the
> trenches? What do you gain by being broad, especially at this stage
> of the game?
>
>> Now, I do not make the decision for the organization except through
>> my own voice. I think it would be sad to create an IxDA that
>> wouldn't really include everything, b/c I think there is so much
>> that web designers can and should learn from the hardware IxDs who
>> quite frankly have been doing IxD a lot longer (having coined the
>> term in the 80's).
>
> What is "everything?" You keep saying that, but I honestly doubt it
> really is "everything." I'm pretty sure it's a list of things. In
> that list of things, the question becomes what is useful and what is
> not as useful for a design practice. And if the useful is more
> digital, why shy away from it? If its not, so be it! At least we'd  
> know.
>
>> A great example of IxD work that I use in my history of IxD slides
>> where digital isn't there, is the behavioral and system design of
>> the communication system between the bridge on a large ship and the
>> engine room. There is a merging of voice, graphics, and tangible
>> interfaces throughout, yet not a single microchip or transistor until
>> about 50 years ago.
>
>> The rules of IxD that you used in building Photoshop & the suite of
>> graphics and communications tools under the Adobe banner are the same
>> ones used by those who designed that system at an Human
>> Factors/Ergonomics level, but also at the level of behaviors to meet
>> goals and motivations.
>
> You'd have to list out what you think those rules are. I know exactly
> how I went about the design of the Adobe common interface to form the
> basis of the Creative Suite way back then, and how I made decisions,
> and what criteria I used, and how I could only do certain things
> given company politics, technology, constraints, shipping schedules,
> etc. I'm the one who defined it after all. But unless you list out
> what rules you think I used and the rules used in your system deign
> example, I can't comment on the relevance of your point yet. It might
> instructive to follow through on that to see where it leads us.
>
>> If your vision of digital can include the design of a Razor as well
>> as the design of Songza it is so broad that it well, is unnecessary,
>> so why focus on it at all?
>
> The Razor or Razr? (I assume you mean the phone, right?) If you mean
> the form factor and industrial design of the Razr, then I'm not
> qualified to do that. I'd have to go back to school or least out to
> the shed and get my hands dirty building tangible things again like I
> used to when I did set and production design in my younger days. But
> if you mean anything that has to do with how the software or digital
> aspects of the Razr work, then absolutely. This includes finding ways
> to work with the hardware components that would drive interacting
> with the underlying software or code.
>
> And that's largely the distinction I make. As long as it touches the
> code portion of the product, thats where I think it becomes digital
> design, interaction design, interface design, or whatever we all
> finally wind up calling it.
>
>> It just creates limits that may not
>> (probably won't) be there as we move forward, or even if it is other
>> new divisions will occur that are even more important.
>
> What you call limits, I see as definition. I find that with
> definition comes clarity. With clarity comes a myriad of
> possibilities of things I can do or strive towards achieving.  It's
> not a limitation to me, it *guidance.* The very thing I lacked
> getting into this field and for which I had to find my own way since
> no one else was defining it very well. (And yes, that makes me grumpy
> sometimes. Okay... it makes me grumpy all of the time.)
>
>> But "behavior" & "interaction" will always be there. I.e. what
>> happens when digital gets replaced with biological?
>
> You tell me. I imagine I'll be too old to know or care when that day
> arrives. I'll leave the evolutionary path of the profession to those
> it will impact the most, which is certainly not me. And I'm not sure
> what to do at all with biological as that scares the pants off me
> personally. It's outside of my conceptual reality.
>
>> Technology distinctions like "digital" are inconsequential to IxD,
>> so is
>> focusing on them.
>
> Respectfully, I disagree. Design -- when it comes to earning a
> paycheck -- is not an academic exercise. It has specific processes,
> specific deliverables, specific practices, and specific ideas by
> those who practice it. It's useful to know the distinction between
> industrial design and graphic design, if for anything to figure out
> which direction you might want to take your career.
>
> I think distinctions are extraordinarily useful in helping one to
> create definitions of how to do one's work day to day, or how to
> strive for career goals knowing what specifically the profession is
> at a more refined level. I don't find them restrictive, or
> constraining, or whatever. I personally find them freeing as they
> provide the foundation on which to build a body of work.
>
>

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