I think I'm one of the "some people" Andrei refers to. I'd
honestly be surprised if more than a handful of people here see
Interaction Design as extending beyond the digital. If they
occassionally show up I'm sure they quickly get turned away. Such
designers exist, moreso in Europe than in the US, but this isn't
exactly a hospitable environment for their voices. In my experience
the community has been reflexively hostile to anything beyond a
digital worldview, going all the way back to Dan's first Signal
Orange post in 2004.

I'm not really wild about the idea of defining disciplines but if
you're going to do it, it doesn't make sense to base those
definitions on the medium. Constraining interaction design to pixels
and bits is like constraining graphic design to paper and ink or
industrial design to glass and metal. If disciplines were tied to
their history, graphic designers would still be working in
chromolithography. 

Graphic design more properly encompasses a world of symbols and
images. Industrial design? Form and mass. Interaction design? Actions
and behaviors. Graphic designers can ply their trade on a letterpress
just as validly as they can with pixels--or with skywriting for that
matter. Subdisciplines can develop. Logo designers and typographers
and poster designers can co-exist without threatening each other
because they're united by a common understanding of the foundation
of graphic design. The medium doesn't define the discipline.

Our discipline revolves around behaviors and actions. It can involve
buying airline tickets at Expedia or buying them from an agent at
SFO. The same thinking that results in customer flows at the iTunes
Music Store can be applied to customer flows at a Virgin Megastore;
working with architects instead of programmers. As a discipline we
need to learn more as we begin to work in different media. The
patterns are out there and have been for years. What kind of spaces
encourage interaction? What kind discourage it? It can be something
as simple as the arrangement of chairs in a schoolroom. Tactics
differ, deliverables differ, but at their core are about designing
useful, usable and desirable interactions for human beings. There's
a case study coming out soon in Design Issues about work Ziba did for
a prototype FedEx store that serves as an excellent example of the
potential for this kind of collaboration.

Does it make sense to try to contain this scope within a single
discussion list? Maybe not. I'm not an industrial designer, but
graphic designers have plenty of specialized places to discuss craft.
It's clear to me that IxDA has become a defacto forum for discussing
matters of software interface design. I've heard the arguments that
interface design is about form and not behavior but to me that's not
compelling. Good interface design encompasses both. The book Tog on
Interface describes a great example of interface design involving a
set of checkboxes that needed to ensure at least one option checked.
It's a fascinating story but the team clearly wrestled with matters
of both form and behavior. So why isn't it an example of interaction
design?

To me, the biggest gulf in our understanding is this: I believe that
interface design differs from interaction design primarily in its
focus on the artifact, regardless of whether that focus is on form or
behavior. It didn't strike me until a few months ago, but when people
on this list talk about behavior, they're almost invariably talking
about the behavior of the artifact, not the human behavior it
facilitates or requires. When the MacOS login box shakes its head
"no" at me, I consider that a great example of interface design,
but not a significant example of interaction design; it's just a
clever animation. Text messaging on the other hand is a phenomenal
example of interaction design. Dead simple interface, especially
before T9 or other type-ahead conventions became common. But
completely unprecedented interactions: Two people communicating
non-verbally in nearly real-time across space and on the go. The
interaction it facilitates is the key to its popularity, not the
interaction with the artifact.

Here's a good shibboleth for recognizing interaction design. Does it
actively change patterns of social behavior? The telephone? The
elevator? Fundamentally reorganizes business. Friendster? Twitter?
Reifies your circle of friends. The post-1972 US presidential primary
process? Crazyness. Starbucks installs WiFi? There you go. Birth
control pills? Absolutely. Recycling? Huge. Adobe invents Postscript?
Revolutionary change. Ebay? Connects and empowers people all over the
globe--regardless of the interface.

I don't remember where I read this recently but during the early
days of electrification, people were always tremendously excited at
the idea. "The electricity is coming," they would say. But
gradually, as electricity became more common it faded into the
background and people began to take it for granted, focusing instead
on the changes it afforded. People will eventually take the ability
to manipulate the digital world for granted. We've got elementary
school children who are becoming progressively more competent authors
in this domain. Today, what we do in the digital medium is incredibly
important. Tomorrow we may wake up with all the cachet of a telegraph
operator. But as long as interaction design is concerned with problems
of timeless human behavior it won't be going anywhere.



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Posted from the new ixda.org
http://www.ixda.org/discuss?post=24685


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