>  Andrei said:
>
>  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.

There are a number of industrial designers in IxDA, as well as
Interaction Designers who work in Industrial and Product Design
studios, who work on interaction aspects of products which don't
necessarily have digital or code-related natures.

"Interaction Design" as I've practiced it since the early 1980s
(and others have as well) includes everything associated with usage
and operational patterns.  This can, and often does mean "digital"
or interaction with the "code" portions of electronic products, but
for me it also includes things like how blood sample contains are
loaded into an analyzer.  This is human interaction, and in my
generalist, whole-product design approach, this is about interaction.

I also just want to say right now at the start that I'll strongly
oppose the inclusion of Dan Saffer's term, "Genius Design," for a
range of reasons.

1)  It's not a term that I can imagine ANYBODY would consider
applying to themselves, let alone accurately describing or expressing
what's actually at the heart of what the term proposes to label.

2)  What's at the heart of what the inadequate (and I maintain,
somewhat sneering) term, "genius design" proposes to label is
actually a mix of:

  2a)  Individual or small-scale expert team design
  2b)  Short development schedule and/or budget timeframes
  2c)  Expert decisions and judgements best carried out by
experienced practitioners

So let's axe the term "genius design," right here and now.  If
someone or a consensus wishes to label some ultra-successful
generalist or small team, or "special forces" design efforts as
"genius," or specific designers who've demonstrated significant
success track records, then fine.  But this is highly inadequate when
it comes to the category of approach represented by the types of
individuals and small groups that I describe above.

Why are these semantics important to us as a field?

For these reasons:

1)  Individual or small-scale expert team design is a valid approach
to design
2)  Valid and successful careers can be built upon Individual or
small-scale expert team design approaches
3)  Many products and systems have needs (and time and budget
constraints) that can be benefitted and addressed by Individual or
small-scale expert team design approaches
4)  Young interaction designers need to understand that they do not
need to be geniuses, nor think of themselves as such, in order to
progressively and gradually become proficient at Individual or
small-scale expert team design, usually through apprenticeships and
mentoring by those more experienced.


Jim

James Leftwich, IDSA
CXO - Chief Experience Officer
SeeqPod, Inc.
Emeryville, California
http://www.seeqpod.com

Orbit Interaction
Palo Alto, California
http://www.orbitnet.com


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


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