Dave,

  I'm currently taking a welding class. To learn how to weld, I am
making lines of weld-bead on sheets of scrap aluminum. This is a very
useful pedagogic device.

  After a couple of years of practice and training (assuming I were a
young person making a career out of welding), I'd go into the world as a
journeyman welder. I would never, ever make lines of weld-bead on sheets
of aluminum again, since it has virtually no practical purpose.

  About two-thirds of the need for prototyping is as an equivalent,
pedagogic tool. Young interaction designer trainees need to see how
humans react to their designs, and prototypes are an excellent tool for
that. Once you've learned how humans react, you no longer really need to
actually, physically test your designs. Your experience will tell you
just as dependably.

  The other third of the need for prototyping is for invention, a very
rare occurrence. Invention means pure, new, never-before-seen modes of
behavior. A couple of years ago, for example, I was working on an email
program where individual conversations (threads) were represented by
icon-like images. Those images were "orbited" by related messages,
images, files, correspondents and other relevant information. Nothing
like this had ever been done before, so prototyping was appropriate. 

  But please understand that invention is not the same thing as design.
Prototyping is useful in invention, but its role isn't for design as
much as it is for raw exploration of the subject matter before design is
even necessary. Such a prototype would then be used as a guide for
subsequent design (on paper, not in code).

  Historically, software comes from a world rich in invention, and the
enormous egos in the software business still imagine that invention
dominates. Most programmers and most interaction designers think that
they are inventing when they are creating yet another eCommerce website.
The cries for and claims of innovation are evidence of that. But the
overwhelming quantity of what I see in the world of software today
simply isn't invention but is the basic block-and-tackle,
three-yards-and-a-cloud-of-dust form and behavior design like we all
learned in school or on the job. Their users are consumers or business
people doing simple, business or personal tasks using well established
idioms, typically implemented using off-the-shelf components arranged in
very conventional ways. Recent "innovations" such as YouTube and even
Crowdvine simply don't show any interaction innovation. Good, solid,
workmanlike design, yes; prototype worthy innovation, no.

  Before interaction design gained its contemporary respect, old-school
HCI practitioners claimed emphatically to me, "I learned so much when I
did user testing!" Of course you did. You never had any design training
so it was a complete shock to you when you saw how humans reacted to
software. Today, it is unconscionable for a professional interaction
designer to NEED to user test anything but the most advanced, obscure,
never-before-seen interaction. And prototyping is very time and money
intensive, particularly so when compared to what well trained designers
can do with a couple of 90-minute interviews and a whiteboard.

  Please remember that prototype code is subject to the law of fools:
they see it and they think you can SHIP IT! And then WE are stuck with a
commitment to a non-optimal strategy. Why take that risk?

  You know, I don't really care anymore whether or not interaction
designers prototype or not. I took a clear and bold and absolute stand
against prototyping 15 years ago to make a point: that we can do good
design without code. This was a necessary decoupling to allow the
profession of interaction design to separate, differentiate, and elevate
ourselves away from programming. 

  Well, we've accomplished that goal, as Interaction08 proved beyond a
doubt. And now that we are indeed separate, different, and elevated,
there isn't a big downside to prototyping. Mainly it's like using a
sledgehammer to kill a fly. If it floats your boat, go for it!

  The next big battle we are going to have to fight is the one to stay
ahead of the Agile folks. They mean well, and agile makes programmers
happy, and managers LOVE to hear that the programmers are happy. But
Agile is a terrible tool for software production, even if it's a pretty
good tool for software design engineering. We need to communicate this
indispensable difference. Let's all stay focused on the big prize.

  Thanx,
  Alan

  

__________
cooper | Product Design for a Digital World
Alan Cooper 
[EMAIL PROTECTED] | www.cooper.com
All information in this message is proprietary & confidential.
"Kipling was right: leaders and talkers and theorists forget how they
depend on oily hands and long apprenticeships." -Libby Purves
 
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
David Malouf
Sent: Wednesday, February 13, 2008 1:20 PM
To: IxDA Discuss
Subject: [IxDA Discuss] prototypes are software and belong to engineers?

I was reading that transcript that Gabriel pointed to earlier today:
(link:
)

here is the last question's answer:
"Coop[er]: Bad idea. Prototypes are software. I believe that there's a
role
for prototypes in interaction design, but I believe it's a very small
and
limited role. It's primarily done as a narrative, not as software. The
risk
of doing interaction design in a medium of code is much greater than the
benefits yield for you. We as competent craftspeople should be able to
communicate with great precision and clarity what we intend the software
to
do without resorting to code.

Code is a sledgehammer here. Prototypes are code that has not achieved
released. Snippets of disposable code are great tools for design
engineers,
but they don't play a large role for interaction designers."

Alan since I know you're here. ;) i wonder if you can expand on this a
bit.
I trust you have good reasons and experience for this, but it goes
counter
to my own both in IxD and in ID. Maybe I'm reading to much in certain
spots.
But I'll posit that doing interaction design w/o creating interactions
in
some form is akin to doing visual design w/o using color (but expecting
color in the final solution, saying that the printer will handle it).
Now
that I put that out there, I'm curious.
What I'm not interested in, is the education component. I'm assuming
that
tools are or will be easy enough and good at hiding real code that the
skills to acquire this craft is not an issue.

-- dave

-- 
David Malouf
http://synapticburn.com/
http://ixda.org/
http://motorola.com/
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