On Jun 23, 2008, at 12:08 PM, Fred Beecher wrote:

Overall, I like your modifications... But I might leave "Interface Design"
in there.

Ok... this is probably a semantic problem. What do you, and Dan, mean by "interface design" then? Do you mean taking all that theory and translating it to screen-based pixels and use of OS widgets like menus, radio buttons, checkboxes, drag and drop behaviors and I/O models? Or something else?

Again, what a lot of people call "interaction" design I've called "interface" design when it pertains to software and digital products. When I got started with interface design in the early 90s, I worked on 3D modeling, rendering and animation software, then jumped into pixel editing, vector drawing and mutli-page layout and construction, a large portion of my work was "interaction" design as near as I can tell by what I hear people say off this list. Just that I include *more* than just the interaction part, as I also help to define the visual look (icons, color, type, composition of any screen elements), along with higher level metaphors and organizing principles about the interface on the whole.

For example, when I helped define Free Transform in Photoshop with Mark Hamburg, I had to work with him on how to do 6 main transforms using only 3 modifier keys, while having to adjust locked aspect ratio, mirroring and distortion dynamically on the fly. Also had to understand issues about pixel resampling and understanding how to handle the limitations of what Mark could do at the engine level while working with him to create as flexible an interface to transform as possible. That work is still in Photoshop today just as we designed it 12 years ago.

When I was doing animation software for 3D objects back before I joined Adobe, I helped to design a keyframing interface for 3D objects in time, laying them out like music notes in sequencing software, then allowing for the defined animation to be squashed and stretched in time without the use of spreadsheet like keyframing interfaces.

I created an image composition program early in my career that treated images and pixels more like page layout objects, and had worked out a lot of layering issues in terms of how they work on a 2D screen before they appeared in Photoshop.

This is what I call "interface" design. All of what's needed in order to do what I've stated above requires an understanding of all the courses laid out by Dan Saffer. Having a class on "interface design" seems counterintuitive to me, because it's not clear how you learn to do what I've outlined above as an activity on its own. The Student Project would be something along the lines of what I've laid out above, so it makes little sense to me to have "interface design" as its own class per se.

The are too many people who use the term "interface" design and mean "visual screen design" which is often a glorified term for someone who draws icons. This type of thinking seemed to become prevalent right aroun the same time the web broswer became a big deal, which is rather ironic imho since "interaction" is fundamentally crippled when designing applications inside a web browser. I've said this many times in the past, but I don't just draw icons. Coming up with a music metaphor like sequencing, and applying that to 3D object animation is not something someone who just draws icons does.

So, that was a long winded way of asking what you mean when you say "interface design."

--
Andrei Herasimchuk

Principal, Involution Studios
innovating the digital world

e. [EMAIL PROTECTED]
c. +1 408 306 6422

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