IxD is best taught interactively. It is very hard to tell someone why,
it is much easier to show them.

So my advice is to not teach IxD, it is to demonstrate it. Show why
it needs to exist by showing what happens when it doesn't. The ATM
problem is good, demonstrate that design-by-committee doesn't work,
demonstrate that development focused design doesn't work,
demonstrate that graphics design focused design doesn't work, and
then solve the problem with Goal Directed Design.

You can't teach IxD and be respected if you teach it in the way that
classes are traditionally taught because it is akin to someone
teaching public speaking by showing a series of really bad
power-point presentations that don't follow the guidelines it is
espousing.

What to teach should come naturally if you apply IxD to the teaching
method. That is, after all, what IxD is all about.

I'd also intentionally remove computers and high-technology from the
classroom and force your students to develop the tools they will need
to describe their designs properly. Use paper, whiteboards and
overheads exclusively. Limitation fosters creativity.

Aside from that, thinking outside the box should be highly rewarded.
Anyone who thinks of something you didn't think of should be praised
publicly, and in a related way, praise should be given to students who
ask dumb questions. Since dumb questions are how we probe the edges of
the box for holes.


I hope this is helpful,
Will


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Posted from the new ixda.org
http://www.ixda.org/discuss?post=34437


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