Will, that's a very expansive definition. I'm afraid if you go
there, you just end up on that slippery slop that everything is
design. And if you zoom out far enough, yup you end up there. All the
points are human interaction points. Every symbol & bit of white space
in a graphic is a moment to interact at some level with a human being
by eliciting emotion or other response. By putting a sign up that
says "Sale" am I not hoping to elicit a behavior of an impulse
purchase. By your definitions then it is all interaction design.

Let's face it words fail us. They are imprecise, but we must bring
meaning to them and we must figure out where that meaning begins and
ends. These meanings also evolve over time. So far, I have heard
several entymologies in this thread for interface > interaction
design, but none of those actually connect to the coining of the term
which more precisely comes from industrial designers use of the term
and later co-opted by software designers mainly b/c industrial
designers didn't want to deal with it except in very small
audiences. But that isn't the point either b/c the history of the
terms as we've seen is so convoluted.

What is important to me and I hope to others are 3 things:
1) what do we do in practice?
2) how do we teach future practitioners?
3) how can we evaluate the work?

For me #1 is a mixed bag. There are people like Andrei who control
the entire experience as a single designer and there are people like
me who work more compartmentalized and collaboratively with with
other experts (currently industrial designers, but also graphic
designers) and always with technologists.  I'm sure is a continuum
here. But the fact that they can be separated. (Like in children's
books the story writer and the illustrator are often separate people
but there are the Boyton and Sendacks of the world as well.Yes, I'm
the father of a toddler.)

#2 This is my new thing (well new old, but now my new focus). To me
you most certainly have to have different courses for the frames and
the skins. 1 there is 1 frame and there are many different skins. To
translate, there is one behavioral design, but there are many crafts
that can wrap around that behavior (visual, audio, gestural,
industrial, architectural, etc.). This by itself means that from an
education stand point we must separate out interaction from interface
(or form), but they also must be conjoined in that same education
process otherwise as noted above they become quite meaningless.

#3 is another new biggie for me. (its amazing how the threads are
coming together.) We are ok at evaluating 2 things so far in
interface design: function (i.e. usability) and visual aesthetics &
legibility. What we don't have is an understanding of the aesthetics
of motion, interaction, and other behaviors. Is there beauty here? Are
there qualities outside of "usability" in this space. I certainly
think so, but I also know they are derived holistically so onion
skinning the pieces is intricate and probably bordering on navel
gazing at a certain level.

-- dave


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Posted from the new ixda.org
http://www.ixda.org/discuss?post=34525


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