Jonas Löwgren writes: My last question was about conceptual tools for articulation. Your reply referred mainly to tools/techniques for articulating design ideas.
However, I was thinking also of language constructs for talking about what constitutes good interaction. The way I see it, this is one of the main elements of interaction design expertise (the "experience" we talked about earlier in this thread) and my personal approach is to try and articulate so-called experiential qualities to try and create a language in which experienced designers can express and communicate parts of their judgment skills. A: We have a lot of terms and concepts that fit this description. We've not formally compiled them (just something we don't have time to do in the manner it would require). They serve to label concepts and patterns associated with hierarchical and interrelational structure, navigational behaviors, states or situations that should be avoided (in general), and many more. Because we're always using these in context of examples (perhaps numerous examples), they're easier to grasp. I would be very interested to hear your examples. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=37626
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