I pretty much agree with Dan's thesis here, but I think it's because
the remit of IA drops off at a point where IxD can carry on. But it's
not that one excludes the other in any way. 

You can design interactions for toys and games that don't require
any IA at all. Playful interactions often have no IA and part of the
play challenge and interaction is to develop it yourself. "How many
times can I catch the bouncing ball, how do I score that? etc."

That is if you're willing to stretch the definition of IA to include
the developing the rules of play and the 'magic circle' of the game
and play space. Most games designers and games design theories I know
of don't usually refer to themselves in that IA way, but I'm sure it
is out there.

On the other hand, making data meaningful, as Peter says, can be very
powerful, but it usually isn't unless there is a decent amount of
interaction design there too. Jon Harris's We Feel Fine does both,
but there are plenty of example of data mining and visualisation
tools that are horrible to use as an interactive experience
regardless of what they do with the data.

Sigh. Can't we all just get along?

Best,

Andy

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Andy Polaine

Interaction & Experience Design  
Service Design Research  
Writing

Twitter: apolaine
Skype: apolaine

http://www.polaine.com
http://www.designersreviewofbooks.com
http://www.omnium.net.au
http://www.antirom.com


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Posted from the new ixda.org
http://www.ixda.org/discuss?post=40789


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