Interesting article.

I'll play contrarian.  We as designers see a world as it could be,
often a more user friendly one. But if end users can't see it, they
won't every get there and we'd be stuck with torches and caves.
Progress is change, people don't like change, so we have to lure them
into the future.  Design is also communication, which often involves
conveying a message.  In short I don't know how really to not
influence people in the process of design.

I've had similar discussions on ethics and video games (with Will
Wright of Sims Fame), like how much responsibility to game makers have
for controlling the length and addictiveness of the the games they
create. We see with WoW, this can destroy marriages and be equally as
addicting as drugs. Is that the responsibility of the game maker to
temper the users, or the users responsibility to moderate themselves?

 IxD that we think of is a more confined to applications, but the
rules still apply, there are paths to fun/productivity and paths of
tedium and dispair, as designers we have the responsibility to setup
roadsigns...and listen to users when they always miss that perfectly
placed sign to turn left at Albuqurque.
________________________________________________________________
Welcome to the Interaction Design Association (IxDA)!
To post to this list ....... [email protected]
Unsubscribe ................ http://www.ixda.org/unsubscribe
List Guidelines ............ http://www.ixda.org/guidelines
List Help .................. http://www.ixda.org/help

Reply via email to