Hi Donna & William,

"analytical & empirical" are not bad so long as they are only a
part of a greater whole. If you loose the abduction process (using
the term "artistic" is a way to be pejorative in Cooper's piece
which I also find quite insulting) that is at the core of design
process and only concentrate on the linear deduction process that he
is describing, you basically loose the soul of design's power.

I often here (and now I'm responding to William) the phrase, we need
to speak their language, or in terms they understand. But I only hear
this phrase when considering how designers should speak to
developers. I NEVER hear anyone tell developers that they should
change their language, process, or methods to meet the designer's
understanding. This is the equivalent of developer/designer sexism.
What I mean is that rhetorically there is the same power arrangement
and assumption that one's way needs to be followed in order to have
authenticity. An interesting term that Cooper invokes again as a
device to be dismissive of designers who do not follow his total path
of interaction design, as if it is the path.

William,
While there are many forms of agile, they are grouped together due to
affinities. I can be an atheist (anti-religion) in my relationship to
all religions and it is understood that I do not believe in a
higher-power. This is my feeling about Agile development methods.
They agree in some core things w/o which they are no longer Agile.
These are the things that I have been at odds with. Unlike Cooper
though, I have not been challenged to find a peaceful place within
Agile. Finding these lines of similarities assumes that this is a war
actually worth finding peace with, or more importantly worth fighting.

This notion of designer as craftsperson that Alan uses is at the same
time language I would use (design/craft) but twisted it into something
I find quite atrocious. By limiting the purview of designer to craft
alone "analytical & empirical" he has amputated the highest value
that design can offer any solution: humanity and humility. All for
the sake of making "developers feel comfortable" or so "[they] can
understand".

Now to the "core of interaction design" piece William talks about.
Yes, in much of practice we have limited ourselves to discovering fit
and validating design. But for many of us, this is not interaction
design, but interaction engineering. The design is in both the
emotional and in the ways we create new behaviors (not just fit
existing ones). This requires a temperament of strategy built on
understanding "why" as much as how and what. Cooper did allow for
the role of IxD as strategy builder/owner which is great, but he
isn't building that strategy on a design for impacting human beings,
but rather for fitting.

I do appreciate his push to developers. That they understand the
importance of vision creation. THAT was the one spot where I felt
hope amidst the trepidation in his piece.

I do think though his vision of IxD is one emblematic of Silicon
Valley and is in some ways in discord to that of more European
traditions of IxD.

There is nothing wrong with wanting to have quality engineering done
efficiently with the goal of the customer in mind (BTW do we design
for "customers" or "humans" or "humanity"?) but the developer
at his soul is a carpenter there to take the order of the architect,
contractor and building mogul. The designer is the architect who
works under commission and appreciated on his past value which
appreciates over time. The developer is appreciated for quality &
speed which is a commodity. (oh! that's going to hurt in the
morning!)


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Posted from the new ixda.org
http://www.ixda.org/discuss?post=48622


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