Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Bruno Figueiredo
About a year ago I approached the IxDA board because I had a project
in mind. After a long discussion we agreed on calling it the IxDA
Practice Guide and I volunteered to lead the efforts.

The main objectives are to consolidate the processes and design
language we use by gathering feedback on the different approaches
being used out there.

I come from an Architecture background and I felt that the
Interaction Design community needed something similar to what
Architects have: a standard, yet flexible process and visual language
that enables them to design something and then communicating it with
anyone around the world. I can design a building and send it to a
Japanese builder and he can pretty much figure it out.

Throughout my career I worked in several different companies and
every one of them had its own process and visual language and that
struck me as insane. For instance, programming languages are
standard. Just imagine if they changed according to the company you
worked for. I feel we are all trying to reinvent the wheel, when we
should be focusing on the design itself.

The UPA BoK is a very interesting project, but I feel that we as
Interaction Designers need something more design-related.

Since Jesse James Garrett was the first one to develop a visual
language for interactions, I already invited him to oversee the
groups efforts.

Also, I think that this Definitions effort would fit the scope of the
Practice Guide Workgroup. There's already a Wiki setup for it at
practiceguide.ixda.org (needs finishing) and the email address is
[EMAIL PROTECTED] 

I would welcome everyone's help on this.


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[IxDA Discuss] design process - and my role

2008-01-20 Thread Mark Schraad
I am going to hijack this tangent from the UCD discussion for the  
moment.

Lots of designers fight their changing roles. From the independent  
role where I get  to decide everything that is 'design' to a  
management role where I shepherd great work, or to a collaborative  
environment with shared design responsibility - change is hard.  
Design by committee is a much maligned notion, but a collaborate  
group of designers with a single vision is extraordinarily powerful.  
Giving up the egocentric vision of 'I am THE designer' is difficult,   
but when you see how much better the work can be, working in teams  
becomes an obvious choice.

BTW - that single vision is not about what the end product will be,  
look like or act like... it is about the results. How will that final  
deliverable perform? How will it match the criteria the client set,  
the goals of the design team, and the needs exposed and defined  
through the research? Personally, I very much like sharing the  
vision, the process and the results.

Mark



David Malouf said:

 No, I'm not saying that I only want to be in a particular phase.
 I'm saying that ideation is more powerful part of the whole than the
 craft.
 If I can also guide and challenge the craft and validate it and define
 how it should come out, than the crafts person then becomes a chisel
 weilded by me, or becomes a partner engaged in the same level of
 creative composition from our mutually different areas of expertise.


On Jan 19, 2008, at 11:33 PM, Jack Moffett wrote:

I'm right there with you, Dave. Depending on the project, I may end up
building the HTML and CSS for the front end of the application. In
another project, I'll create Photoshop renderings of screens and write
specifications to go with them, and then work with a developer to make
sure they get implemented as I intend. For another task, I may do some
pencil sketches to work out high-level design and then hand them off
to another designer to work out the details. One thing is certain: as
our company grows, I get stretched thinner. In the future, I expect to
be doing a lot more ideation and direction of others, and a lot less
pixel-pushing.

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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Mark Schraad
Seriously Andrei, you are saying that in order to be an interaction  
designer, the designer has to have the skills to code the prototype?  
Or, if they had someone else build the code, they really did not  
design it?


On Jan 20, 2008, at 2:09 AM, Andrei Herasimchuk wrote:

 I would expect it to look a lot like the IDEO shopping cart  
 episode of
 60 minutes. Most of the time would be given to research, ideation,  
 and
 mockups, with the high-fidelity prototype being churned out in the
 last 10 minutes for the finale.

 As long as the interaction designer is actually building and/or
 coding that prototype with their own two hands -- which includes the
 presentation and aesthetic of it among other things -- then I'm
 agreement. Now the question would probably be... who else would agree
 with that? Or would you disagree with me on those qualifications, and
 would need to ask a different question?


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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread dave malouf
Andrei, you lost me completely with this:
 As long as the interaction designer is actually building and/or
 coding that prototype with their own two hands -- which includes
the
 presentation and aesthetic of it among other things -- then I'm
 agreement. Now the question would probably be... who else would
agree
 with that? Or would you disagree with me on those qualifications,
and
 would need to ask a different question?

This is akin to saying that a graphic designer, needs to do the
typesetting and the film production, which we all know except for a
few major control freaks they don't.

To bring in another metaphor, how many architects do their own
plumbing or electrical, or even put up their own dry-wall? Uh! NONE!

Andrei has asked what do we design?
Well I see this akin to movie making where there are many roles that
take shape well off the film process:

Screen writer really comes to mind as the analog for interaction
designer as narrative writer.

The screen writer usually is not a cinematographer or editor or actor
or production artist, but he/she lays the foundation from which they
apply their own particular skills too.

I'm starting to feel that you Andrei are embuing your ideal with
practice into a definition of IxD or even interface design that may
not be as fundamental as you would hope.

Too many great design organizations work quite differently from your
model for me to just jump in and say every interface designer or IxD
needs to be daVinci.

Its work for you. Admirably so, but I find this detail of practice to
be similar to the way that 37Signals try to generalize their success
model into something that works on anything other than what we
build for ourselves (which is their mantra). It doesn't and it
can't. The same holds true for what I read in your postings here. It
works for you, as an individual, but methods and practice are always
organizationally contextually sensitive and variant and well, because
of such can't be used to define that discipline. That's why design
schools concentrate on fundamentals of line  form as foundational
classes first and then teach process and methods afterwards. The
latter is a variant or preference, but the former is required
regardless of those variants.

-- dave 



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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Robert Hoekman, Jr.
 The UPA has been working on a project to define a Usability Body of
 Knowledge (BoK) since 2004. You can review a definition for UCD and many
 other common terms at http://www.usabilitybok.org/ in the Glossary
 section.
 We also have sections for Methods, Design and other subjects.


The definition of UCD from UPA's Body of Knowledge glossary:

An approach or philosophy that emphasizes early and continuous involvement
of users in the design and evaluation process

This definition is hardly fulfilling. If UCD could be wrapped up in a single
sentence, we wouldn't be having this debate every week in the first place.

-r-

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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Robert Hoekman, Jr.
 I think we should own the design of interfaces.


In making this statement, is your intent to exclude all the other things we
do? This statement alone would mean we're nothing more than interface
designers, and one can easily design an interface without any of the other
aspects of this profession.

-r-

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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Jared M. Spool

On Jan 20, 2008, at 1:23 PM, Robert Hoekman, Jr. wrote:

 The definition of UCD from UPA's Body of Knowledge glossary:

 An approach or philosophy that emphasizes early and continuous  
 involvement
 of users in the design and evaluation process

 This definition is hardly fulfilling. If UCD could be wrapped up in  
 a single
 sentence, we wouldn't be having this debate every week in the first  
 place.

You're on a snark hunt (http://tinyurl.com/27uzen).

You won't find a definition because it doesn't exist.

Jared

Jared M. Spool
User Interface Engineering
510 Turnpike St., Suite 102, North Andover, MA 01845
e: [EMAIL PROTECTED] p: +1 978 327 5561
http://uie.com  Blog: http://uie.com/brainsparks


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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Andrei Herasimchuk

On Jan 20, 2008, at 7:44 AM, dave malouf wrote:

 This is akin to saying that a graphic designer, needs to do the
 typesetting and the film production, which we all know except for a
 few major control freaks they don't.

To answer both questions from Dave and Mark, many graphic designers  
when getting trained in design school learned how to use a  
typesetting machine. Once they get established, they no longer need  
to do that. With the computer, they are now the typesetter as well  
for what's that worth.

With prototyping, at Involution, we have front-end developers doing  
the majority of the code for prototyping. This is because of all the  
issues of time and project schedules and how much clients are willing  
to pay. But the expectation is that our designers know how to both to  
understand what can and can't be done (the can't be done is often  
more important than the can be done) and to have the an appreciation  
of what it takes to make it happen so they can affect proper  
direction of the overall design. To be able to do either of those  
they need to understand how to prototype.

Don't mistake the practical constraints of having designers focus on  
the design so others do the prototyping from not having to have the  
skills to do so in the first place.

On Project Runway, those designers make their clothes. When it comes  
to working at a place like The Gap to make clothes, other people do.  
The point is that those designers know how to. Not that they have to  
do it all of the time.

 That's why design
 schools concentrate on fundamentals of line  form as foundational
 classes first and then teach process and methods afterwards. The
 latter is a variant or preference, but the former is required
 regardless of those variants.

I agree with this, so I'm not sure what the difference is between us.  
Our current design education in this field barely does the former and  
completely ignores that latter. Most people coming out of education  
programs have all sorts of great theory, but not many of them know  
how to build things with that theory. Don't you think that's a big  
problem?

-- 
Andrei Herasimchuk

Principal, Involution Studios
innovating the digital world

e. [EMAIL PROTECTED]
c. +1 408 306 6422



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Re: [IxDA Discuss] Book proposals to look at

2008-01-20 Thread Bruno Figueiredo
Well, I don't know about book proposals, but when I published mine I
just sent the editor a summary and table of contents and some sample
content.

About the 8 months issue, I don't know how disciplined are you but
it seems very few time. The time you'll spend with the gathering or
design of illustrations is also something to take into consideration.
And don't forget that writing a book is not like writing a blog
entry. People will use it as reference. You have to be absolutely
sure that all that you write there is ironclad. And believe me
you'll spend a lot of time re-writing stuff that you're not
entirely happy with.

To give you an idea I wrote my first book (350 pages) in about a year
and a half, while working.


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Re: [IxDA Discuss] design process - and my role

2008-01-20 Thread Jack Moffett

On Jan 20, 2008, at 9:48 AM, Mark Schraad wrote:

 Giving up the egocentric vision of 'I am THE designer' is difficult,
 but when you see how much better the work can be, working in teams
 becomes an obvious choice.

Yes, I completely agree. I certainly didn't mean to sound like a  
design dictator. I constantly collaborate with the developers  
writing the code and others involved in the project. However, I'm  
currently the only IxDer at my company, so I really am 'THE designer',  
just not 'THE decision maker'.

Jack


Jack L. Moffett
Interaction Designer
inmedius
412.459.0310 x219
http://www.inmedius.com


The public is more familiar with
bad design than good design.
It is, in effect, conditioned
to prefer bad design, because
that is what it lives with.
The new becomes threatening,
the old reassuring.

 - Paul Rand



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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Joseph Selbie
I think we should own the design of interfaces.


In making this statement, is your intent to exclude all the other things we
do? 

 

Not at all. I believe the interactive design “process” is, and should be, a
rich and varied process which includes a wide variety of approaches,
practices, skill sets, etc. 

 

Similarly, the architectural design process has many approaches (from the
user-centered – such as Christopher Alexander’s “Pattern Language”, to the
Frank Lloyd Wright design-from-inspiration approach), many practices
(skyscrapers, landscape, public spaces, residential, commercial) and skill
sets (draftsmen, designers, researchers etc. – the usual span of skills
required for a team process).

 

But there is no question in the average person’s mind that all the
approaches, practices and skill sets involved dovetail for the purpose of
designing buildings.

 

If one takes a giant step back from our profession, one can see that all
design processes, ours included, that require a team (architecture,
industrial design, advertising, mechanical design, all come to mind), tend
to develop specialties. And the specialties tend to follow the same pattern:
the design team needs to know who the design is for and what it needs to
accomplish, what are the budgets and materials (whether steel or code) that
the team has to work with, and to have an iterative design process that
methodically integrates input and critique.

 

We would be naïve to think that interaction design/usability/experience
design is solving completely new problems. Rather, I would say, interaction
design/usability/experience design is solving the same problems as
architecture and industrial design has to solve, but we are solving the
problems within the medium of digital interfaces.

 

Again, if we take a giant step back from our profession and compare it to
other team design processes you will see many similarities across the
methodologies employed  – but the one thing that stands out as the
difference between our profession and architecture is the medium we apply
our design process to – interfaces.

 

So, I advocate that we embrace that defining difference – the medium – in
order to differentiate ourselves from other design disciplines. 

 

The other path is to define interactive design as an approach (with specific
practices) that can be applied to the design of nearly everything. I
understand and appreciate that this is a valid way to view and promote
interaction design. My concern about that direction is that interaction
design could simply become a trend that passes, and is passed up and made
irrelevant by a newer more trendy approach.

 

Approaches come and go – but the medium is here to stay. Architecture
constantly evolves (new practices, new approaches, new materials, new
challenges) but the medium – buildings – remains the central purpose of the
profession.

 

I am advocating that we move forward with the aim to establish in the
average person’s mind that all the approaches, practices and skill sets
involved in interactive design dovetail for the purpose of designing
interfaces that facilitate rich interaction. Those interfaces can reside on
the dash board of a car, the handle bar of a really cool lawn mower, a
mobile device, a refrigerator door, or a computer – but the commonality is
that they all have interfaces that allow rich interaction.

 

Joseph Selbie

Founder, CEO Tristream

Web Application Design

http://www.tristream.com


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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Bruno Figueiredo
how many architects do their own plumbing or electrical, or even put
up their own dry-wall? Uh! NONE!

Yes, you're right. But they need to know where they go and how they
can be fitted otherwise the building they're designing might not be
feasible.

And that's the same thing I think about Interaction Designers. For
instance, I know how to code and program but I don't consider myself
a prof. I know hoe to do graphic design but again I'm not exceptional
at that. But I feel that I am a better IxD because I know these.


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Re: [IxDA Discuss] design process - and my role

2008-01-20 Thread Mark Schraad
I think there is an important distinction here. Collaboration with  
others who are not designers is a pretty easy thing to do (though  
that is where we get into the 'you not a designer' conversation about  
making choices and decisions). Collaborating with other designers,  
which is what Dave Malouf was referring to, is much more complex.  
Every designer should have the opportunity for this sort of  
collaborative experience.


On Jan 20, 2008, at 2:36 PM, Jack Moffett wrote:

 On Jan 20, 2008, at 9:48 AM, Mark Schraad wrote:

 Giving up the egocentric vision of 'I am THE designer' is difficult,
 but when you see how much better the work can be, working in teams
 becomes an obvious choice.

 Yes, I completely agree. I certainly didn't mean to sound like a
 design dictator. I constantly collaborate with the developers
 writing the code and others involved in the project. However, I'm
 currently the only IxDer at my company, so I really am 'THE designer',
 just not 'THE decision maker'.



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Re: [IxDA Discuss] design process - and my role

2008-01-20 Thread Jack Moffett

On Jan 20, 2008, at 3:13 PM, Mark Schraad wrote:

 Every designer should have the opportunity for this sort of  
 collaborative experience.


Again, I am in complete agreement. I have had that opportunity, and  
much prefer it.

Jack



Jack L. Moffett
Interaction Designer
inmedius
412.459.0310 x219
http://www.inmedius.com


It's not about the world of design;
it's about the design of the world.

  - Bruce Mau





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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Mark Schraad
If I can make just a couple of analogies...

Having an understanding of how a printing press puts dots on paper  
will help me make better production files, and may in fact help me  
avoid some pitfalls in designing a brochure that can not be printed,  
but I do not think it amounts to making me a better designer.

I understand how photoshop deals with files - at least the math and  
pixel stuff. I had a cohort that knew the tolerance curves for film  
at a level that he could exploit long exposures. That sort of  
knowledge will never make for a great photographer, but will make us  
better technicians.

Understanding the limits of the final medium is of course important.  
The coding of a prototype will no make me  better designer unless of  
course you consider it as it applies to final code, and that you  
consider the coding as part of the design process. I do not. That is  
production, not design. Agreeing on when a process moves from design  
to production is likely critical to our agreeing on this issue.

Mark


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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread dave malouf
Andrei:
I agree with this, so I'm not sure what the difference is between
us. Our current design education in this field barely does the former
and completely ignores that latter. Most people coming out of
education programs have all sorts of great theory, but not many of
them know how to build things with that theory. Don't you think
that's a big problem?

yup, I do think that IxD education formal and informal is for shit. I
want a program that concentratres on fundamentals/foundations, is
design studio driven, and teaches craft. I'm thinking a 3yr. masters
or 5 year bachelors like many ID programs are today. This is one of my
bigger issues I believe IxDA should take on right now. (I got an
article about it, looking for a publisher, and everything.)

To Bruno's point. Knowing the fundamentals of databases and being
able to program SQL statements are two different things (by your
comparison with plumbing.

Andrei has said on numerous occasions that interface designers should
know code. Know it, not just know what the technology can do, but to
be able to do it themselves. 
Maybe not at a production level, but still at some level. 

I do believe that prototyping (interactive prototypes) is essential
to communicating interactive systems design. But as my world gains in
complexity, not only would I need to be able to do a plastics
appearance model with real snap domes, but at the same time on the
same project, I'll need to be able to code in Visual Studio and have
it run in Windows Mobile for me to do my job. 

We need to learn to create partnerships and delegate through a
process of shared vision.

Andrei mentioned the IDEO project. We all know that the people doing
the sketching didn't do the lathe work. They had a team of
mechanical engineers and shop people who really did the work
overnight of building the prototypes. They say so in the clip. Yes,
that psychologist was able to do the mechanics on that cart, I'm
sure.

Working in deep collaboration, knowing your expertise in the
foundations that you have gone deep in, while broadly understanding
the constraints and advantages of the total system you are designing
for is key.


-- dave




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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Jeff Seager
Seriously, guys, can you make this any more difficult?

As a writer/editor, may I suggest something that may help advance
this beyond the realm of philosophy? (please say yes)

Write a definition that suits you. Better yet, write a definition
that you *love*. Keep it short. Hoist it up the flagpole. Let us all
shoot holes in it or salute it.

Then move on to definition #2. Lather, rinse, repeat.

Just a thought. Carry on!


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Posted from the new ixda.org
http://www.ixda.org/discuss?post=24685



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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Andrei Herasimchuk

On Jan 20, 2008, at 12:39 PM, Mark Schraad wrote:

 Having an understanding of how a printing press puts dots on paper  
 will help me make better production files, and may in fact help me  
 avoid some pitfalls in designing a brochure that can not be  
 printed, but I do not think it amounts to making me a better designer.

Sure, talent makes you better designer. But at the same time, given  
an equal amount of talent, the one that understands how to use the  
letterpress is the better graphic designer, right?

Further... learning how to use a typesetting machine or a letterpress  
is not just about understanding how it puts ink on paper. Anyone who  
has ever had a chance to craft a poster using one will tell you it's  
about learning craft in a way that is impossible otherwise. There's  
so much more about graphic design that makes so much more sense when  
you have to not only draw something but actually make it real with  
your own two hands. Doing so gives you an entirely new world view on  
what it takes to both build and design. That's the larger issue at play.

-- 
Andrei Herasimchuk

Principal, Involution Studios
innovating the digital world

e. [EMAIL PROTECTED]
c. +1 408 306 6422



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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Jim Leftwich
  Andrei said:

  But if you mean anything that has to do with how the
  software or digital aspects of the Razr work, then
  absolutely. This includes finding ways to work with
  the hardware components that would drive interacting
  with the underlying software or code.


And that's largely the distinction I make. As long as it touches the
code portion of the product, thats where I think it becomes digital
design, interaction design, interface design, or whatever we all
finally wind up calling it.

There are a number of industrial designers in IxDA, as well as
Interaction Designers who work in Industrial and Product Design
studios, who work on interaction aspects of products which don't
necessarily have digital or code-related natures.

Interaction Design as I've practiced it since the early 1980s
(and others have as well) includes everything associated with usage
and operational patterns.  This can, and often does mean digital
or interaction with the code portions of electronic products, but
for me it also includes things like how blood sample contains are
loaded into an analyzer.  This is human interaction, and in my
generalist, whole-product design approach, this is about interaction.

I also just want to say right now at the start that I'll strongly
oppose the inclusion of Dan Saffer's term, Genius Design, for a
range of reasons.

1)  It's not a term that I can imagine ANYBODY would consider
applying to themselves, let alone accurately describing or expressing
what's actually at the heart of what the term proposes to label.

2)  What's at the heart of what the inadequate (and I maintain,
somewhat sneering) term, genius design proposes to label is
actually a mix of:

  2a)  Individual or small-scale expert team design
  2b)  Short development schedule and/or budget timeframes
  2c)  Expert decisions and judgements best carried out by
experienced practitioners

So let's axe the term genius design, right here and now.  If
someone or a consensus wishes to label some ultra-successful
generalist or small team, or special forces design efforts as
genius, or specific designers who've demonstrated significant
success track records, then fine.  But this is highly inadequate when
it comes to the category of approach represented by the types of
individuals and small groups that I describe above.

Why are these semantics important to us as a field?

For these reasons:

1)  Individual or small-scale expert team design is a valid approach
to design
2)  Valid and successful careers can be built upon Individual or
small-scale expert team design approaches
3)  Many products and systems have needs (and time and budget
constraints) that can be benefitted and addressed by Individual or
small-scale expert team design approaches
4)  Young interaction designers need to understand that they do not
need to be geniuses, nor think of themselves as such, in order to
progressively and gradually become proficient at Individual or
small-scale expert team design, usually through apprenticeships and
mentoring by those more experienced.


Jim

James Leftwich, IDSA
CXO - Chief Experience Officer
SeeqPod, Inc.
Emeryville, California
http://www.seeqpod.com

Orbit Interaction
Palo Alto, California
http://www.orbitnet.com


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Posted from the new ixda.org
http://www.ixda.org/discuss?post=24685



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Re: [IxDA Discuss] Defining UCD

2008-01-20 Thread Mark Schraad
Good thought - let's move forward.

User Centered Design (UCD) is an approach to the design process that  
emphasizes adding value to the end user as more important than the  
inclusion of specific technologies, monetization or other motivations.

Hammer away...

Mark


On Jan 20, 2008, at 7:32 AM, Jeff Seager wrote:

 Seriously, guys, can you make this any more difficult?

 As a writer/editor, may I suggest something that may help advance
 this beyond the realm of philosophy? (please say yes)

 Write a definition that suits you. Better yet, write a definition
 that you *love*. Keep it short. Hoist it up the flagpole. Let us all
 shoot holes in it or salute it.

 Then move on to definition #2. Lather, rinse, repeat.

 Just a thought. Carry on!



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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Robert Hoekman, Jr.
Amen.

-r-

Sent from my iPhone.

On Jan 20, 2008, at 12:32 PM, Jeff Seager [EMAIL PROTECTED] wrote:

 Seriously, guys, can you make this any more difficult?

 As a writer/editor, may I suggest something that may help advance
 this beyond the realm of philosophy? (please say yes)

 Write a definition that suits you. Better yet, write a definition
 that you *love*. Keep it short. Hoist it up the flagpole. Let us all
 shoot holes in it or salute it.

 Then move on to definition #2. Lather, rinse, repeat.

 Just a thought. Carry on!


 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
 Posted from the new ixda.org
 http://www.ixda.org/discuss?post=24685


 
 *Come to IxDA Interaction08 | Savannah*
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 Register today: http://interaction08.ixda.org/

 
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 To post to this list ... [EMAIL PROTECTED]
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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Jim Leftwich
Also, I want to hasten to add that by objecting to the term, genius
design, I'm in no way objecting to  Dan Saffer's excellent book
and work.  Nor am I objecting to his attempt to describe this
generally different approach to design.

I think Designing For Interaction is a major positive
accomplishment and contribution to our field.

I simply think that this specific term is inadequate, and potentially
misleading and subject to being construed as pejorative.

In mountain climbing there's the term used to describe the style of
climbing that Reinhold Messner and Peter Habeler used (climbing
without oxygen or fixed ropes) - Alpine Style.

Our field needs a similarly non-judgemental term to describe rapid,
expert, intuitive, informed design that doesn't imply some
superhuman or extraordinary individual qualities.

The style that Dan describes in his book does not stem from being
born with all the experience and innate genius necessary to practice
this approach.  It's a skill that must be learned and honed over
years, and informed by constant and widespread awareness of
developments in the field, other successful models (even when not
directly in the same domain), and probably a penchant for being a
generalist and enjoying some level of measured risk and pressure.

And this approach is very much in the service of the user, and
that's why I, personally, dislike the term, user-centered
design, as it implies that other approaches are not aimed at or
centered around the benefit of the end users.  This is simply not
true.

Our field is rife with a wide range of inadequately tested
assumptions and prejudices based on both predominant approaches of
the largest groups of practictioners as well as extreme unfamiliarity
with the complexities and nuances of other valid approaches to
Interaction Design.

It's my belief that our field will benefit most from avoiding hard
categorical definitions, and instead embrace the diversity of
approaches and combinations of pursuits inherent among our wide range
of pracitioners.

These definition efforts always run the risk of leading to more
unnecessary restriction than enlightnment and usefully expansive
inclusion.


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Posted from the new ixda.org
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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Mark Schraad
My objection to Dan's term is merely one of semantics. I think there  
is reason to capture (or name) a design process that proceeds  
unabated by research because the designer or designers have extensive  
domain knowledge - or embody the needs of the end user. And I am not  
sure that deserves the 'genius' label. The other aspect that is  
implied here is the singular vision for the deliverable - which is  
valuable in focus and efficiency of process.

Mark

On Jan 20, 2008, at 10:20 AM, Jim Leftwich wrote:

 I also just want to say right now at the start that I'll strongly
 oppose the inclusion of Dan Saffer's term, Genius Design, for a
 range of reasons.

 1)  It's not a term that I can imagine ANYBODY would consider
 applying to themselves, let alone accurately describing or expressing
 what's actually at the heart of what the term proposes to label.

 2)  What's at the heart of what the inadequate (and I maintain,
 somewhat sneering) term, genius design proposes to label is
 actually a mix of:

   2a)  Individual or small-scale expert team design
   2b)  Short development schedule and/or budget timeframes
   2c)  Expert decisions and judgements best carried out by
 experienced practitioners

 So let's axe the term genius design, right here and now.  If
 someone or a consensus wishes to label some ultra-successful
 generalist or small team, or special forces design efforts as
 genius, or specific designers who've demonstrated significant
 success track records, then fine.  But this is highly inadequate when
 it comes to the category of approach represented by the types of
 individuals and small groups that I describe above.


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Re: [IxDA Discuss] design process - and my role

2008-01-20 Thread Jim Leftwich
I think the way Mark started this thread, by couching it in the
strident phrase, 'I am THE designer' and characterizing the
non-team approach as egocentric polarizes and greatly
oversimplifies the spectrum of successful approaches found in our
field.

Both Design by committee and Genius (or egocentric) Design
are polarized, oversimplified strawmen.  These terms and categories
invite people to take sides, rather than examine carefully and
thoughtfully the complexities, nuances, and overlapping constraints,
approaches, stakeholder balances, and real world messiness that
pervades design and development.

Design by individual or by collaboration need not be hard categories
at war with one another, or claiming the other approach is devoid of
value or potential valid success.  Most designers experience a range
of these approaches, and each has associated skills and situations
and enviroments where each, or a blend with a particular ratio will
work.


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Posted from the new ixda.org
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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Katie Albers
Let me quote what Tog says in his article on the subject of 
Interaction Design 
http://www.asktog.com/columns/057ItsTimeWeGotRespect.html. He is 
talking about the founding of this organization and he refers to the 
article as The most important I have ever written and I suspect he 
has some insight into what the original view of the audience of this 
group was.

It's Time We Got Respect
October, 2003 Update

Organizing the new group is underway. Challis Hodge, David Heller, 
Jim Jarrett, Rick Cecil have formed a steering committee and the 
first discussions, centered on the new name of our profession, have 
taken place.

The concensus for the name of our profession is Interaction 
Designer. One compelling reason for chosing this name, rather than 
the Interaction Architect I had proposed is that a growing number 
of jurisdictions forbid the use of the name architect by anyone 
other than a building designer. It is also confusingly similar in 
sound to Information Architect, a title already in wide-spread use.

I am quite happy with the result. It was never my intention to thrust 
a name upon the group, but rather to launch a debate.

Visit the new group to find out what is happening and to get involved.

**

I highly recommend reading the rest of the article. He has quite a 
lot to say on the question of the name and what practitioners the 
group was intended to represent. Much of it is particularly pertinent 
in connection with the question of What UCD Is and therefore Who We 
Are.

Katie
-- 


Katie Albers
[EMAIL PROTECTED]

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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Jeff Seager
Thanks for that, Katie. Well worth keeping. The period ending Katie's
first sentence got tangled up in the link, so if/when you get a 404
Not Found error, delete the period at the end of the URI or use this
link instead:

http://www.asktog.com/columns/057ItsTimeWeGotRespect.html


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Posted from the new ixda.org
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Re: [IxDA Discuss] design process - and my role

2008-01-20 Thread Jim Leftwich
Point taken, Mark.  And perhaps simplification/oversimplification
wasn't the term I should've used, either.  I think I was maybe
reaching for something more like loaded terminology.

Putting words in the mouths of stereotypical proponents, etc.. 
Reducing the complex set of reasons why sometimes one (or a smaller
team's) vision is pursued or employed as egocentric, (as
opposed, to perhaps the best interest of the product and the end
users), etc..

I also wish you could be in Savannah.  I'm looking forward to
meeting lots of IxDA'ers and having many interesting discussions.

I suppose this topic and thread is as good as any to say (in the
context of roles), that I see another topic of debate coming:

And that is the whole issue of moving up in organizations and
evolving as a designer means that necessarily one must move into
management.

There are some threads and discussions around this idea at Boxes and
Arrows, and I've discussed it in the past with Information
Architects.

I'm in a corporation, and a fast-growing one, and that and my other
corporate design experiences have not indicated that it's entirely
necessary to follow one model of evolution as one becomes more
experienced.  Yes, design leadership roles definitely include more
strategic and higher-level issues, but that does not necessarily
preclude having a model where the chief design executive is not also
a kind of traditional studio master.

I advocate a studio model for corporate designers.  I believe the
hierarchical model inherent in many, if not most, corporations is not
the only (nor necessarily the best) model for designers, creativity,
or innovation.  The idea that designers gain experience, and at some
point *must* leave actually doing the design in order to rise in the
corporate structure, or effectively attend to management, strategic,
or leadership roles and duties, is in my opinion and experience,
another unproven assumption.

I suppose some of my own personal perspective on this comes from
being a generalist.  My own work from early on always had a great
deal of strategy and higher-level architecture and business
associated with the production-level design work.  And integrating
those in a seamless whole is a blend of skills that I only learned by
being mentored by older, more experienced master designers (who
themselves had never stopped designing).  It's this side-by-side
Master-Protege model that I believe is missing from the majority of
corporate design efforts.  Not that all corporate design models need
to be configured this way, but more the idea that such a model is
*not possible* (as has been implied in a number of threads I've read
on ascending into management elsewhere).

I believe that we're going to see a wide range of models of what it
means to evolve in one's design career in the coming years.

I just don't want young designers, particulary those that *love*
designing so much that they could never dream of not always doing it,
or at least being the lead (while also embracing and tackling much
higher-level design, vision, and leadership responsibilities).  My
message is that you don't have to.  There are alternative models.


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Posted from the new ixda.org
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[IxDA Discuss] The Designers Accord

2008-01-20 Thread pauric
Gloria:I wonder if there isn't some sort of tie-in forming between
accessibility and sustainability. Both are socially-conscious
initiatives aimed at Doing the Right Thing

There is another, arguably greater, consideration when aiming to do
the right thing... I cant sum it up better than Dale Dougherty in this
post on the O'Reilly Radar
http://radar.oreilly.com/archives/2008/01/the_rest_of_the.html

regards - p

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Re: [IxDA Discuss] Defining UCD (and other things)

2008-01-20 Thread Dan Saffer

On Jan 20, 2008, at 4:44 PM, Mark Schraad wrote:

 My objection to Dan's term is merely one of semantics. I think there
 is reason to capture (or name) a design process that proceeds
 unabated by research because the designer or designers have extensive
 domain knowledge - or embody the needs of the end user. And I am not
 sure that deserves the 'genius' label.


I'll explain why I chose the name, even though Jim and I have been  
over this extensively before.

http://www.well.com/conf/inkwell.vue/topics/283/Dan-Saffer-Designing-for-Interac-page01.html
 
 
http://lists.whatwg.org/pipermail/discuss-interactiondesigners.com/2006-October/012084.html
 
 

When I set out to write the four approaches to interaction design, I  
had the same problem this thread has been having all along: how do we  
distinguish user-centered design from other types of (interaction)  
design philosophies?

The other three approaches I ended up calling out were activity- 
centered design, systems design, and what I ended up naming genius  
design. Activity-centered design and systems design were well-defined  
and had been named previously, but the last approach needed some sort  
of title, so I gave it Genius Design; not sneeringly, I should add.  
I've noted repeatedly I use genius design as an approach all the time.  
And like all the approaches, it has its pluses and minuses. I don't  
use UCD all the time either. Or ACD. (I have been accused of having  
ADD however.)

I chose the term genius not because of great intelligence or skill  
(although both help when designing in this manner) but because of the  
personal nature of the approach and how it was similar to how the 19th  
century geniuses like Edison worked. (This is mostly legend, I  
know.) I could have called it designer-centered design, but that  
seemed, well, terrible.

You can object to the term, but that horse might have left the stable  
and you might have to let it go eventually. I see it all over this  
list and elsewhere now. Heck, even Jakob Nielsen has used it:

http://www.useit.com/alertbox/genius-designers.html

But I'm a little tired of the semantics debate. We should prototype  
the messaging around our discipline on a wiki and be done with it,  
rather than have these debates crop up year after year.

Dan




Dan Saffer, M.Des., IDSA
Experience Design Director, Adaptive Path
http://www.adaptivepath.com
http://www.odannyboy.com



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