Re: [IxDA Discuss] Exploring the Magic of Design

2009-09-28 Thread Jim Drew


On Sep 27, 2009, at 5:30 PM, Steve Baty wrote:


So you're thinking of magic in the Arthur C. Clarke sense of any
sufficiently advanced technology (or service)...?



But don't forget the corollary: Any sufficiently analyzed magic is  
indistinguishable from science!


From the massively fantastic (and 2009 Hugo Award-winning) webcomic,  
Girl Genius:

http://www.girlgeniusonline.com/comic.php?date=20081205


-- Jim


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Re: [IxDA Discuss] Exploring the Magic of Design

2009-09-28 Thread Michael Kurtz
%u201CMagic%u201D seems that it could be applied in many ways.

It seems to me that interface designers working in the
%u201Cmagical%u201D shows that this industry is the front-line of
technological progress and evolution. As a Neanderthal might find a
flashlight magical, it is as Steve Baty and Jeff Drew reminded us,
Any sufficiently analyzed magic is indistinguishable from
science! Jef Raskin once wrote, %u201CThe primacy of the interface
was a revolution largely unforeseen by even the boldest of science
fiction writers.%u201D

Over the years as users have grown, some of the magic has ebbed away.
Once the magic is explained, understood, or becomes commonplace it
disappears (like Highlander 2). Might examination of the
%u201Cde-magification%u201D of interface elements, of their evolution
and cultural impacts bring us to see more plainly the doorways to the
next %u201Cnew magic%u201D?

I like to think it%u2019s the pursuit of this %u201Cnew magic%u201D
that drives us to do what we do.



. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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Re: [IxDA Discuss] Exploring the Magic of Design

2009-09-28 Thread Miguel Peres
Hi Jared,
As an amateur magician,  I can say the process of designing a product has
many similarities to the act of performing magic. Among other things, both
of them take in account the audience, the context, and the goal to create
different types of experience. I've already faced similar reactions from
people after kinetically scrolling a list on Iphone and after seeing a torn
card begin restored in front of theirs eyes: wow.

--
Miguel Peres

On Sun, Sep 27, 2009 at 7:08 PM, Jared Spool jsp...@uie.com wrote:

 Hi David,

 I'm intrigued with your comment:

  But what Designers do IS magic! That act of synthesis towards craft
 towards implementation is a wondrous magical thing once turned into a
 Palm Pre or HP NetBook Mini that brings new areas of delight that were
 never there before.

 What's wrong with magic? What's wrong with the unexplained? Or the
 secretly explained (LIKE MAGIC!).


 Magic is an awesome metaphor. You're right about it's wondrous qualities.

 What's interesting to me about the choice of magic is the point of view
 that sees it as magical.

 There are three approaches to the point-of-view thing:

 1) We look at magic from the Harry Potter or Terry Pratchett view where
 there are things happening on a level that mortals aren't meant to
 understand.

 2) We look at magic from a more phantasmal viewpoint, where there are
 forces in the universe that just defy explanation (ala Shroud of Turin or
 the creation of the solar system, but on a more productive level)

 3) We look at magic from the viewpoint of a professional magician (ala
 David Copperfield or Penn  Teller), where the magicians view the process as
 explainable, but design an experience for their audience that is mystical.

 I think, if we're going to assert that there are magical qualities to
 design, we should pick which one we want to go with.

 Personally, I'd go with the professional magician viewpoint, because that
 means that we have control over it (and don't require special powers). It
 also, in my mind, is the closest thing to experience design as we think of
 it today.

 One of the things I like about the comparison to professional magic is that
 magicians, when they get together to talk/teach/share their craft, don't
 ever talk about the magical elements, except from the perspective of the
 audience.

 For example, there's a saying amongst magicians: That's when the magic
 happens It describes the magical moment, a point in the audience's
 experience when they are to think that the core element of the trick (such
 as the chosen card moving from the deck into the magician's coat pocket) is
 happening. Of course, the mechanics of the trick happened at another point
 in time. The magical moment is part of the experience design, focusing the
 magician on the audience p.o.v.

 Is that what you were thinking? Or were you thinking it might be a
 different perspective on magic?

 Jared

 
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Re: [IxDA Discuss] Exploring the Magic of Design

2009-09-28 Thread Jon Kolko
I'm enjoying this thread, mostly because of the similarity it has to
the title of my next book:

http://www.methodsofsynthesis.com/




. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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http://www.ixda.org/discuss?post=46102



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[IxDA Discuss] Exploring the Magic of Design

2009-09-27 Thread Jared Spool

Hi David,

I'm intrigued with your comment:


But what Designers do IS magic! That act of synthesis towards craft
towards implementation is a wondrous magical thing once turned into a
Palm Pre or HP NetBook Mini that brings new areas of delight that were
never there before.

What's wrong with magic? What's wrong with the unexplained? Or the
secretly explained (LIKE MAGIC!).


Magic is an awesome metaphor. You're right about it's wondrous  
qualities.


What's interesting to me about the choice of magic is the point of  
view that sees it as magical.


There are three approaches to the point-of-view thing:

1) We look at magic from the Harry Potter or Terry Pratchett view  
where there are things happening on a level that mortals aren't meant  
to understand.


2) We look at magic from a more phantasmal viewpoint, where there are  
forces in the universe that just defy explanation (ala Shroud of Turin  
or the creation of the solar system, but on a more productive level)


3) We look at magic from the viewpoint of a professional magician (ala  
David Copperfield or Penn  Teller), where the magicians view the  
process as explainable, but design an experience for their audience  
that is mystical.


I think, if we're going to assert that there are magical qualities to  
design, we should pick which one we want to go with.


Personally, I'd go with the professional magician viewpoint, because  
that means that we have control over it (and don't require special  
powers). It also, in my mind, is the closest thing to experience  
design as we think of it today.


One of the things I like about the comparison to professional magic is  
that magicians, when they get together to talk/teach/share their  
craft, don't ever talk about the magical elements, except from the  
perspective of the audience.


For example, there's a saying amongst magicians: That's when the  
magic happens It describes the magical moment, a point in the  
audience's experience when they are to think that the core element of  
the trick (such as the chosen card moving from the deck into the  
magician's coat pocket) is happening. Of course, the mechanics of the  
trick happened at another point in time. The magical moment is part of  
the experience design, focusing the magician on the audience p.o.v.


Is that what you were thinking? Or were you thinking it might be a  
different perspective on magic?


Jared


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Re: [IxDA Discuss] Exploring the Magic of Design

2009-09-27 Thread Dave Malouf
actually, I was totally thinking of #3 the professional and how they
orchestrate and choreograph a performance experience. WE (the pros) all know
what we are doing, but that sense of awe and delight we can't in thinking it
is Mystical, is the goal for many classes of products and services.

How did that waiter know I needed more bread? If you go to a Michelin
rated restaurant they are just trained to serve. stuff like that.

AND! here's the clincher, it is all b/c of you that I even have insight into
that world. All those conversations about your son and the card tricks. But
also through my understanding of the Mage from Babylon 5.

-- dave

On Sun, Sep 27, 2009 at 7:08 PM, Jared Spool jsp...@uie.com wrote:

 Hi David,

 I'm intrigued with your comment:

  But what Designers do IS magic! That act of synthesis towards craft
 towards implementation is a wondrous magical thing once turned into a
 Palm Pre or HP NetBook Mini that brings new areas of delight that were
 never there before.

 What's wrong with magic? What's wrong with the unexplained? Or the
 secretly explained (LIKE MAGIC!).


 Magic is an awesome metaphor. You're right about it's wondrous qualities.

 What's interesting to me about the choice of magic is the point of view
 that sees it as magical.

 There are three approaches to the point-of-view thing:

 1) We look at magic from the Harry Potter or Terry Pratchett view where
 there are things happening on a level that mortals aren't meant to
 understand.

 2) We look at magic from a more phantasmal viewpoint, where there are
 forces in the universe that just defy explanation (ala Shroud of Turin or
 the creation of the solar system, but on a more productive level)

 3) We look at magic from the viewpoint of a professional magician (ala
 David Copperfield or Penn  Teller), where the magicians view the process as
 explainable, but design an experience for their audience that is mystical.

 I think, if we're going to assert that there are magical qualities to
 design, we should pick which one we want to go with.

 Personally, I'd go with the professional magician viewpoint, because that
 means that we have control over it (and don't require special powers). It
 also, in my mind, is the closest thing to experience design as we think of
 it today.

 One of the things I like about the comparison to professional magic is that
 magicians, when they get together to talk/teach/share their craft, don't
 ever talk about the magical elements, except from the perspective of the
 audience.

 For example, there's a saying amongst magicians: That's when the magic
 happens It describes the magical moment, a point in the audience's
 experience when they are to think that the core element of the trick (such
 as the chosen card moving from the deck into the magician's coat pocket) is
 happening. Of course, the mechanics of the trick happened at another point
 in time. The magical moment is part of the experience design, focusing the
 magician on the audience p.o.v.

 Is that what you were thinking? Or were you thinking it might be a
 different perspective on magic?

 Jared




-- 
Dave Malouf
http://davemalouf.com/
http://twitter.com/daveixd
http://scad.edu/industrialdesign
http://ixda.org/

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Re: [IxDA Discuss] Exploring the Magic of Design

2009-09-27 Thread Steve Baty
So you're thinking of magic in the Arthur C. Clarke sense of any
sufficiently advanced technology (or service)...?

2009/9/28 Dave Malouf dave@gmail.com

 actually, I was totally thinking of #3 the professional and how they
 orchestrate and choreograph a performance experience. WE (the pros) all
 know
 what we are doing, but that sense of awe and delight we can't in thinking
 it
 is Mystical, is the goal for many classes of products and services.

 How did that waiter know I needed more bread? If you go to a Michelin
 rated restaurant they are just trained to serve. stuff like that.

 AND! here's the clincher, it is all b/c of you that I even have insight
 into
 that world. All those conversations about your son and the card tricks. But
 also through my understanding of the Mage from Babylon 5.

 -- dave

 On Sun, Sep 27, 2009 at 7:08 PM, Jared Spool jsp...@uie.com wrote:

  Hi David,
 
  I'm intrigued with your comment:
 
   But what Designers do IS magic! That act of synthesis towards craft
  towards implementation is a wondrous magical thing once turned into a
  Palm Pre or HP NetBook Mini that brings new areas of delight that were
  never there before.
 
  What's wrong with magic? What's wrong with the unexplained? Or the
  secretly explained (LIKE MAGIC!).
 
 
  Magic is an awesome metaphor. You're right about it's wondrous qualities.
 
  What's interesting to me about the choice of magic is the point of view
  that sees it as magical.
 
  There are three approaches to the point-of-view thing:
 
  1) We look at magic from the Harry Potter or Terry Pratchett view where
  there are things happening on a level that mortals aren't meant to
  understand.
 
  2) We look at magic from a more phantasmal viewpoint, where there are
  forces in the universe that just defy explanation (ala Shroud of Turin or
  the creation of the solar system, but on a more productive level)
 
  3) We look at magic from the viewpoint of a professional magician (ala
  David Copperfield or Penn  Teller), where the magicians view the process
 as
  explainable, but design an experience for their audience that is
 mystical.
 
  I think, if we're going to assert that there are magical qualities to
  design, we should pick which one we want to go with.
 
  Personally, I'd go with the professional magician viewpoint, because that
  means that we have control over it (and don't require special powers). It
  also, in my mind, is the closest thing to experience design as we think
 of
  it today.
 
  One of the things I like about the comparison to professional magic is
 that
  magicians, when they get together to talk/teach/share their craft, don't
  ever talk about the magical elements, except from the perspective of
 the
  audience.
 
  For example, there's a saying amongst magicians: That's when the magic
  happens It describes the magical moment, a point in the audience's
  experience when they are to think that the core element of the trick
 (such
  as the chosen card moving from the deck into the magician's coat pocket)
 is
  happening. Of course, the mechanics of the trick happened at another
 point
  in time. The magical moment is part of the experience design, focusing
 the
  magician on the audience p.o.v.
 
  Is that what you were thinking? Or were you thinking it might be a
  different perspective on magic?
 
  Jared
 
 


 --
 Dave Malouf
 http://davemalouf.com/
 http://twitter.com/daveixd
 http://scad.edu/industrialdesign
 http://ixda.org/
 
 Welcome to the Interaction Design Association (IxDA)!
 To post to this list ... disc...@ixda.org
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-- 
Steve 'Doc' Baty | Principal | Meld Consulting | P: +61 417 061 292 | E:
steveb...@meld.com.au | Twitter: docbaty | Skype: steve_baty | LinkedIn:
www.linkedin.com/in/stevebaty

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Re: [IxDA Discuss] Exploring the Magic of Design

2009-09-27 Thread Frederick van Amstel
I would add the anthropological meaning of magic: the manipulation of
signs in a ritual. It´s a way of thinking, talking and using something
we don´t know.

Who could exactly say what is needed for doing good design? Even
though we have a name for craft skills (tacit knowledge), we cannot
generalize it for everyone.

I remember Jack Schulze saying that design is not somethings that
happens in your mouth, it´s something that happens in the world, in
your hands...
http://www.kickerstudio.com/blog/2009/05/six-questions-from-kicker-jack-schulze/

If it´s some kind of cultural intervention, as Schulze said, the magic
analogy could be interesting. Magic is an intervention of the sacred
over the profanne, transfering some of it´s qualities in the ritual.

Could we think design a the new magic of transforming crude objects
into meaningful ones?

How sacred are the signs we manipulate?

What could we know more about Design, thinking it as some kind of magic?


2009/9/27 Jared Spool jsp...@uie.com:
 Hi David,

 I'm intrigued with your comment:

 But what Designers do IS magic! That act of synthesis towards craft
 towards implementation is a wondrous magical thing once turned into a
 Palm Pre or HP NetBook Mini that brings new areas of delight that were
 never there before.

 What's wrong with magic? What's wrong with the unexplained? Or the
 secretly explained (LIKE MAGIC!).

 Magic is an awesome metaphor. You're right about it's wondrous qualities.

 What's interesting to me about the choice of magic is the point of view that
 sees it as magical.

 There are three approaches to the point-of-view thing:

 1) We look at magic from the Harry Potter or Terry Pratchett view where
 there are things happening on a level that mortals aren't meant to
 understand.

 2) We look at magic from a more phantasmal viewpoint, where there are forces
 in the universe that just defy explanation (ala Shroud of Turin or the
 creation of the solar system, but on a more productive level)

 3) We look at magic from the viewpoint of a professional magician (ala David
 Copperfield or Penn  Teller), where the magicians view the process as
 explainable, but design an experience for their audience that is mystical.

 I think, if we're going to assert that there are magical qualities to
 design, we should pick which one we want to go with.

 Personally, I'd go with the professional magician viewpoint, because that
 means that we have control over it (and don't require special powers). It
 also, in my mind, is the closest thing to experience design as we think of
 it today.

 One of the things I like about the comparison to professional magic is that
 magicians, when they get together to talk/teach/share their craft, don't
 ever talk about the magical elements, except from the perspective of the
 audience.

 For example, there's a saying amongst magicians: That's when the magic
 happens It describes the magical moment, a point in the audience's
 experience when they are to think that the core element of the trick (such
 as the chosen card moving from the deck into the magician's coat pocket) is
 happening. Of course, the mechanics of the trick happened at another point
 in time. The magical moment is part of the experience design, focusing the
 magician on the audience p.o.v.

 Is that what you were thinking? Or were you thinking it might be a different
 perspective on magic?

 Jared

 
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-- 
.
.{ Frederick van Amstel }. Curitiba ´´ PR
¶ ...''|| www.usabilidoido.com.br
Instituto www.faberludens.com.br
.
MSN e Gtalk usabilido...@gmail.com
\\...

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Re: [IxDA Discuss] Exploring the Magic of Design

2009-09-27 Thread Audrey
On a different track -- I studied some mathematics (specifically pure
mathematics, lots of proofs, few numbers) in college.

My favorite kind of magic, and the kind that I can most relate to
when talking about design, is this kind: http://bit.ly/S5Xgc. I think
it falls outside Jared's 3 because I do it, but it can be just as
mystical an experience to me as anyone else, that little miracle bit
at least.

Anyone who's ever written many hard proofs can relate to that. It's
what I believe great designers and great mathematicians have in
common. For lack of a better word (besides miracle) we call it
'intuition'.

Had some good conversations with Hugh Dubberly over this one...




. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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