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Expert/Rapid/Special Forces Design (was: Yet Another iPod Birth Story)[Please voluntarily trim replies to include only relevant quoted material.]
On Oct 18, 2006, at 11:59 AM, Dan Saffer wrote: > On Oct 18, 2006, at 7:24 AM, James Leftwich, IDSA wrote: > > > Hmmmm... I guess I don't know why you're so skeptical about what > > Leander Kahney's reported here, Dan. It matches everything I've > > heard from people who've talked to the same group of people mentioned > > in the article. > > I'm skeptical mostly because of the click wheel, which wasn't (and > still isn't) a very standard component in devices. And I'm certain > we're all aware that the same components can be assembled in many > different ways. Witness the proliferation of mobile phone form > factors, all from very similar components. Very few things, > especially a thing as nicely done as the iPod, simply snaps together. > The article made it seem easy, and I bet it wasn't. I read the article and interpreted it to say that the form factor was pretty straightforward, and this matched what I'd heard through a short grapevine. Pus the fact that while a wide variety of shapes were possible, Apple has a (recent) history of using fairly rectalinear form factors. I'm sure they SLA'ed a number of form prototypes, but in the end, the form of the initial iPod followed very close the componentry, in the simplest and smallest form factor. I'm not sure that they were implying the activities involved in doing that were "easy," but simply that that particular collection of components pointed to a fairly straightforward general form factor direction. More on this notion of "what's easy" later, in context to some other issues involved here (which will go beyond the individual case of the iPod and its design origins). > > > > What I do think this thread is probably going to open up a discussion > > of, however, is the schism that exists between those who know that > > designers can sometimes, with a good deal of confidence, make fast, > > decisive design efforts that are likely to solve a number of problems > > and achieve success as products - and those that want to suggest that > > such efforts, are at best, lucky guesses. > > > > Not every problem or unfulfilled need out there requires massive > > research efforts. Despite your, um, interesting linguistic exercise > > in labeling these types of efforts, "genius design." > > I wasn't suggesting you have to be a genius to practice what I call > "genius design" (although it helps!) The term for me means a type of > design that is done just as you describe here: relying on the > experience and intuition of the designer to make the necessary design > decisions. It's how most design is done, I'd argue. Perhaps "genius" > was the wrong word, but I wanted something to convey the internal and > intuitive nature of the method. > > > In my opinion, it's largely the Interaction Design community that > > doesn't understand this. Or at least a large segment of the > > community. > > The IxD community has emphasized UCD practices for a decade now. You > could argue over-emphasized. Which is why I put four approaches to > interaction design (UCD, activity-centered design, systems design, > and genius design) in my book. > > Dan Let me elaborate a bit on why I find this set of issues to be a complex and problematic area of terminology, philosophy, interpretation, and approach in our diverse field of Interaction Design... I want to start by saying I don't want to unnecessarily argumentative, because I find your book and ideas to be incredibly valuable resources to our community. I'm commenting here, and strongly, because I think our discipline needs to have a much more out-in-the-open discussion of exactly what constitutes alternative approaches to Interaction Design from the UCD/Academic approaches that have held hegemony for so many years. But I also come from a very different, more product-centric portion of the field, as well as the individual or small team consultancy aimed at lots of very niche areas of product and system development. These areas have many aspects that differ from the web, web application, desktop software, and other areas of Interaction Design that comprise much of what's done and discussed in the field. First off, in your book, you list four different approaches. User Centered Design, Activity-Based Design, Systems Design, and "what you call Genius Design." I think the term "Genius Design" is among the most unfortunate and misleading terms that could've been chosen. I question the terminology and linguistics of this approach to design, which I would term (and argue is more accurate) "Special Forces" or "Rapid," or "Expert" design. I do agree with your primary point in your book that designers use a mix of these, often varying the degree or ratio of one or more of these approaches. Most designers, myself included, use a mixture of approaches. But in many cases, it's heavily weighted toward this fourth category, and it need not necessarily be a bad thing, a reluctant thing, or something to lament. But first to tackle the linguistics. A number of us in the field have historically had to approach complex design problems (large and complex systems, short development timeframes, limited budgets, small staffs or having to do things individually), and this shapes different types of strategies and builds different bodies of experience and judgement. Nobody I know who practices to a large extent the type of design you characterize as "genius design," would ever characterize it as such. Many people will easily claim they practice "User Centered Design," (I'd argue all good user experiences are designed with the user in mind. I'm reminded of groups that call themselves something like "Concern Americans In Favor Of Freedom" etc.), and the same goes for "Activity-Based Design," and the methods of "Systems Design." But surely nobody would try to advertise their services of being able to come into complex situations and effect significant and effective design solutions by saying they practice, "Genius Design." So I find this a misleading and, in a certain sense, dismissive terminology. It colors and prejudices an approach that's not at all based on a practitioner's "genius," though in agreement with you, I'd say that in all fields, talent and smarts are a real benefit. But what we're really talking about in this approach to design is not whatsoever, as you claim in your book, "the easiest way" to approach things. (You say many people take this approach because it's, frankly, easier." It's not simply that UCD practices have been been emphasized for a decade now. (I'd argue that it goes back farther than that, even if it wasn't labeled that). If these practices were only being held up as *a* model, instead of often *the,* *the only,* or *the best* model, that would be great. But the fact is, going back to the late 1980s, (and we're coming up on the seventeenth anniversary of BayCHI, which I was a part of from its early beginnings), researchers and academics didn't just advocate a UCD-type approach to design. They often, and still, have overlooked, denigrated, mischaracterized, undervalued, and otherwise dissed the types of expert design approaches that you, roughly, lump into the "genius design" category. Over the past twenty years a number of terms have been used for pejorative effect, "Cowboy," "Lone Wolf," "Dictator looking to impose a personal vision," etc. in ways to denigrate and devalue what a growing number of practitioners recognize as a complex set of expert and experienced practices and applications of judgement. What these quasi-strawmen terms, like "genius design," do however, is obscure the wide variety of expertise that goes into the best and most successful examples of this alternative type of approach. An approach that's actually much better matched to the existing constraints of many real world projects, products, systems, and services. Sure, there are plenty of efforts which could be considered to fall under your "genius design" category which could very well be characterized as lazy efforts, unintegrated kludges, lipstick-on-the- pig efforts, etc.. But holding these up as exemplary of non-UCD (or other academically blessed) approaches does a grave disservice to the enormous field of products, systems, and services that would benefit by Special Forces or Rapid Design or Expert Design efforts. Lone practitioners and small expert teams do not practice an easy craft or set of methods. Parachuting into chaotic, and sometimes even hostile situations with outrageously complex sets of stakeholders, functionality, integration, and achieving successful and integrated design solutions - is anything but easy or simple. But it's not magic, and not limited to just the few we can dismiss as "geniuses." It's an alternative and additional approach that can be studied and applied by more designers. The skills and experiences necessary to do this type of design are no more mysterious than those that are most often described and advocated (such as UCD research and approaches), yet they are best learned in the real world, and through experience and teaming with more experienced practitioners. In your book you say that it's often, unfortunately, beginners or experienced people that practice, "genius design." This is true in one sense, but overlooks the fact that it's only through real experiences that one can gain expert knowledge and judgement, and the ability to cross-pollinate (sensible or successfully recontextualized aspects of) models from one product or system domain to another. An example of how this has been done poorly in the past has involved taking desktop GUIs and trying to move them (sometimes without adequate recontextualizing and change) over to small, mobile devices. The bottom line of what I'm stating for the broad Interaction Design community is that beyond what's talked about, written about, lectured about, and held out as UCD/Academic/Researcher dogma lies an entirely different continent of experiences, strategies, models, and approaches to successful outcomes. They're not (necessarily, or just) accidents, lucky guesses, strokes of genius, easy ways out, or monuments to individual ego. Back in 1998 I read a very excellent article in SCIENCE NEWS, "Seeing through expert eyes: ace decision makers may perceive distinctive worlds - intuition and experience in decision-making" http://www.findarticles.com/p/articles/mi_m1200/is_n3_v154/ai_21003401 I highly recommend people read this informative article. It gives an excellent overview into studies of how experts make rapid and "intuitive" decisions in complex situations. I think it's no less applicable to Interaction Design than it is to firefighting, or piloting. Our field deserves a much more serious examination of the many alternative and equally valid and successful models of approaching design. Particularly given that our world is full of countless products, systems, and services that will never have the budgets, timeframes, and human resources to approach them via oft-described- and-trumpeted UCD methodologies. As Marc Rettig put it so well, many of us in the design field (practitioners and otherwise) are often fully occupied by our work to stop and deconstruct our internalized methods and expertise. But I have to say, I chafe when I read alternative design approaches given short shrift, inadequate descriptions, or are outright denigrated. But I say all of this with a great deal of respect for your book and efforts to provide an overview for our field. I hope that our field will become inclusive enough to acknowledge the validity of and adequately describe what's really involved in other successful, alternative design methods and approaches. Jim James Leftwich, IDSA Orbit Interaction Palo Alto, California 94301 USA http://www.orbitnet.com jleft@... (650) 387-2550 mobile ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... discuss@... List Guidelines ............ http://listguide.ixda.org/ List Help .................. http://listhelp.ixda.org/ (Un)Subscription Options ... http://subscription-options.ixda.org/ Announcements List ......... http://subscribe-announce.ixda.org/ Questions .................. lists@... Home ....................... http://ixda.org/ Resource Library ........... http://resources.ixda.org |
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Re: Expert/Rapid/Special Forces Design (was: Yet Another iPod Birth Story)[Please voluntarily trim replies to include only relevant quoted material.]
On Oct 18, 2006, at 3:42 PM, James Leftwich, IDSA wrote: > I think the term "Genius Design" is among the most unfortunate and > misleading terms that could've been chosen. First off, to be clear, I was never using the term "genius" in a pejorative sense. After I read your mail, I actually had to open my book and read the section on genius design again, to see if it had come across that way. I don't think it does--to me, it seems a fairly fair and balanced (if I dare use that phrase) view of the approach, noting (like the other approaches) its pros and cons. I use genius design myself, on nearly every project. As far as its being misleading and unfortunate, well, I'd like to hear from others their opinion on that. It's not something I ever envisioned someone using to sell their services "I practice Genius Design." > > I question the terminology and linguistics of this approach to > design, which I would term (and argue is more accurate) "Special > Forces" or "Rapid," or "Expert" design. This approach doesn't have to be rapid, nor done by an expert, and special forces seems, well, too militaristic. "Intuitive Design" could work, I guess. "Designer-centered design"? > I do agree with your primary > point in your book that designers use a mix of these, often varying > the degree or ratio of one or more of these approaches. Most > designers, myself included, use a mixture of approaches. But in many > cases, it's heavily weighted toward this fourth category, and it need > not necessarily be a bad thing, a reluctant thing, or something to > lament. Why did you think I was characterizing it as such? I note in the book that the iPod was created using this approach, and also talk about its power and utility. > > But first to tackle the linguistics. A number of us in the field > have historically had to approach complex design problems (large and > complex systems, short development timeframes, limited budgets, small > staffs or having to do things individually), and this shapes > different types of strategies and builds different bodies of > experience and judgement. Nobody I know who practices to a large > extent the type of design you characterize as "genius design," would > ever characterize it as such. Of course not. I never expected anyone to do so. But I needed a name for the type of design that only or mostly draws from the designer's own experience and genius (a synonym for expert, I might add) design seemed to fit. > > Many people will easily claim they practice "User Centered > Design," (I'd argue all good user experiences are designed with the > user in mind. I'm reminded of groups that call themselves something > like "Concern Americans In Favor Of Freedom" etc.), and the same goes > for "Activity-Based Design," and the methods of "Systems Design." All good designers design with the user in mind, naturally. But to quote Brenda Laurel: "Perhaps the single most pernicious sort of folly I have seen over nearly thirty years in the computer field is the belief on the part of engineers, designers, and marketing people is that they "just know" what will work for their audience. For extremely observant, experienced designer, this may indeed be true, but such people are exceedingly rare, and those who are most successful have "trained" their intuition by carefully observing and reaching deep understanding of certain kinds of people, cultures, and contexts. For the rest of us, that first "great idea" is usually a shot in the dark." > But surely nobody would try to advertise their services of being able > to come into complex situations and effect significant and effective > design solutions by saying they practice, "Genius Design." Why not say they practice interaction design? Few people introduce themselves as "User-centered Designer." It's the name of an approach, not a discipline. > > So I find this a misleading and, in a certain sense, dismissive > terminology. It colors and prejudices an approach that's not at all > based on a practitioner's "genius," though in agreement with you, I'd > say that in all fields, talent and smarts are a real benefit. But > what we're really talking about in this approach to design is not > whatsoever, as you claim in your book, "the easiest way" to approach > things. (You say many people take this approach because it's, > frankly, easier." I'm sorry, but leaving aside the years of training and background one should have to use genius/intuitive approach, it is easier. Research and its analysis are damn hard work, and by leaving off that step, you remove a lot of effort and expense. No design method or process is truly easy, but drawing on one's own experience is considerably simpler than the recruiting, researching, and analyzing the data that one has to do in UCD or ACD. > > It's not simply that UCD practices have been been emphasized for a > decade now. (I'd argue that it goes back farther than that, even if > it wasn't labeled that). If these practices were only being held up > as *a* model, instead of often *the,* *the only,* or *the best* > model, that would be great. But the fact is, going back to the late > 1980s, (and we're coming up on the seventeenth anniversary of BayCHI, > which I was a part of from its early beginnings), researchers and > academics didn't just advocate a UCD-type approach to design. They > often, and still, have overlooked, denigrated, mischaracterized, > undervalued, and otherwise dissed the types of expert design > approaches that you, roughly, lump into the "genius design" category. This is due in part to the crappy products that developers and designers created without knowing anything about their users and their needs. And this isn't a thing of the past either. > > Lone practitioners and small expert teams do not practice an easy > craft or set of methods. Parachuting into chaotic, and sometimes > even hostile situations with outrageously complex sets of > stakeholders, functionality, integration, and achieving successful > and integrated design solutions - is anything but easy or simple. > But it's not magic, and not limited to just the few we can dismiss as > "geniuses." It's an alternative and additional approach that can be > studied and applied by more designers. I never said otherwise. > > As Marc Rettig put it so well, many of us in the design field > (practitioners and otherwise) are often fully occupied by our work to > stop and deconstruct our internalized methods and expertise. But I > have to say, I chafe when I read alternative design approaches given > short shrift, inadequate descriptions, or are outright denigrated. Obviously, it was difficult to even name this approach, much less describe it in any detail, mostly because individual ways of working and the use of experience to make design decisions is an impossible task. I should also note that in no other interaction book I've read or seen do different approaches get laid out side-by-side like I do in D4I. It's a hard thing to do--and apparently, unpopular on both sides of the UCD debate. :) BTW, anyone who wants to debate or discuss this with me in person, the first section of my all-day workshop next week in NYC ( http:// www.adaptivepath.com/events/2006/oct25/ )walks through the four approaches and compares and contrasts them. It's usually (as this exchange shows) a lively discussion. Dan ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... discuss@... List Guidelines ............ http://listguide.ixda.org/ List Help .................. http://listhelp.ixda.org/ (Un)Subscription Options ... http://subscription-options.ixda.org/ Announcements List ......... http://subscribe-announce.ixda.org/ Questions .................. lists@... Home ....................... http://ixda.org/ Resource Library ........... http://resources.ixda.org |
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Re: Expert/Rapid/Special Forces Design (was: Yet Another iPod Birth Story)[Please voluntarily trim replies to include only relevant quoted material.]
On 10/19/06, Dan Saffer <dan@...> wrote: > > [Please voluntarily trim replies to include only relevant quoted > material.] > > > On Oct 18, 2006, at 3:42 PM, James Leftwich, IDSA wrote: > > > I think the term "Genius Design" is among the most unfortunate and > > misleading terms that could've been chosen. > > First off, to be clear, I was never using the term "genius" in a > pejorative sense. After I read your mail, I actually had to open my > book and read the section on genius design again, to see if it had > come across that way. I don't think it does--to me, it seems a fairly > fair and balanced (if I dare use that phrase) view of the approach, > noting (like the other approaches) its pros and cons. I use genius > design myself, on nearly every project. > > As far as its being misleading and unfortunate, well, I'd like to > hear from others their opinion on that. It's not something I ever > envisioned someone using to sell their services "I practice Genius > Design." > I haven't had a chance to read the book, but I have read about it on this list and in a couple of articles on the web. It was the first time I personally heard the ideea of a designer designing based more on his own experience being actually acknowledged. And I could really appreciate that, because, indeed, a lot of design is being done like that and no one seemed to give it much credit. Or at least it wasn't discussed that much - it seemed to be a kind of tabu for [most of] the community or something. So whatever term will stick in the end, I think it's still very important that there is something to name in the first place. Personally, I could understand what the term meant instantly. I did find a bit of a warning in there, in the sense of "Don't do this if you don't know what you're doing". And I think there must be some kind of warning for the approach, because when it's used by non-experts (programmers or decision makers could also do 'rapid design' if they had to, right?), it may indeed not produce the best results. > > > I question the terminology and linguistics of this approach to > > design, which I would term (and argue is more accurate) "Special > > Forces" or "Rapid," or "Expert" design. > > This approach doesn't have to be rapid, nor done by an expert, and > special forces seems, well, too militaristic. "Intuitive Design" > could work, I guess. "Designer-centered design"? > Personally, I like the "Expert Design" name. > > > So I find this a misleading and, in a certain sense, dismissive > > terminology. It colors and prejudices an approach that's not at all > > based on a practitioner's "genius," though in agreement with you, I'd > > say that in all fields, talent and smarts are a real benefit. But > > what we're really talking about in this approach to design is not > > whatsoever, as you claim in your book, "the easiest way" to approach > > things. (You say many people take this approach because it's, > > frankly, easier." > > I'm sorry, but leaving aside the years of training and background one > should have to use genius/intuitive approach, it is easier. Research > and its analysis are damn hard work, and by leaving off that step, > you remove a lot of effort and expense. No design method or process > is truly easy, but drawing on one's own experience is considerably > simpler than the recruiting, researching, and analyzing the data that > one has to do in UCD or ACD. > > you are one. -- Sergiu Sebastian Tauciuc http://www.sergiutauciuc.ro/en/ ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... discuss@... List Guidelines ............ http://listguide.ixda.org/ List Help .................. http://listhelp.ixda.org/ (Un)Subscription Options ... http://subscription-options.ixda.org/ Announcements List ......... http://subscribe-announce.ixda.org/ Questions .................. lists@... Home ....................... http://ixda.org/ Resource Library ........... http://resources.ixda.org |
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Re: Expert/Rapid/Special Forces Design (was: Yet Another iPod Birth Story)[Please voluntarily trim replies to include only relevant quoted material.]
On 10/19/06, James Leftwich, IDSA <jleft@...> wrote: > > [Please voluntarily trim replies to include only relevant quoted > material.] > > > I greatly appreciate this spirited discussion. It's an important > one. And I have the utmost respect for opposing points of view, > though there are some aspects that I strongly, and historically, > disagreed with, and I rarely see opposition rising to meet statements > of some of the more visible pundits in the field of user experience > and Interaction Design. So I will do it to represent the many ad > hoc, solitary, small team with no time or budget, or rapid expert > intuitive approaches out there who *don't* believe we're doing a half- > assed or non-optimum job of things. I really don't like the term > "designer-centric design" either, because design is always "solution- > centric" and hopefully wholistic, integrated, and multi-dimensional. > > I agree this is a very important discussion, and you did a very good thing > I'm particularly glad that you quoted Brenda Laurel. Let's examine > how she constructs that quote. First off, she starts off by framing a > particular type of non-research-based design, as a "pernicious > folly." Then she cleverly escapes the, "But what about these > successful examples" question by boxing it into the ,"Yeah, well > there are a few, "exceedingly rare* individuals argument. The "rest > of us" tagline really underscores the attempt to distance the reader > for any hope that they might also develop some effective, intuitive, > and valuable judgement for use in a large range of situations calling > for it. The dismissal of this approach is surely a problem. And I can see (and I think it is clear) where it started: for many years, a lot of design has been done by non-professionals or unexperienced designers. And most of the times, in a hurry and with not too much concern for the user. This lead to bad design in a huge number of situations. And for the benefit of the products and the users, it had to be somehow discouraged on a large scale. Unfortunately, it also dismissed the success stories: when things are done in a hurry because there is no other way, when decisions are made without much user research because there are no resources for user research, and so on, and still the products can succeed - because they are made by people who really know what they're doing - experts. ...Maybe we should make here a parallel with "Agile Development", and simply start accepting that design is done in the real world, and not an ideal one: user-research is good, but there might just not be the resources to do it; there will always be deadlines; we will always have programmers that want to make their life easier; we will always have stake-holders who just want 'this feature'; products have to make money to be successful etc. We are designing under a great number of constraints. We cannot pretend they aren't there, we have to accept them. Only after accepting them, we can start to ask ourselves: Now, what can I do to make this a good product? > > It's non-UCD/ACD methods and practitioners, in the form of fictional > strawmen, that continue to be lambasted by the pundits. I, and > others, would like to see this stop. I'll likely be assailed as > coming from an egotistical position, but nothing could be further > from the truth. This is not about any one particular designer's > approach or methods, but more an appeal on behalf of the many single > and small team design efforts out there that innovate and improve > user experiences a great deal with very little resources, or time. Thank you, in their behalf! :) I argue that *many, many* more designers could learn to be excellent > intuitive designers, capable of bringing successful solutions to a > much larger set of products, systems, and services. > > But by throwing around statements such as the one you quote above, > there are many young designers that will never take bold steps. > They'll never understand that they can indeed, with careful thought > and insights (and I argue exposure to other designers that may mentor > them) learn to hone their intuition. Start small on small products > and work up from there. Take big risks on small projects. Then take > big risks on larger projects. I like to read this kind of statements every now and then. They are both encouraging and motivating. > No practitioner I'm aware of would make the ludicrous charge that > research is easy, and that's part of my point. Nobody's attacking or > denigrating UCD or ACD, etc.. What I, and others who work in these > sole proprietorship and small team situations are asking is that we > and our approaches not be denigrated, sidelined, explained away as > "extremely rare," or most offensively of all - called "easy." Bot it is more fun, isn't it? At least for me it is, I admit it. I like to design more than I like to research. I like to create products more than create personas. I like to discover solutions. Maybe that's what makes research seem more difficult to some of us. Because it's simply not so fun. Your teams work day and night on those projects, right? But do they like it? They love it! Do I have flow when I work on personas? Well, not always. Do I have flow when I try to design solutions? Hell, I could stay thinking all day long. ...Maybe that't the difference. And maybe Dan is just trying to say that going straight to design is a shortcut we can afford when we know what we are doing. A shortcut that helps us stay in time and in budget. And again, maybe it's the wording that caused the problem. But that's just my opinion. I can assure you, Dan, that the methods you describe are not the only > "damn hard work" out there in the Interaction Design field. This > attitude is primarily why I feel the urge not to attack the methods > you advocate, but rather stand up for those you claim, wrongly, are > "easy" and others claim, even more wrongly, are "pernicious folly." > > > Jim > > James Leftwich, IDSA > Orbit Interaction > Palo Alto, California 94301 > USA > http://www.orbitnet.com > jleft@... > (650) 387-2550 mobile > ________________________________________________________________ > Welcome to the Interaction Design Association (IxDA)! > To post to this list ....... discuss@... > List Guidelines ............ http://listguide.ixda.org/ > List Help .................. http://listhelp.ixda.org/ > (Un)Subscription Options ... http://subscription-options.ixda.org/ > Announcements List ......... http://subscribe-announce.ixda.org/ > Questions .................. lists@... > Home ....................... http://ixda.org/ > Resource Library ........... http://resources.ixda.org > Sebi -- Sergiu Sebastian Tauciuc http://www.sergiutauciuc.ro/en/ ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... discuss@... List Guidelines ............ http://listguide.ixda.org/ List Help .................. http://listhelp.ixda.org/ (Un)Subscription Options ... http://subscription-options.ixda.org/ Announcements List ......... http://subscribe-announce.ixda.org/ Questions .................. lists@... Home ....................... http://ixda.org/ Resource Library ........... http://resources.ixda.org |
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Re: Expert/Rapid/Special Forces Design (was: Yet Another iPod Birth Story)[Please voluntarily trim replies to include only relevant quoted material.]
I just want to toss out a couple of statements here about this conversation in general, since I have a set of wireframes due today. :) UCD and its methodologies arose because of the failings of "intuitive/ expert/genius design." And indeed, our world is filled with ugly, graceless, poorly functioning things that were all created by people who felt they were designed just fine. If you are inexperienced, you could do worse than by talking to users and figuring out what they need and what the domain requires. The four approaches to interaction design can be used in combination, and in practice, usually are. I might use UCD methods for some things, genius design for others. No design work is easy. But if you remove some of a process (in this case research and analysis), it logically stands to reason, if everything else is the same, that a process that doesn't include research will be easier. I'm not sure why you think it would be as difficult or more difficult without research, Jim. It simply doesn't make sense, logically. Research doesn't mean doing less, it means doing more. Much more. Look at how many organizations balk at doing research for just this reason. I will agree that not all projects require research. It's probably a 50/50 split in my own work. But for unfamiliar domains, user bases, cultures, etc. I highly recommend it as a basic method. I never said genius design was rare; I said the opposite, in fact: it's how most design is done. Dan Dan Saffer, IDSA book http://www.designingforinteraction.com work http://www.adaptivepath.com site http://www.odannyboy.com ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... discuss@... List Guidelines ............ http://listguide.ixda.org/ List Help .................. http://listhelp.ixda.org/ (Un)Subscription Options ... http://subscription-options.ixda.org/ Announcements List ......... http://subscribe-announce.ixda.org/ Questions .................. lists@... Home ....................... http://ixda.org/ Resource Library ........... http://resources.ixda.org |
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Re: Expert/Rapid/Special Forces Design (was: YetAnother iPod Birth Story)[Please voluntarily trim replies to include only relevant quoted material.]
The problem I have with the ?Genius Design? label is that the definition lumps two very different types of designers into one group based upon the fact that they may not include user research in their process. Many designers, either because they do not know any better or do not want to extend the effort, ignore the context of use and goals/actions of the user. Consideration of the interdependencies between the user, the object being designed, any interface needed, the goals and actions taken, and the environment are what, in my opinion, define interaction design. As a very simple example, a product brochure for consumption at a trade show would read and look remarkably different than a brochure for the same product that is mailed out upon request. The context of use is different and should be a primary consideration. A large percentage of designers do not include this in their process. A second group of designers may have extensive knowledge of context through previous research, design experience and/or an insight into benefits that the user cannot or does not grasp. This leadership position is crucial to development of break through products. Too much can be problematic as we have seen through dramatic product failures faulted only in being too far ahead of their time. While I believe that consideration of context, along with user research are crucial tools that every designer should embrace, clearly neither are absolutely necessary. There are many, many examples of extraordinarily successful products that were designed without consideration of context or user research. Design is a young field. We still have much to learn. On Thursday, October 19, 2006, at 05:10PM, Dan Saffer <dan@...> wrote: >[Please voluntarily trim replies to include only relevant quoted material.] > >I just want to toss out a couple of statements here about this >conversation in general, since I have a set of wireframes due today. :) > >UCD and its methodologies arose because of the failings of "intuitive/ >expert/genius design." And indeed, our world is filled with ugly, >graceless, poorly functioning things that were all created by people >who felt they were designed just fine. If you are inexperienced, you >could do worse than by talking to users and figuring out what they >need and what the domain requires. > >The four approaches to interaction design can be used in combination, >and in practice, usually are. I might use UCD methods for some >things, genius design for others. > >No design work is easy. But if you remove some of a process (in this >case research and analysis), it logically stands to reason, if >everything else is the same, that a process that doesn't include >research will be easier. I'm not sure why you think it would be as >difficult or more difficult without research, Jim. It simply doesn't >make sense, logically. Research doesn't mean doing less, it means >doing more. Much more. Look at how many organizations balk at doing >research for just this reason. > >I will agree that not all projects require research. It's probably a >50/50 split in my own work. But for unfamiliar domains, user bases, >cultures, etc. I highly recommend it as a basic method. > >I never said genius design was rare; I said the opposite, in fact: >it's how most design is done. > >Dan > > > >Dan Saffer, IDSA >book http://www.designingforinteraction.com >work http://www.adaptivepath.com >site http://www.odannyboy.com > > >________________________________________________________________ >Welcome to the Interaction Design Association (IxDA)! >To post to this list ....... discuss@... >List Guidelines ............ http://listguide.ixda.org/ >List Help .................. http://listhelp.ixda.org/ >(Un)Subscription Options ... http://subscription-options.ixda.org/ >Announcements List ......... http://subscribe-announce.ixda.org/ >Questions .................. lists@... >Home ....................... http://ixda.org/ >Resource Library ........... http://resources.ixda.org > > Welcome to the Interaction Design Association (IxDA)! To post to this list ....... discuss@... List Guidelines ............ http://listguide.ixda.org/ List Help .................. http://listhelp.ixda.org/ (Un)Subscription Options ... http://subscription-options.ixda.org/ Announcements List ......... http://subscribe-announce.ixda.org/ Questions .................. lists@... Home ....................... http://ixda.org/ Resource Library ........... http://resources.ixda.org |
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Re: Expert/Rapid/Special Forces Design[Please voluntarily trim replies to include only relevant quoted material.]
> >> From: Mark Schraad >> >> Design is a young field. We still have much to learn. >> > > Is it really? Relative to what? It may not be the world's oldest (or > second-oldest) profession, but I have trouble seeing it as young or > new. > > Christian Crumlish I think of design as a young profession not in terms of time, but in terms of maturity. When thinking of mature professions, things that come to mind are: Lots of PhD's in academic settings. Strong professional organizations General agreement on definitions amongst practitioners A steady stream of research that consistently advances the profession Wide public awareness and recognition of the professions contributions Design is only beginning to reflect these things. Did anyone call themselves a designer just a hundred years ago? How about a lawyer, politician, baker, fisherman, farmer, doctor, soldier, blacksmith, play write, musician, etc... That is why I see design as a young profession. With that comes great promise - and that is a good thing. Mark ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... discuss@... List Guidelines ............ http://listguide.ixda.org/ List Help .................. http://listhelp.ixda.org/ (Un)Subscription Options ... http://subscription-options.ixda.org/ Announcements List ......... http://subscribe-announce.ixda.org/ Questions .................. lists@... Home ....................... http://ixda.org/ Resource Library ........... http://resources.ixda.org |
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Re: Yet Another iPod Birth Story[Please voluntarily trim replies to include only relevant quoted material.]
Not to instigate a thread regression, but FWIW, there's another (older) article in Wired about the birth of the iPod (Wired seems to like these kinds of stories!): Inside Look at Birth of the IPod: http://www.wired.com/news/mac/ 0,64286-0.html The part I find particularly interesting concerns the polycarbonate containers they placed the components into while testing functionality. In the most recent article all that's said about them is: > To make them easy to debug, prototypes were built inside > polycarbonate containers about the size of a large shoebox. (Straight Dope on the IPod's Birth: http://wired.com/news/columns/ cultofmac/0,71956-1.html) But in the older article: > Knauss said all the iPod prototypes -- and there were several -- > were sealed tight inside a reinforced plastic box about the size of > a shoebox. > > "They put the buttons and the screen in creative locations all over > the box so people couldn't tell what product was inside it and how > small it was," Knauss said. "They always put the controls in > different places -- the scroll wheel on the side, the screen on the > top -- to make sure it wasn't predictable what the end design was. > The only thing accessible was the jacks." dave ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... discuss@... List Guidelines ............ http://listguide.ixda.org/ List Help .................. http://listhelp.ixda.org/ (Un)Subscription Options ... http://subscription-options.ixda.org/ Announcements List ......... http://subscribe-announce.ixda.org/ Questions .................. lists@... Home ....................... http://ixda.org/ Resource Library ........... http://resources.ixda.org |
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Re: Expert/Rapid/Special Forces Design[Please voluntarily trim replies to include only relevant quoted material.]
UCD, seems to me at least, the mantra of academics and some in SIGCHI/Human Factors who have, for some reason, taken a defensive posture. Design, and it's methodologies, is the realization of many different fields of research and study. Anyone that studies design history, particularly Industrial Design in the USA, can understand that UCD is but one approach to countless others that Dan didn't even touch on. Of course, I do not need to point that out to the people in IxDA. Just because an approach fails to materialize (for whatever success metric is used) in the market doesn't make it any less worthy. In fact, a world without art, experimentation, and failure would be a place without any type of design. UCD has been put on a pedestal and it is definitely the method of choice for systems that have a high degree of complexity and zero tolerance for failure by the insertion of human interactions. I can say with confidence that R+D firms I have recently visited that are on the bleeding edge and have been using UCD to the exclusion of other methods are getting "washed out" solutions. As a result, they are increasingly contracting designer/artists taught by the likes of Golan Levin (those types are not on this list) to find innovation. I have alot of respect for organizations like the Eyebeam Openlab who value the idea of creativity. UCD is not the best approach for breakthroughs in interactive information design and I believe the biggest stakeholders in UCD would agree. The breakthroughs in design going back the last 100 years were a result of good design solutions sometimes sold under the guise of UCD ("See, there will be less lawsuits with this new design based on these tests") in order to sell it to the decision makers. I don't think I have ever worked on a project where a stake was thrown into the ground and one particular method was used to the exclusion of others. But sometimes breakthroughs are not what is needed and it is refreshing to see that in the US Healthcare system the concept of UCD is finally taking hold. Patient Centered Design. It is unfortunate that Design schools, in the States at least, are failing to adequately educate designers and that a term like "Genius Design" or whatever we call it ("Creativity based on research"?) even has to exist. I do like the fact that it is controversial, that is exactly the kind of shake up the education community at large needs. scott On Oct 22, 2006, at 6:14 PM, James Leftwich, IDSA wrote: > What's incredibly objectionable in this polemic approach by UCD > advocates, is that designing in any other approach is a folly, or > "has produced many failures." Just a few token, and relatively > unexamined examples are held up to underscore the assertion that > intuition or experience is a doomed or merely egotistical approach. ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... discuss@... List Guidelines ............ http://listguide.ixda.org/ List Help .................. http://listhelp.ixda.org/ (Un)Subscription Options ... http://subscription-options.ixda.org/ Announcements List ......... http://subscribe-announce.ixda.org/ Questions .................. lists@... Home ....................... http://ixda.org/ Resource Library ........... http://resources.ixda.org |
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Re: Expert/Rapid/Special Forces Design[Please voluntarily trim replies to include only relevant quoted material.]
I can argue both side of this - but I think some of your claims here are skewed. Successful products are to some degree a matter of relative value and effectiveness. 50 years ago design research was unheard of. So of course there were many product produced without the aid of research that were successful. They were the de-facto and often "good enough" or the best available. As psychology advance so then did market research. As applied to product design these methods were less than adequate. Surveys and such do not reveal much about the why - only the what. Quantitative research often provides only indicators, not conclusive direction. When conjoint analysis was developed as a method of measuring utility allowing designers to determine a value that equated to price as well as data for evaluating the mix of features and benefits. Since Marriot used conjoint exclusively to design the Courtyard model they have dominated the profitable end of that industry. Design research on the front end using ethnography has revealed previously untapped opportunities. Admittedly there have been failures, but this is a young and evolving process. As the reliability increases, and it will, the sureness of interpretation will provide better and more reliable direction. As a designer I will always make use of any data available, and will encourage companies and clients I work with to gather as much as is possible. All of that being said, there is little doubt that there will continue to be exceptionally enlightened individuals with the potential to design well beyond the rear view methodologies of research. Predicting the future is not likely to be a reliable process in design. There is an art to the long view (pardon the blatant rip off) and exceptional vision will always be worth gold. Onward and upward. Excellent discussion. Mark On Oct 22, 2006, at 6:14 PM, James Leftwich, IDSA wrote: > [Please voluntarily trim replies to include only relevant quoted > material.] > >> UCD and its methodologies arose because of the failings of > "intuitive/expert/genius design." > > > I think this statement says a lot about the fallacy of > oversimplification behind the term, "genius design." Not to mention > "intuitive," or let alone, "expert." > > If a person is truly a genius, (as opposed to the term being used in > a sneering, derogatory, and pejorative context), and there is a > methodology behind the approach (which any actual experienced expert > would employ), albeit one different from what UCD advocates, then it > wouldn't produce a field mostly consisting of failures. I know of no > exahaustive, serious study of the many methods and experiences *of > the full range* of people using non-UCD types of approaches to > interaction design. So instead, we have these assertions about a > overly-broad strawman category. > > Perhaps two, if not more categories in place of one labeled "genius > design" would be better. As it's currently being defined, it would > probably be better renamed, "inexperienced, unskilled, untalented > design," since that's exactly what's going to produce failure. > > There are plenty, PLENTY, of failures all around us. Many > corporations do indeed pursue research. UCD methodologies are not > new. What's incredibly objectionable in this polemic approach by UCD > advocates, is that designing in any other approach is a folly, or > "has produced many failures." Just a few token, and relatively > unexamined examples are held up to underscore the assertion that > intuition or experience is a doomed or merely egotistical approach. > > There are many examples of failure of design that do involve > research. And it happens at different levels. An otherwise even > successful design, arrived at by any method, might still fail because > what was really needed was a larger scale of innovation, rather than > just a fix or refinement to an existing product, system, or service. > So there's plenty of failure to go around. > > The problem is that more and more pundits are now claiming that only > academically-approved research methods are capable of producing the > best design results. This is merely an assertion. > > I'd argue very strongly, and from a long history of experience, that > engineers kludging together products, or products, systems and > services being feature-bloated by marketing departments is in no way > whatsoever, "genius" or representative of skilled and experienced > interaction designers employing expert, rapid, special forces, or > agile approaches. The term "genius," as used in "genius design" is > used in a completely meaningless way. > > An actual expert interaction designer or architect would have a > history of smaller lessons and successes (and failures, hopefully non- > catastrophic ones) in their past. There's a huge range of situations > where such experience can produce, without great amounts of research, > excellent results. This is why I suggest that a legitimate and > wholly-underdiscussed, under-represented, and often outright > mischaracterized approach to design - one of craftsmanship and expert > experience and judgement - is sadly and inexcusably overlooked in > these highly judgemental views coming from the research and academic > community, and championed by some consultants. > > By repeating offensive claims that designing without UCD methodolgies > is easier, much of a different type of hard work and difficult time- > sensitive decisions are undervalued. > > Again, I'm not assailing UCD. I'm imploring UCD and other methodolgy > advocates to be careful about how they oversimplify, mischaracterize, > and otherwise fail a valid and important sector of the Interaction > Design community. > > It's particularly interesting that claims are made that UCD arose in > reaction to design failures. I would say that it arose because doing > expert design is difficult, not inherently impossible or a > "pernicious folly." It's interesting that in the vacuum that existed > because many successful examples were not adequately known or > publicized, that the organized academic and research communities set > about spending the decade of the 1990s pretending that there never > was much success other than through their methods, that they would > advocate in order to "save" the discipline. > > There's an entire untold story out there, involving many successful > design efforts using expert, intuitive, special forces, and agile > approaches. > > In mountain climbing there are traditional methods, which involve a > large-scale and organized assault of a major peak with multiple > camps, armies of porters, and fixed lines. But there are others like > Reinhold Messner and Peter Habeler, who were the first to climb all > fourteen of the world's 8,000 meter peaks "Alpine Style," (without > supplemental oxygen or fixed ropes). They were not "geniuses." They > were skilled, fit, experienced, and practiced a different philosophy > and approach. > > http://en.wikipedia.org/wiki/Reinhold_Messner > > The discipline of Interaction Design is indeed a young one. I > personally approach it as I was trained, as an industrial designer > and through my study of the history of architecture. There are > thousands and thousands of projects out there that could use > experienced and expert approaches that can't afford or don't have the > resources or time for many approaches or methodologies most often > discussed. These are excellent targets for Expert Design. Or "Agile > Design," a term which I also like, and that I'm glad someone on this > list offered up. > > I really don't care that much about labels, except when they're used > to divide and discredit alternative approaches. > > Expert, Special Forces, Skunkworks, Intuitive, or Agile methods of > design are *NOT* the enemy. > > They are just as valid and just as deserving of the amount of study > and examination as other methods. They have been smeared by a broad > and oversimplistic brush for far too many years. > > Jim > > James Leftwich, IDSA > Orbit Interaction > Palo Alto, California USA > http://www.orbitnet.com > > ________________________________________________________________ > Welcome to the Interaction Design Association (IxDA)! > To post to this list ....... discuss@... > List Guidelines ............ http://listguide.ixda.org/ > List Help .................. http://listhelp.ixda.org/ > (Un)Subscription Options ... http://subscription-options.ixda.org/ > Announcements List ......... http://subscribe-announce.ixda.org/ > Questions .................. lists@... > Home ....................... http://ixda.org/ > Resource Library ........... http://resources.ixda.org ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... discuss@... List Guidelines ............ http://listguide.ixda.org/ List Help .................. http://listhelp.ixda.org/ (Un)Subscription Options ... http://subscription-options.ixda.org/ Announcements List ......... http://subscribe-announce.ixda.org/ Questions .................. lists@... Home ....................... http://ixda.org/ Resource Library ........... http://resources.ixda.org |
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Re: Expert/Rapid/Special Forces Design[Please voluntarily trim replies to include only relevant quoted material.]
On 10/22/06, James Leftwich, IDSA <jleft@...> wrote: "Perhaps two, if not more categories in place of one labeled "genius design" would be better. As it's currently being defined, it would probably be better renamed, "inexperienced, unskilled, untalented design," since that's exactly what's going to produce failure." In any design process there are at least two important parts: information about future use of the product, and then there is creation part. Quality information facilitates, but does not guarantee brilliant final creation. On the other hand, poor information will most probably impede creation of useful, good designs. "Misinformed", and occasionally "uninformed design" would be better labels for *failed* "genius design" to distinguish it from "UCD", reflecting the fact that significant part of UCD process is gathering information about the future use. The information can be accumulated via UCD research or via extensive personal ("expert") experience in the field. Creation, on the other hand, is driven by specific individuals. Since creation part depends on personal abilities, the value of individual "expert design" can be enhanced, but cannot be replaced by information provided by UCD research. Thus "untalented design" is always a possibility. However one can find "untalented" designs created either via user-centered or via less-obviously-user centered process. -- Oleh Kovalchuke Interaction Design is Design of Time http://www.tangospring.com/IxDtopicWhatIsInteractionDesign.htm > > > UCD and its methodologies arose because of the failings of > "intuitive/expert/genius design." > > > I think this statement says a lot about the fallacy of > oversimplification behind the term, "genius design." Not to mention > "intuitive," or let alone, "expert." > > If a person is truly a genius, (as opposed to the term being used in > a sneering, derogatory, and pejorative context), and there is a > methodology behind the approach (which any actual experienced expert > would employ), albeit one different from what UCD advocates, then it > wouldn't produce a field mostly consisting of failures. I know of no > exahaustive, serious study of the many methods and experiences *of > the full range* of people using non-UCD types of approaches to > interaction design. So instead, we have these assertions about a > overly-broad strawman category. > > Perhaps two, if not more categories in place of one labeled "genius > design" would be better. As it's currently being defined, it would > probably be better renamed, "inexperienced, unskilled, untalented > design," since that's exactly what's going to produce failure. > > There are plenty, PLENTY, of failures all around us. Many > corporations do indeed pursue research. UCD methodologies are not > new. What's incredibly objectionable in this polemic approach by UCD > advocates, is that designing in any other approach is a folly, or > "has produced many failures." Just a few token, and relatively > unexamined examples are held up to underscore the assertion that > intuition or experience is a doomed or merely egotistical approach. > > There are many examples of failure of design that do involve > research. And it happens at different levels. An otherwise even > successful design, arrived at by any method, might still fail because > what was really needed was a larger scale of innovation, rather than > just a fix or refinement to an existing product, system, or service. > So there's plenty of failure to go around. > > The problem is that more and more pundits are now claiming that only > academically-approved research methods are capable of producing the > best design results. This is merely an assertion. > > I'd argue very strongly, and from a long history of experience, that > engineers kludging together products, or products, systems and > services being feature-bloated by marketing departments is in no way > whatsoever, "genius" or representative of skilled and experienced > interaction designers employing expert, rapid, special forces, or > agile approaches. The term "genius," as used in "genius design" is > used in a completely meaningless way. > > An actual expert interaction designer or architect would have a > history of smaller lessons and successes (and failures, hopefully non- > catastrophic ones) in their past. There's a huge range of situations > where such experience can produce, without great amounts of research, > excellent results. This is why I suggest that a legitimate and > wholly-underdiscussed, under-represented, and often outright > mischaracterized approach to design - one of craftsmanship and expert > experience and judgement - is sadly and inexcusably overlooked in > these highly judgemental views coming from the research and academic > community, and championed by some consultants. > > By repeating offensive claims that designing without UCD methodolgies > is easier, much of a different type of hard work and difficult time- > sensitive decisions are undervalued. > > Again, I'm not assailing UCD. I'm imploring UCD and other methodolgy > advocates to be careful about how they oversimplify, mischaracterize, > and otherwise fail a valid and important sector of the Interaction > Design community. > > It's particularly interesting that claims are made that UCD arose in > reaction to design failures. I would say that it arose because doing > expert design is difficult, not inherently impossible or a > "pernicious folly." It's interesting that in the vacuum that existed > because many successful examples were not adequately known or > publicized, that the organized academic and research communities set > about spending the decade of the 1990s pretending that there never > was much success other than through their methods, that they would > advocate in order to "save" the discipline. > > There's an entire untold story out there, involving many successful > design efforts using expert, intuitive, special forces, and agile > approaches. > > In mountain climbing there are traditional methods, which involve a > large-scale and organized assault of a major peak with multiple > camps, armies of porters, and fixed lines. But there are others like > Reinhold Messner and Peter Habeler, who were the first to climb all > fourteen of the world's 8,000 meter peaks "Alpine Style," (without > supplemental oxygen or fixed ropes). They were not "geniuses." They > were skilled, fit, experienced, and practiced a different philosophy > and approach. > > http://en.wikipedia.org/wiki/Reinhold_Messner > > The discipline of Interaction Design is indeed a young one. I > personally approach it as I was trained, as an industrial designer > and through my study of the history of architecture. There are > thousands and thousands of projects out there that could use > experienced and expert approaches that can't afford or don't have the > resources or time for many approaches or methodologies most often > discussed. These are excellent targets for Expert Design. Or "Agile > Design," a term which I also like, and that I'm glad someone on this > list offered up. > > I really don't care that much about labels, except when they're used > to divide and discredit alternative approaches. > > Expert, Special Forces, Skunkworks, Intuitive, or Agile methods of > design are *NOT* the enemy. > > They are just as valid and just as deserving of the amount of study > and examination as other methods. They have been smeared by a broad > and oversimplistic brush for far too many years. > > Jim > > James Leftwich, IDSA > Orbit Interaction > Palo Alto, California USA > http://www.orbitnet.com > > ________________________________________________________________ > Welcome to the Interaction Design Association (IxDA)! > To post to this list ....... discuss@... > List Guidelines ............ http://listguide.ixda.org/ > List Help .................. http://listhelp.ixda.org/ > (Un)Subscription Options ... http://subscription-options.ixda.org/ > Announcements List ......... http://subscribe-announce.ixda.org/ > Questions .................. lists@... > Home ....................... http://ixda.org/ > Resource Library ........... http://resources.ixda.org > Welcome to the Interaction Design Association (IxDA)! To post to this list ....... discuss@... List Guidelines ............ http://listguide.ixda.org/ List Help .................. http://listhelp.ixda.org/ (Un)Subscription Options ... http://subscription-options.ixda.org/ Announcements List ......... http://subscribe-announce.ixda.org/ Questions .................. lists@... Home ....................... http://ixda.org/ Resource Library ........... http://resources.ixda.org |
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Re: Expert/Rapid/Special Forces Design[Please voluntarily trim replies to include only relevant quoted material.]
There you go... Four design categories: 1. informed + talented => successful UCD, successful genius 2. informed + untalented => failed UCD 3. misinformed + talented => failed genius 4. misinformed + untalented => failed "genius" -- Oleh Kovalchuke Interaction Design is Design of Time http://www.tangospring.com/IxDtopicWhatIsInteractionDesign.htm On 10/22/06, Oleh Kovalchuke <tangospring@...> wrote: > On 10/22/06, James Leftwich, IDSA <jleft@...> wrote: > > "Perhaps two, if not more categories in place of one labeled "genius > design" would be better. As it's currently being defined, it would probably > be better renamed, "inexperienced, unskilled, untalented design," since > that's exactly what's going to produce failure." > > In any design process there are at least two important parts: information > about future use of the product, and then there is creation part. Quality > information facilitates, but does not guarantee brilliant final creation. On > the other hand, poor information will most probably impede creation of > useful, good designs. > > "Misinformed", and occasionally "uninformed design" would be better labels > for *failed* "genius design" to distinguish it from "UCD", reflecting the > fact that significant part of UCD process is gathering information about the > future use. > > The information can be accumulated via UCD research or via extensive > personal ("expert") experience in the field. Creation, on the other hand, is > driven by specific individuals. > > Since creation part depends on personal abilities, the value of individual > "expert design" can be enhanced, but cannot be replaced by information > provided by UCD research. Thus "untalented design" is always a possibility. > However one can find "untalented" designs created either via user-centered > or via less-obviously-user centered process. > > -- > Oleh Kovalchuke > Interaction Design is Design of Time > http://www.tangospring.com/IxDtopicWhatIsInteractionDesign.htm > > > > > > > > > UCD and its methodologies arose because of the failings of > > "intuitive/expert/genius design." > > > > > > I think this statement says a lot about the fallacy of > > oversimplification behind the term, "genius design." Not to mention > > "intuitive," or let alone, "expert." > > > > If a person is truly a genius, (as opposed to the term being used in > > a sneering, derogatory, and pejorative context), and there is a > > methodology behind the approach (which any actual experienced expert > > would employ), albeit one different from what UCD advocates, then it > > wouldn't produce a field mostly consisting of failures. I know of no > > exahaustive, serious study of the many methods and experiences *of > > the full range* of people using non-UCD types of approaches to > > interaction design. So instead, we have these assertions about a > > overly-broad strawman category. > > > > Perhaps two, if not more categories in place of one labeled "genius > > design" would be better. As it's currently being defined, it would > > probably be better renamed, "inexperienced, unskilled, untalented > > design," since that's exactly what's going to produce failure. > > > > There are plenty, PLENTY, of failures all around us. Many > > corporations do indeed pursue research. UCD methodologies are not > > new. What's incredibly objectionable in this polemic approach by UCD > > advocates, is that designing in any other approach is a folly, or > > "has produced many failures." Just a few token, and relatively > > unexamined examples are held up to underscore the assertion that > > intuition or experience is a doomed or merely egotistical approach. > > > > There are many examples of failure of design that do involve > > research. And it happens at different levels. An otherwise even > > successful design, arrived at by any method, might still fail because > > what was really needed was a larger scale of innovation, rather than > > just a fix or refinement to an existing product, system, or service. > > So there's plenty of failure to go around. > > > > The problem is that more and more pundits are now claiming that only > > academically-approved research methods are capable of producing the > > best design results. This is merely an assertion. > > > > I'd argue very strongly, and from a long history of experience, that > > engineers kludging together products, or products, systems and > > services being feature-bloated by marketing departments is in no way > > whatsoever, "genius" or representative of skilled and experienced > > interaction designers employing expert, rapid, special forces, or > > agile approaches. The term "genius," as used in "genius design" is > > used in a completely meaningless way. > > > > An actual expert interaction designer or architect would have a > > history of smaller lessons and successes (and failures, hopefully non- > > catastrophic ones) in their past. There's a huge range of situations > > where such experience can produce, without great amounts of research, > > excellent results. This is why I suggest that a legitimate and > > wholly-underdiscussed, under-represented, and often outright > > mischaracterized approach to design - one of craftsmanship and expert > > experience and judgement - is sadly and inexcusably overlooked in > > these highly judgemental views coming from the research and academic > > community, and championed by some consultants. > > > > By repeating offensive claims that designing without UCD methodolgies > > is easier, much of a different type of hard work and difficult time- > > sensitive decisions are undervalued. > > > > Again, I'm not assailing UCD. I'm imploring UCD and other methodolgy > > advocates to be careful about how they oversimplify, mischaracterize, > > and otherwise fail a valid and important sector of the Interaction > > Design community. > > > > It's particularly interesting that claims are made that UCD arose in > > reaction to design failures. I would say that it arose because doing > > expert design is difficult, not inherently impossible or a > > "pernicious folly." It's interesting that in the vacuum that existed > > because many successful examples were not adequately known or > > publicized, that the organized academic and research communities set > > about spending the decade of the 1990s pretending that there never > > was much success other than through their methods, that they would > > advocate in order to "save" the discipline. > > > > There's an entire untold story out there, involving many successful > > design efforts using expert, intuitive, special forces, and agile > > approaches. > > > > In mountain climbing there are traditional methods, which involve a > > large-scale and organized assault of a major peak with multiple > > camps, armies of porters, and fixed lines. But there are others like > > Reinhold Messner and Peter Habeler, who were the first to climb all > > fourteen of the world's 8,000 meter peaks "Alpine Style," (without > > supplemental oxygen or fixed ropes). They were not "geniuses." They > > were skilled, fit, experienced, and practiced a different philosophy > > and approach. > > > > http://en.wikipedia.org/wiki/Reinhold_Messner > > > > The discipline of Interaction Design is indeed a young one. I > > personally approach it as I was trained, as an industrial designer > > and through my study of the history of architecture. There are > > thousands and thousands of projects out there that could use > > experienced and expert approaches that can't afford or don't have the > > resources or time for many approaches or methodologies most often > > discussed. These are excellent targets for Expert Design. Or "Agile > > Design," a term which I also like, and that I'm glad someone on this > > list offered up. > > > > I really don't care that much about labels, except when they're used > > to divide and discredit alternative approaches. > > > > Expert, Special Forces, Skunkworks, Intuitive, or Agile methods of > > design are *NOT* the enemy. > > > > They are just as valid and just as deserving of the amount of study > > and examination as other methods. They have been smeared by a broad > > and oversimplistic brush for far too many years. > > > > Jim > > > > James Leftwich, IDSA > > Orbit Interaction > > Palo Alto, California USA > > http://www.orbitnet.com > > > > ________________________________________________________________ > > Welcome to the Interaction Design Association (IxDA)! > > To post to this list ....... discuss@... > > List Guidelines ............ http://listguide.ixda.org/ > > List Help .................. http://listhelp.ixda.org/ > > (Un)Subscription Options ... http://subscription-options.ixda.org/ > > Announcements List ......... http://subscribe-announce.ixda.org/ > > Questions .................. lists@... > > Home ....................... http://ixda.org/ > > Resource Library ........... http://resources.ixda.org > > > > > Welcome to the Interaction Design Association (IxDA)! To post to this list ....... discuss@... List Guidelines ............ http://listguide.ixda.org/ List Help .................. http://listhelp.ixda.org/ (Un)Subscription Options ... http://subscription-options.ixda.org/ Announcements List ......... http://subscribe-announce.ixda.org/ Questions .................. lists@... Home ....................... http://ixda.org/ Resource Library ........... http://resources.ixda.org |
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Re: Expert/Rapid/Special Forces Design[Please voluntarily trim replies to include only relevant quoted material.]
I think our only possible point of divergence here would be what constitutes "being informed." Many projects and domains have well- understood functionality, technology, and existing usage models. An expert will always be constantly searching out new information, insights, and patterns in the field(s) in which they design, as well as peripheral or adjacent, and even distant fields. Much design success can be gained by understanding patterns, interactional syntaxes, and being able to innovate past existing systems. Experienced generalists can drop in, size up a situation, learn specific information in a number of rapid, ad-hoc ways, and not always, but often see some fairly obvious potential patterns. Your simplistic and bivalent model of informed/misinformed just fails to map the complex topology of reality in the vast product develoment world. But in the spirit of searching for common ground, I do agree that a mix is good. My primary point is that the real world does not often afford the time, resources, and ability to do both *full* design and implementation of really complex systems *and* sometimes even a rudimentary research phase. Twenty years ago, I was often working on projects that lasted a year or year and a half. Over the past two decades I've witnessed the development cycle times decrease to two months in many cases. We're talking two months of 12-14/7 schedules - just to lay out a major interactional architecture, flows, iterative modeling, and graphical resources. Perhaps one could use those other ten hours to conduct research, but I think many would consider sleeping and eating to be a good thing as well. This is reality in the special forces trenches out there. Product startups, mobile device software development, etc.. Again, nobody is saying research is not good. But understand that there are many other tricks, processes, strategies, and know-how involved in designing when it just has to be done. And great successes can be attained, and they're not flukes. The being informed often comes from familiarity within the domain, or rapidly assessing what's known by a client's marketing team, or by quickly brainstorming amongst a number of stakeholders. It's a mischaracterization to consider rapid or expert design to be conducted in a state of ignorance or being misinformed. I'm glad that we're having this dialog. I firmly believe that the vast majority of our debate stems from difficulties in terminologies and assumptions about what's meant by what terms and descriptions. But I also know that there are number of skills and approaches that are *never* mentioned, discussed, or taken seriously in the discipline as necessary and valuable alternatives for the world's current design needs. Jim James Leftwich, IDSA Orbit Interaction Palo Alto, California 94301 USA http://www.orbitnet.com On Oct 22, 2006, at 6:54 PM, Oleh Kovalchuke wrote: > There you go... > Four design categories: > informed + talented => successful UCD, successful genius > informed + untalented => failed UCD > misinformed + talented => failed genius > misinformed + untalented => failed "genius" > -- > Oleh Kovalchuke > Interaction Design is Design of Time > http://www.tangospring.com/IxDtopicWhatIsInteractionDesign.htm > > > On 10/22/06, Oleh Kovalchuke <tangospring@...> wrote: > On 10/22/06, James Leftwich, IDSA <jleft@... > wrote: > "Perhaps two, if not more categories in place of one labeled > "genius design" would be better. As it's currently being defined, > it would probably be better renamed, "inexperienced, unskilled, > untalented design," since that's exactly what's going to produce > failure." > In any design process there are at least two important parts: > information about future use of the product, and then there is > creation part. Quality information facilitates, but does not > guarantee brilliant final creation. On the other hand, poor > information will most probably impede creation of useful, good > designs. > > "Misinformed", and occasionally "uninformed design" would be better > labels for failed "genius design" to distinguish it from "UCD", > reflecting the fact that significant part of UCD process is > gathering information about the future use. > > The information can be accumulated via UCD research or via > extensive personal ("expert") experience in the field. Creation, on > the other hand, is driven by specific individuals. > > Since creation part depends on personal abilities, the value of > individual "expert design" can be enhanced, but cannot be replaced > by information provided by UCD research. Thus "untalented design" > is always a possibility. However one can find "untalented" designs > created either via user-centered or via less-obviously-user > centered process. > > -- > Oleh Kovalchuke > Interaction Design is Design of Time > http://www.tangospring.com/IxDtopicWhatIsInteractionDesign.htm > > > > > > UCD and its methodologies arose because of the failings of > "intuitive/expert/genius design." > > > I think this statement says a lot about the fallacy of > oversimplification behind the term, "genius design." Not to mention > "intuitive," or let alone, "expert." > > If a person is truly a genius, (as opposed to the term being used in > a sneering, derogatory, and pejorative context), and there is a > methodology behind the approach (which any actual experienced expert > would employ), albeit one different from what UCD advocates, then it > wouldn't produce a field mostly consisting of failures. I know of no > exahaustive, serious study of the many methods and experiences *of > the full range* of people using non-UCD types of approaches to > interaction design. So instead, we have these assertions about a > overly-broad strawman category. > > Perhaps two, if not more categories in place of one labeled "genius > design" would be better. As it's currently being defined, it would > probably be better renamed, "inexperienced, unskilled, untalented > design," since that's exactly what's going to produce failure. > > There are plenty, PLENTY, of failures all around us. Many > corporations do indeed pursue research. UCD methodologies are not > new. What's incredibly objectionable in this polemic approach by UCD > advocates, is that designing in any other approach is a folly, or > "has produced many failures." Just a few token, and relatively > unexamined examples are held up to underscore the assertion that > intuition or experience is a doomed or merely egotistical approach. > > There are many examples of failure of design that do involve > research. And it happens at different levels. An otherwise even > successful design, arrived at by any method, might still fail because > what was really needed was a larger scale of innovation, rather than > just a fix or refinement to an existing product, system, or service. > So there's plenty of failure to go around. > > The problem is that more and more pundits are now claiming that only > academically-approved research methods are capable of producing the > best design results. This is merely an assertion. > > I'd argue very strongly, and from a long history of experience, that > engineers kludging together products, or products, systems and > services being feature-bloated by marketing departments is in no way > whatsoever, "genius" or representative of skilled and experienced > interaction designers employing expert, rapid, special forces, or > agile approaches. The term "genius," as used in "genius design" is > used in a completely meaningless way. > > An actual expert interaction designer or architect would have a > history of smaller lessons and successes (and failures, hopefully non- > catastrophic ones) in their past. There's a huge range of situations > where such experience can produce, without great amounts of research, > excellent results. This is why I suggest that a legitimate and > wholly-underdiscussed, under-represented, and often outright > mischaracterized approach to design - one of craftsmanship and expert > experience and judgement - is sadly and inexcusably overlooked in > these highly judgemental views coming from the research and academic > community, and championed by some consultants. > > By repeating offensive claims that designing without UCD methodolgies > is easier, much of a different type of hard work and difficult time- > sensitive decisions are undervalued. > > Again, I'm not assailing UCD. I'm imploring UCD and other methodolgy > advocates to be careful about how they oversimplify, mischaracterize, > and otherwise fail a valid and important sector of the Interaction > Design community. > > It's particularly interesting that claims are made that UCD arose in > reaction to design failures. I would say that it arose because doing > expert design is difficult, not inherently impossible or a > "pernicious folly." It's interesting that in the vacuum that existed > because many successful examples were not adequately known or > publicized, that the organized academic and research communities set > about spending the decade of the 1990s pretending that there never > was much success other than through their methods, that they would > advocate in order to "save" the discipline. > > There's an entire untold story out there, involving many successful > design efforts using expert, intuitive, special forces, and agile > approaches. > > In mountain climbing there are traditional methods, which involve a > large-scale and organized assault of a major peak with multiple > camps, armies of porters, and fixed lines. But there are others like > Reinhold Messner and Peter Habeler, who were the first to climb all > fourteen of the world's 8,000 meter peaks "Alpine Style," (without > supplemental oxygen or fixed ropes). They were not "geniuses." They > were skilled, fit, experienced, and practiced a different philosophy > and approach. > > http://en.wikipedia.org/wiki/Reinhold_Messner > > The discipline of Interaction Design is indeed a young one. I > personally approach it as I was trained, as an industrial designer > and through my study of the history of architecture. There are > thousands and thousands of projects out there that could use > experienced and expert approaches that can't afford or don't have the > resources or time for many approaches or methodologies most often > discussed. These are excellent targets for Expert Design. Or "Agile > Design," a term which I also like, and that I'm glad someone on this > list offered up. > > I really don't care that much about labels, except when they're used > to divide and discredit alternative approaches. > > Expert, Special Forces, Skunkworks, Intuitive, or Agile methods of > design are *NOT* the enemy. > > They are just as valid and just as deserving of the amount of study > and examination as other methods. They have been smeared by a broad > and oversimplistic brush for far too many years. > > Jim > > James Leftwich, IDSA > Orbit Interaction > Palo Alto, California USA > http://www.orbitnet.com > > ________________________________________________________________ > Welcome to the Interaction Design Association (IxDA)! > To post to this list ....... discuss@... > List Guidelines ............ http://listguide.ixda.org/ > List Help .................. http://listhelp.ixda.org/ > (Un)Subscription Options ... http://subscription-options.ixda.org/ > Announcements List ......... http://subscribe-announce.ixda.org/ > Questions .................. lists@... > Home ....................... http://ixda.org/ > Resource Library ........... http://resources.ixda.org > > > > > ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... discuss@... List Guidelines ............ http://listguide.ixda.org/ List Help .................. http://listhelp.ixda.org/ (Un)Subscription Options ... http://subscription-options.ixda.org/ Announcements List ......... http://subscribe-announce.ixda.org/ Questions .................. lists@... Home ....................... http://ixda.org/ Resource Library ........... http://resources.ixda.org |
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Re: Expert/Rapid/Special Forces Design[Please voluntarily trim replies to include only relevant quoted material.]
I agree with you in essence. For instance, I think it's a mischaracterization to to consider expert design to be *always* misinformed. But I did find one point of divergence. Here: "Your simplistic and bivalent model of informed/misinformed just fails to map the complex topology of reality in the vast product develoment world." The simplicity is not mine only – the labels are simplistic by nature. Information is only one of many ill defined labels. I would like to take the next logical, or, perhaps, postmodernist step and side with Plato in saying that our consciousness is but reflection of the vast product development world, therefore this conversation is substantsially futile – it is bound to fail to map the complex topology of the development reality. And yet, it was enjoyable to ponder about, while it lasted. -- Oleh Kovalchuke Interaction Design is Design of Time http://www.tangospring.com/IxDtopicWhatIsInteractionDesign.htm On 10/22/06, James Leftwich, IDSA <jleft@...> wrote: > > [Please voluntarily trim replies to include only relevant quoted > material.] > > I think our only possible point of divergence here would be what > constitutes "being informed." Many projects and domains have well- > understood functionality, technology, and existing usage models. An > expert will always be constantly searching out new information, > insights, and patterns in the field(s) in which they design, as well > as peripheral or adjacent, and even distant fields. > > Much design success can be gained by understanding patterns, > interactional syntaxes, and being able to innovate past existing > systems. > > Experienced generalists can drop in, size up a situation, learn > specific information in a number of rapid, ad-hoc ways, and not > always, but often see some fairly obvious potential patterns. > > Your simplistic and bivalent model of informed/misinformed just fails > to map the complex topology of reality in the vast product develoment > world. > > But in the spirit of searching for common ground, I do agree that a > mix is good. My primary point is that the real world does not often > afford the time, resources, and ability to do both *full* design and > implementation of really complex systems *and* sometimes even a > rudimentary research phase. > > Twenty years ago, I was often working on projects that lasted a year > or year and a half. Over the past two decades I've witnessed the > development cycle times decrease to two months in many cases. We're > talking two months of 12-14/7 schedules - just to lay out a major > interactional architecture, flows, iterative modeling, and graphical > resources. Perhaps one could use those other ten hours to conduct > research, but I think many would consider sleeping and eating to be a > good thing as well. > > This is reality in the special forces trenches out there. Product > startups, mobile device software development, etc.. > > Again, nobody is saying research is not good. But understand that > there are many other tricks, processes, strategies, and know-how > involved in designing when it just has to be done. > > And great successes can be attained, and they're not flukes. The > being informed often comes from familiarity within the domain, or > rapidly assessing what's known by a client's marketing team, or by > quickly brainstorming amongst a number of stakeholders. > > It's a mischaracterization to consider rapid or expert design to be > conducted in a state of ignorance or being misinformed. > > I'm glad that we're having this dialog. I firmly believe that the > vast majority of our debate stems from difficulties in terminologies > and assumptions about what's meant by what terms and descriptions. > But I also know that there are number of skills and approaches that > are *never* mentioned, discussed, or taken seriously in the > discipline as necessary and valuable alternatives for the world's > current design needs. > > Jim > > James Leftwich, IDSA > Orbit Interaction > Palo Alto, California 94301 > USA > http://www.orbitnet.com > > > On Oct 22, 2006, at 6:54 PM, Oleh Kovalchuke wrote: > > > There you go... > > Four design categories: > > informed + talented => successful UCD, successful genius > > informed + untalented => failed UCD > > misinformed + talented => failed genius > > misinformed + untalented => failed "genius" > > -- > > Oleh Kovalchuke > > Interaction Design is Design of Time > > http://www.tangospring.com/IxDtopicWhatIsInteractionDesign.htm > > > > > > On 10/22/06, Oleh Kovalchuke <tangospring@...> wrote: > > On 10/22/06, James Leftwich, IDSA <jleft@... > wrote: > > "Perhaps two, if not more categories in place of one labeled > > "genius design" would be better. As it's currently being defined, > > it would probably be better renamed, "inexperienced, unskilled, > > untalented design," since that's exactly what's going to produce > > failure." > > In any design process there are at least two important parts: > > information about future use of the product, and then there is > > creation part. Quality information facilitates, but does not > > guarantee brilliant final creation. On the other hand, poor > > information will most probably impede creation of useful, good > > designs. > > > > "Misinformed", and occasionally "uninformed design" would be better > > labels for failed "genius design" to distinguish it from "UCD", > > reflecting the fact that significant part of UCD process is > > gathering information about the future use. > > > > The information can be accumulated via UCD research or via > > extensive personal ("expert") experience in the field. Creation, on > > the other hand, is driven by specific individuals. > > > > Since creation part depends on personal abilities, the value of > > individual "expert design" can be enhanced, but cannot be replaced > > by information provided by UCD research. Thus "untalented design" > > is always a possibility. However one can find "untalented" designs > > created either via user-centered or via less-obviously-user > > centered process. > > > > -- > > Oleh Kovalchuke > > Interaction Design is Design of Time > > http://www.tangospring.com/IxDtopicWhatIsInteractionDesign.htm > > > > > > > > > > > UCD and its methodologies arose because of the failings of > > "intuitive/expert/genius design." > > > > > > I think this statement says a lot about the fallacy of > > oversimplification behind the term, "genius design." Not to mention > > "intuitive," or let alone, "expert." > > > > If a person is truly a genius, (as opposed to the term being used in > > a sneering, derogatory, and pejorative context), and there is a > > methodology behind the approach (which any actual experienced expert > > would employ), albeit one different from what UCD advocates, then it > > wouldn't produce a field mostly consisting of failures. I know of no > > exahaustive, serious study of the many methods and experiences *of > > the full range* of people using non-UCD types of approaches to > > interaction design. So instead, we have these assertions about a > > overly-broad strawman category. > > > > Perhaps two, if not more categories in place of one labeled "genius > > design" would be better. As it's currently being defined, it would > > probably be better renamed, "inexperienced, unskilled, untalented > > design," since that's exactly what's going to produce failure. > > > > There are plenty, PLENTY, of failures all around us. Many > > corporations do indeed pursue research. UCD methodologies are not > > new. What's incredibly objectionable in this polemic approach by UCD > > advocates, is that designing in any other approach is a folly, or > > "has produced many failures." Just a few token, and relatively > > unexamined examples are held up to underscore the assertion that > > intuition or experience is a doomed or merely egotistical approach. > > > > There are many examples of failure of design that do involve > > research. And it happens at different levels. An otherwise even > > successful design, arrived at by any method, might still fail because > > what was really needed was a larger scale of innovation, rather than > > just a fix or refinement to an existing product, system, or service. > > So there's plenty of failure to go around. > > > > The problem is that more and more pundits are now claiming that only > > academically-approved research methods are capable of producing the > > best design results. This is merely an assertion. > > > > I'd argue very strongly, and from a long history of experience, that > > engineers kludging together products, or products, systems and > > services being feature-bloated by marketing departments is in no way > > whatsoever, "genius" or representative of skilled and experienced > > interaction designers employing expert, rapid, special forces, or > > agile approaches. The term "genius," as used in "genius design" is > > used in a completely meaningless way. > > > > An actual expert interaction designer or architect would have a > > history of smaller lessons and successes (and failures, hopefully non- > > catastrophic ones) in their past. There's a huge range of situations > > where such experience can produce, without great amounts of research, > > excellent results. This is why I suggest that a legitimate and > > wholly-underdiscussed, under-represented, and often outright > > mischaracterized approach to design - one of craftsmanship and expert > > experience and judgement - is sadly and inexcusably overlooked in > > these highly judgemental views coming from the research and academic > > community, and championed by some consultants. > > > > By repeating offensive claims that designing without UCD methodolgies > > is easier, much of a different type of hard work and difficult time- > > sensitive decisions are undervalued. > > > > Again, I'm not assailing UCD. I'm imploring UCD and other methodolgy > > advocates to be careful about how they oversimplify, mischaracterize, > > and otherwise fail a valid and important sector of the Interaction > > Design community. > > > > It's particularly interesting that claims are made that UCD arose in > > reaction to design failures. I would say that it arose because doing > > expert design is difficult, not inherently impossible or a > > "pernicious folly." It's interesting that in the vacuum that existed > > because many successful examples were not adequately known or > > publicized, that the organized academic and research communities set > > about spending the decade of the 1990s pretending that there never > > was much success other than through their methods, that they would > > advocate in order to "save" the discipline. > > > > There's an entire untold story out there, involving many successful > > design efforts using expert, intuitive, special forces, and agile > > approaches. > > > > In mountain climbing there are traditional methods, which involve a > > large-scale and organized assault of a major peak with multiple > > camps, armies of porters, and fixed lines. But there are others like > > Reinhold Messner and Peter Habeler, who were the first to climb all > > fourteen of the world's 8,000 meter peaks "Alpine Style," (without > > supplemental oxygen or fixed ropes). They were not "geniuses." They > > were skilled, fit, experienced, and practiced a different philosophy > > and approach. > > > > http://en.wikipedia.org/wiki/Reinhold_Messner > > > > The discipline of Interaction Design is indeed a young one. I > > personally approach it as I was trained, as an industrial designer > > and through my study of the history of architecture. There are > > thousands and thousands of projects out there that could use > > experienced and expert approaches that can't afford or don't have the > > resources or time for many approaches or methodologies most often > > discussed. These are excellent targets for Expert Design. Or "Agile > > Design," a term which I also like, and that I'm glad someone on this > > list offered up. > > > > I really don't care that much about labels, except when they're used > > to divide and discredit alternative approaches. > > > > Expert, Special Forces, Skunkworks, Intuitive, or Agile methods of > > design are *NOT* the enemy. > > > > They are just as valid and just as deserving of the amount of study > > and examination as other methods. They have been smeared by a broad > > and oversimplistic brush for far too many years. > > > > Jim > > > > James Leftwich, IDSA > > Orbit Interaction > > Palo Alto, California USA > > http://www.orbitnet.com > > > > ________________________________________________________________ > > Welcome to the Interaction Design Association (IxDA)! > > To post to this list ....... discuss@... > > List Guidelines ............ http://listguide.ixda.org/ > > List Help .................. http://listhelp.ixda.org/ > > (Un)Subscription Options ... http://subscription-options.ixda.org/ > > Announcements List ......... http://subscribe-announce.ixda.org/ > > Questions .................. lists@... > > Home ....................... http://ixda.org/ > > Resource Library ........... http://resources.ixda.org > > > > > > > > > > > > ________________________________________________________________ > Welcome to the Interaction Design Association (IxDA)! > To post to this list ....... discuss@... > List Guidelines ............ http://listguide.ixda.org/ > List Help .................. http://listhelp.ixda.org/ > (Un)Subscription Options ... http://subscription-options.ixda.org/ > Announcements List ......... http://subscribe-announce.ixda.org/ > Questions .................. lists@... > Home ....................... http://ixda.org/ > Resource Library ........... http://resources.ixda.org > Welcome to the Interaction Design Association (IxDA)! To post to this list ....... discuss@... List Guidelines ............ http://listguide.ixda.org/ List Help .................. http://listhelp.ixda.org/ (Un)Subscription Options ... http://subscription-options.ixda.org/ Announcements List ......... http://subscribe-announce.ixda.org/ Questions .................. lists@... Home ....................... http://ixda.org/ Resource Library ........... http://resources.ixda.org |
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Re: Expert/Rapid/Special Forces Design[Please voluntarily trim replies to include only relevant quoted material.]
Well, I agree that discussions *alone* are, ultimately, futile when it comes to design and architecture. And yet we've been constantly subjected to theories, methodologies, and pronouncements about what constitutes "best practices" and what constitutes "pernicious follies," and these assertions themselves are often just more words. Without the work and results to back them up. I, and a lot of other designers and architects think the bottom line has *always* been the work, where the rubber actually meets the road. I believe rather than express opinions and theories as researchers and academics are wont to do, designers and architects show their work and discuss their approaches, successes, failures, and strategies within the contexts of, well, *actual work.* The problem, however, is that the vast majority of actual work out there has not been adequately reviewed and studied for alternative methods, insights, and overlooked strategies. Because the academics and researchers as far back as the late 1980s were already declaring alternative methods verboten. In other words, they declared alternative methods unacceptable without having even done proper, rigorous study of them. And this is *especially* true in the product and device world, as much of the most successful design in that field has been done by methods other than UCD. It's been done by experienced designers that recognize the power of experience-based intuition and judgement. I come from the field of industrial design, and from a very generalist European/Bauhaus type of approach, which as Scott points out, is very different from the American "everybody's a specialist" approach. It's interesting that when I collaborate with European designers, I almost always feel like I'm working with long-lost relatives. When all is said and done the only thing that's really going to matter is how many products, systems, and services were designed. How successful those designs were. How much those designs and implementations cost per return. And how far forward was design (not theory or methodology) pushed forward. People in this discipline should spend more time studying actual real- world design outcomes and real-world development environments and realities. For the past two decades there's been a huge disconnect between what's constituted success in real-world design and the *prevailing academic/researcher-dominated discourse." More rubber on the road. Less pie in the sky. It's ultimately *not* a futile conversation at all. Jim James Leftwich, IDSA Orbit Interaction Palo Alto, California 94301 USA http://www.orbitnet.com On Oct 22, 2006, at 10:53 PM, Oleh Kovalchuke wrote: > I agree with you in essence. For instance, I think it's a > mischaracterization to to consider expert design to be always > misinformed. But I did find one point of divergence. Here: > "Your simplistic and bivalent model of informed/misinformed just > fails to map the complex topology of reality in the vast product > develoment world." > The simplicity is not mine only – the labels are simplistic by > nature. Information is only one of many ill defined labels. > > I would like to take the next logical, or, perhaps, postmodernist > step and side with Plato in saying that our consciousness is but > reflection of the vast product development world, therefore this > conversation is substantsially futile – it is bound to fail to map > the complex topology of the development reality. And yet, it was > enjoyable to ponder about, while it lasted. > > -- > Oleh Kovalchuke > Interaction Design is Design of Time > http://www.tangospring.com/IxDtopicWhatIsInteractionDesign.htm Welcome to the Interaction Design Association (IxDA)! To post to this list ....... discuss@... List Guidelines ............ http://listguide.ixda.org/ List Help .................. http://listhelp.ixda.org/ (Un)Subscription Options ... http://subscription-options.ixda.org/ Announcements List ......... http://subscribe-announce.ixda.org/ Questions .................. lists@... Home ....................... http://ixda.org/ Resource Library ........... http://resources.ixda.org |
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Re: Expert/Rapid/Special Forces Design[Please voluntarily trim replies to include only relevant quoted material.]
On Oct 22, 2006, at 6:54 PM, Oleh Kovalchuke wrote: > There you go... > Four design categories: > informed + talented => successful UCD, successful genius > informed + untalented => failed UCD > misinformed + talented => failed genius I know that debates like this are really useful and create seeds for more complex theories on effective design. I'm a little bit concerned though that we may get caught up in surgical distinctions that are difficult to find in the field. In the dusty and messy reality of projects and design practice, all these beautiful and logical categories start to lose meaning. What is UCD? What is genius? How many people and entities influence design outside of the data and the designers? How does the culture of the company influences good and bad decisions? In my experience people get what they can when working on a project. Among the information that influence design solutions: business requirements, the decision-making culture of the company (consensus or executive decision), formal and informal (more frequently informal) bits of information about how people relate to the design, which may be collected in lab, fields, hallways, and kitchen tables late at night (yes, sometimes people bring their work home). I've also noticed that some practitioners are much better than other in connecting all these pieces of information to design solutions, and perhaps this is part of the genius (without quotes) or design talent: I've seen people getting the tiniest bit of observation of people using the design, understanding immediately what needed to be modified, and finding an effective solution. Then I've seen people that seem to be clueless of what the problem is and what possible solutions should be tried even after formal usability evaluations. Most people tend to cluster in middle: they need a certain amount of data and observations, and they need to make a certain number of attempts to find the most effective solution. So I like the two-dimensional structure that Oleh proposed, although I would substituite UCD with data and observations coming from formal and informal user study. What is missing in this picture is the organizational and corporate culture in which design projects happen, which sometimes has an even greater influence on the final outcome than the talent of the designer or whether user studies are carried out or not. Antonella Pavese ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... discuss@... List Guidelines ............ http://listguide.ixda.org/ List Help .................. http://listhelp.ixda.org/ (Un)Subscription Options ... http://subscription-options.ixda.org/ Announcements List ......... http://subscribe-announce.ixda.org/ Questions .................. lists@... Home ....................... http://ixda.org/ Resource Library ........... http://resources.ixda.org |
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Re: Expert/Rapid/Special Forces Design[Please voluntarily trim replies to include only relevant quoted material.]
Oleh Kovalchuke wrote: > [Please voluntarily trim replies to include only relevant quoted material.] > > There you go... > Four design categories: > > 1. informed + talented => successful UCD, successful genius > 2. informed + untalented => failed UCD > 3. misinformed + talented => failed genius > 4. misinformed + untalented => failed "genius" > time, can be bad at selling the idea up, can be good at selling the idea up, but the company can't handle it. Meanwhile, misinformed and untalented might be executing an idea that is so compelling design can't get in its way. We are not as important as we think we are. We can be, but we are only part of the big picture. -- Christina Wodtke Principal Instigator Magazine :: http://www.boxesandarrows.com Business :: http://www.publicsquarehq.com Personal :: http://www.eleganthack.com Book :: http://www.blueprintsfortheweb.com cwodtke@... ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... discuss@... List Guidelines ............ http://listguide.ixda.org/ List Help .................. http://listhelp.ixda.org/ (Un)Subscription Options ... http://subscription-options.ixda.org/ Announcements List ......... http://subscribe-announce.ixda.org/ Questions .................. lists@... Home ....................... http://ixda.org/ Resource Library ........... http://resources.ixda.org |
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