Deconstructing Interaction Design and Perspectives

What is included in Interaction Design? 

Interaction design is a big field and includes many different subjects. These notes were collected during the very first interaction design methods class discussion.


While dealing with interaction design, designers are often prompted to go into questions such as: Who are we? Why are we here? What do we do while we're here?

Simultaneously interaction designers always need to keep in mind how their tools and assistances interact with humans. These tools include computers, systems, installations etc.

humans ⟺ "otherness"

Interaction design always occurs in a space where its scale must always be considered. These places are often linked and influence each other. A great visual example is Eames' Power of ten video, created for IBM in 1977.

Additional note: interaction designers should strive against the development of blackbox systems.


Design method types 

There are many different design methods. Depending on preferences, projects and work environment  different methods are selected. These processes are often circular and roughly follow this basic pattern:

Intention ⟶ Execution ⟶ Dissemination ⟶ Repurposing 

While most design methods follow this circular pattern, each step contains different sub-categories or descriptions. This is where the method types differentiate themselves the most.
For the next six weeks during our Interaction Design Process module we'll be working with the excursive method.

Excursive method

investigation
confronting the topic; the literature; the related work; research

play
prototyping; learning skills; trials and errors (mock-ups)

everyday
ground your work in the real world; pop culture; observations; discourses

enactment
showing your project with different methods such as talks demos, workshops, documentation, submissions

dissemination
legacy; deliveries; sharing lessons learned; entrepreneurship; surveys


Multi-usability and its effects

A design project always has the probability of having a multi-usability where the initial intention of a project may change during a process. Such examples include the Eiffel Tower and the glue for the Post-It notes. The Eiffel Tower was initially built for the World's Fair in 1889 and was meant to stand for a total of 20 years. However, the French military later found another purpose for it as a radio communication transmitter which is why it still stands today. The initial research goal for the Post-It glue was the development of a super strong glue. Instead, a much weaker material was produced which lead to the invention of today's Post-It notes.

Every designer should learn to balance this probability of multi-usability and simultaneously question the neutrality of their technology / design. Not all multi-usabilities are necessarily positive. Designers should consider the effect their design might have and reflect upon it.