nundroo
I Design That Stuff
Any new industry that is trying to define itself (both internally and to the outside world) is going through a stage of naming and labelling conventions in search of consensus — design for high technology is definitively no exception. Andrei Herasimchuk just republished his article entitled “Making the case for Interface Design” and a few weeks ago Dan Saffer posted his thoughts in “A Definition of Interaction Design.” To this point a few terms have been used to indicate what it is we exactly do: interaction design, experience design and interface design. Maybe you have encountered different terminology, but for now those three will suffice.
I can not design happiness, accomplishment, satisfaction
or frustration.
I am not going to discuss job titles in this article and while I am aware of their importance I would rather try to define (and understand) the industry as a whole before opening a can of worms. From the above three terminologies, experience design is, in my opinion, the least suitable. Experience is something inherently subjective, it can be anything from good, to bad, to catastrophic. I see experience as an outcome — it is impossible to design an experience as such. I can not design happiness, accomplishment, satisfaction or frustration, these are merely outcomes that I may be able to influence, but not design, command or construct. However, what I can do is design and construct an interface or stimulate an interaction that is going to lead to such an experience (hopefully an experience that is both useful and helpful.) You may find the disparity trivial, but it is nonetheless critical.
Interface and interaction
This leads us to the difference between interface and interaction. Interface refers exclusively to an object, while interaction can refer to either an object or a subject (or more specifically their relation.) Interactions can occur between two subjects (mediated by technology, i.e. mobile phones), two objects (i.e. two machines talking to eachother) and between an object and a subject and vice versa (i.e. ATM machine or personal computer). Different technologies do not necessarily limit themselves to one type of relation, a mobile phone or personal computer can facilitate interactions between subjects (i.e. chat, instant messaging), as well as interactions between objects (i.e. protocols, connections) and interactions between an object and subject (i.e. data input, data output.)
Interactions between two objects are needed and useful, but not imperative in the context of this discussion (I do not want to trivialize the work being done in this area, but an interface between two objects is by and large abstracted from human factors and behaviour.) The real challenge is to construct a successful interaction between two humans (usually mediated by technology.) Humans have emotions and can behave irrationally, non-lineair and without prior notice. The latter is of course what makes this job so damn interesting. Eventually I believe my job will be to “design that stuff” — as simple as that. I want to facilitate interactions and to do so I design and construct interfaces. Does this mean we should stick exclusively to the terminology of interface design (as Andrei suggests)?
Tangible definitions work better
Personally I think there is nothing wrong with interaction design, nor with interface design for that matter. It boils down to a personal preference, either referring to a more tangible aspect of your work (interface) or to a more abstract concept (interaction.) Nevertheless, the more tangible the definition, the easier it will be to communicate what we do, and elucidate our added value to the outside world (project managers, decision makers, business executives, in-laws, family, friends and whoever is interested.) How much sense would the following description make to the laity? “Interaction takes place through the use of an interface, our job is to design and construct that interface.”
It seems this business is still in its infancy, transitioning en route to becoming a rebellious teenage kid, and we all know what that brings about. It will take some time before we (and I especially include myself) grow up and become a mature industry. We will make mistakes, more so probably than we will succeed, but that is part of the game. Maybe one day I will be in a position to define the rules the game is played by, meanwhile I do my best to understand and apply them.
Read more about interaction design
- Making the
case for Interface Design

Andrei Herasimchuk - A
Definition of Interaction Design

Dan Saffer - What
Is Interaction Design?

Interaction Design Institute Ivrea - About:
Interaction Design

Nico Macdonald - Interaction
Design

IxD Group - So
You Want To Be an Interaction Designer

Robert Reimann - Interaction
Design

Jennifer Preece et al. - About
Face 2.0: The Essentials of Interaction Design

Alan Cooper et al.
There is probably much more around, both online and offline, but these will help you get an idea of what interaction and interface design is all about. This industry is exciting, and I am equally excited to be part of it.
Discussion is open — there are
11
reader comments
add yours
1

03 August 2004 18:47
This industry sure is exciting and it even sounds like very attractive job when you hear: “interface designer”. Well, at least in English. In my native language (Croatian — soon we’ll be neighbours, Didier) it would be something like “designer corysnichkog suchelya” which doesn’t sounds good at all, even in my language. And here in Croatia most people even wouldn’t know what that actually is.
There again “I Design That Stuff” is much more understandable to ordinary people (at least, every now and then some movie-cop tells that sentence), but for industry professionals i guess it’s too general decription.
I think we have to decide what is a purpose of this namings—is it to impress our clients or to clearly define what each of us do specifically.
2

03 August 2004 19:19
Jeff Raskin’s The Humane Interface would be a good addition to your book list.
3

03 August 2004 19:22
Sorry, but I’m going to nit pick. When you say you can’t design happiness, satisfaction or frustration, you’re talking about not being able to design emotions, and I agree. We can’t design emotions. I also agree that experiences are tied to emotions in that our emotions are the manifestation of our experiences. But dismissing experience design because we can’t design emotions seems unsound. An experience is not equivalent to an emotion, nor is there even a 1:1 relationship between the two.
Now, I’m not saying that experiences can be designed. Lately, my position on whether we can or can not design an experience vacillates daily. The more I read about neuroscience, the more I think we can design an experience….but I digress.
My point here is not to argue for what it should be called, but to help us make sure that, in this time of definition, we are clear with our words.
4

03 August 2004 21:14
I think that most of the titles going around are not reflecting the artistical side of the job enough. I’m a programmer so I can first hand appreciate the requirements of talent, taste and coordination which are more important than standards, coding, usability principles, etc. Only because an artist does commercial or industrial design, it doesn’t mean it’s not a form of art.
P.S. I *love* the new background pattern. Very “rich and shameless”, if I may.
5

05 August 2004 18:47
Two years ago Adam Greenfield published an interview with Nathan Shedroff about the level in which experience is designable. (as you probably know, the author of the book Experience Design, and also doing something at Ivrea intitute.)
That interview was after we discusded on a forum, in which Adam formulated it something like this (that site is down) : “the human experience is not designable, but it is locally constrainable by design.”
I believe this to be true.
6

01 September 2004 06:58
I have just read a great deal of interesying thoughts. Thanks to whoever has started this entry. But I do argue that a talented designer CAN and MUST be able to design happiness, frustration and so on… not only influence it. Helen, web designer
7

10 September 2004 02:21
To be honest I don’t think there’s much point in using the word ‘design’ when its meaning is believed to be something completely different from one person to the next.
“I design that stuff”
Yeah I know its supposed to be an ironic description, but assuming ‘that stuff’ was defined, design is still open to interpretation. Most poeple seem to think it is the creation of visuals (graphics, etc), but I disagree, I think it is all about solving problems and facilitating real people.
- I don’t have a clue how you would define ‘design’ and even less idea of how my next potential client might!
8

10 September 2004 02:23
So I don’t know what you do with/to ‘that stuff’ and my clients don’t (before I can explain it) know what I do either.
9

09 November 2004 03:20
Can we design experiences? My answer is absolutely yes. Can we guarantee that all participants will have the *same* experience? Absolutely not. How can both be true?
Humans are, by their nature, influenced strongly by their environment. The human factors literature is filled with research on the effect of color, light levels, sound, etc. on external behavior and subjective experience. A perfect example here are the Las Vegas casinos, which are totally designed to influence both experience and behavior. Now, personally, they are headache inducing. Can’t stand ‘em. But let’s save that point for later.
In addition, we all exist in a matrix of associated meaning, having lived in a sea of advertising, educational beliefs, word of mouth, and mediated information services. We are constantly being prepared to have certain responses, whether they are behaviors or emotional states. And much of the current approach to mainstream marketing is to bridge the emotional and the behavioral. By linking emotional states with products or services, advertisers are continually reinforcing the potential for positive experience with product or service use (or unwanted experiences with non-use.)
And the examples of experience design around us are endless:
1) Political propaganda. Much of the advertising in this last presidential election was designed to create an association between the candidate and a subjective experience of trust or safety or caring.
2) Disneyland and Disneyworld. Here’s a place that is totally based in experience design. They’ve literally spent billions on creating a physical environment that evokes a wide spectrum of positive experiences for a significant part of the population. And, through promotion, preparing people to have a good time in advance. An interesting side note on their advertising campaign. You no longer see people just laughing and having a good time. Instead, you see families having *meaningful* interactions. Fascinating.
3) Those trashy little robot toys, like the dancing Santa one can purchase for $15 at the local K-mart. These objects have little observable value. They are not aesthetically pleasing. They perform no practical function. But they charm some people laugh or make them laugh. Enough people to bankroll the company to produce a new version the next year.
Experience design is everywhere. But not everyone will buy into the designer/developer’s vision of the experience they are trying to design for. Personally, the Bush propaganda (and sometimes the Kerry propaganda) made me turn the TV off. I’ve had a lousy time at Disneyland. And if someone gave me one of those dancing Santa’s I’d like nothing better than jumping up and down on it. I was either not in the mood, or not practicing the “willing suspension of disbelief” required to for immersion into the pre-designed experience.
So, can we design experiences? Absolutely. By taking advantage of the “naturally occurring” potential that has already been created by cultural forces and through previous experiences with similar products. By understanding that the people who want the kind of experience you are offering will naturally be attracted to your product and *want* to immerse themselves in your experience. And by realizing that not everyone will immerse themselves in your experience in the same way.
Personally, I think the question of whether we can design another person’s subjective experience is moot. When I am describing my last vacation to you, waxing poetically about the palm trees and the sunsets, I am attempting to create in you an experience with my words, intonation, geatures, etc. We are constantly creating experiences for others. Experience design in the digital realm is simply a recognition of a very human trait.
Ciao,
Matt
PS, And aren’t usability processes simply trying to create products that give folks an experience of ease of use? That sounds like an experience to me. : )
11

09 October 2005 05:17
Copyright © 2004 Didier Hilhorst. All Rights Reserved.
Remember that this is a personal web site — its content does not reflect the position or opinion of my respective employers or academic institutions.
Syndication — RSS 2.0 XML
Atom
0.3 Feed
03 August 2004


