Friday, August 29, 2003
Labor Day Weekend Readings
For those of you playing at home who want to know what I'll be up to this weekend, it's the following readings:
- "Information Ecologies," chapter four from Information Ecologies by Bonnie Nardi and Vicki O'Day
- "Knowing What To Do," chapter four from Don Norman's great The Design of Everyday Things
- "Touch Me, Hit Me and I Know How You Feel: A Design Approach to Emotionally Rich Interaction," by Stephan Wensveen, Kees Overbeeke, and Tom Djajadiningrat
- "But how, Donald, tell us how?: On the creation of meaning in interaction design through feedforward and inherent feedback," by Stephan Wensveen, Kees Overbeeke, and Tom Djajadiningrat
- "The Mathematics of Communication," by Warren Weaver
- "Communication Theory," from Introduction to Communication Studies by John Fiske
You envy me now, don't you?
posted at 08:20 PM in
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Party like it's 1989
We had our first all-Design outing last night as well, at the Lava Lounge on the South Side. The DJ inexplicably played music from the 1985-1993 era, but a good time was had by all.
posted at 07:58 PM in
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Ready, Set, Design!
Ever tried to design an interface for a kiosk in an hour and half? That's what we did yesterday in our Interaction and Interface Design class. The kiosk was supposed to be for drivers passing through an E-Z Pass-type system. Our professor, Jodi Forlizzi, handed us the assignment when we got to class, explained it for 10 minutes, then we went away and designed it for an hour and half. Then we pinned them up on the wall and had to defend/explain them.
Ouch. Needless to say, I was less than pleased with my result.
I'm comforted that no one else's design blew me away. It's really hard to work like that, especially with the added pressure of trying to do something great for the first assignment.
posted at 04:56 PM in
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Wednesday, August 27, 2003
What you think you know about data is wrong. Or at least, incomplete. That's what we learned in Seminar today, which started with our professor, Dick Buchanan, tossing a metal wrench onto the table with a loud clang.
What is data? It's the evidence of a relationship between two things. We tend to confuse data with fact. Data alone has no meaning. The number 4683 is an example of data. Without knowing anything else, the data is meaningless. Datas are the simples of existance; simple in that they are uninterpreted.
Fact is the interpretation of data. Or, to put it another way, data in context. Facts have meaning. If data are nouns, facts are whole sentences. Only in interpreting and connecting do we find out what is meaningful.
However, when we think we know what the facts are, we tend to limit our world. "If your eyes are too closed, you'll fail to see the possibilities." We can become trapped. We must avoid this at all costs. We need to be conscious and self-conscious about data.
Different people can look at the same set of data and make different interpretations. Be careful of interpretations: they block what we see. When viewing an object, try not to be sophisticated. This will make you very sophisticated. Data can help us focus on an object.
Dick introduced the concepts of Given and Taken. What is given to us is the infinitely rich field of immediate perception. What is taken is a selection of data from that field.
Physical features are not the only, not even the primary, form of data. Data can come from four "realms:" Cosmos (ideas and approximations of things), Environment (function, how it works and in what context), Personal Persepctive (signs and frames of reference), and Things (materials, physical properties). What you feel matters: it's part of the data! In interaction design, what people feel matters.
posted at 09:48 PM in
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Tuesday, August 26, 2003
So it begins II
Today I started two more classes: Computing in Design and Interaction and Visual Interface.
Computing in Design used to be Intro to Programming for Designers, where they taught the design students the basics of Java. So many students complained about it that this year instead the focus is on Actionscript, the coding language used by Flash. Of course, the day we start class is the day after Macromedia announces a new version of Flash. Oh well. And I just bought my copy like two months ago too. Grrr...
In any case, the class uses Actionscript as a basis to teach us the basics of object-oriented programming while providing us with a tool we'll actually use in other classes and in professional practice. It's being taught by Ian Hargraves, a second-year interaction design student and TAed by Jeff Howard, one of the first-year ID students.
Chances are, I won't be writing overmuch about this class, since, while useful, probably a good portion of what I'm learning about can be learned elsewhere.
My other class was Interaction and Visual Interface Design, taught by professor Jodi Forlizzi. This class is going to be very project-based, with four longer projects and several one-day ones thrown in as "quizzes."
We talked about three trends in design over the last 50 years: a systematic way of breaking down design problems (human factors and HCI), then having users design (participatory design), and the most recent, a combination of user and a designer's knowledge.
What is interface design? Interfaces are the "skin between the product and the world it exists in." The skin can be a digital image or it can be an environment, like the inside of Starbuck's, or a physical set of controls like the dashboard of a car. Interfaces offer the user a "story of use." That is: here's how to experience/use me.
We then launched right into our first project: Expression and Physical Interaction. We're going to be looking at physical objects (like, say, an egg beater) and create from them a list of rich interactions that could be applied to a digital context. Then we're going to apply them to a simple scheduling application.
First, though, we're creating mood boards made of images based around various words: vision, hearing, touch, place, pose, movement, and facial expression. We'll use these throughout the course as a sort of pallete to refer to.
Homework tonight: working on my Studio and Seminar homeworks for class tomorrow. So it begins. My life isn't my own any more.
posted at 10:26 PM in
big ideas, classes, classmates, faculty, interface design, projects, software
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Monday, August 25, 2003
So it begins
Today was the first day of fall semester and, really, the first day of school. Yes, I did CDF in summer session, but today seemed so much more real somehow. Maybe it was that all my classmates were around. Maybe it was the several thousand undergraduates that appeared on campus. And maybe it was just that both professors talked about the experience of CMU and about being in graduate school. Whatever it was, it was an exciting, nerve-wracking day.
My first class was Design Seminar I, which is taught by the former head of the design department, Dick Buchanan. It's a rather infamous class, much talked about by alumni and the second-year grad students. And, three minutes into the class, it's not hard to see why. "I'm here," Dick introduced himself, "to change design in the world. I want to change the way design is taught and practiced." Then he turned to my classmate Jennifer Anderson. "Why are you here?" he bluntly asked. Then he went around the room, asking each person in turn. (My answer, in case you care, was that I want to make the world a better place by improving the tools we use.)
That done, he talked about the difference between undergraduate and graduate study. Graduate study focuses on themes, connecting (and mastering) a set of facts to create an approach to design practice. Graduate students are expected to become leaders of the industry, able not only to create good designs ("good" being defined by Dick as "well-designed and the right thing to do"), but also to discourse on them. Master's students aren't expected in their theses to contribute something new to the design field, but rather to deepen a theme. It is the doctoral students who are more concerned with inquiry into new design areas and research.
Interaction is at the heart of all of CMU's Masters of Design programs, even the new one in Product Development. Something he's obviously going to get into more is that interaction design relates to Poetics (creating emotionally satisfying experiences), while CPID relates to Rhetoric (creating persuasive products). I'd be lying if I told you I knew what that meant right now.
The stated goals of the class:
Grad students, Dick informed us, can be boring to teach. We have too many things built up inside us that we need to suspend in order to learn. We need to learn how to be inventive. Dick's main goal is "to provide [you with] enough stuff so that you see the world differently."
- establish a common framework of the concepts of interaction design
- provide a strategic perspective on the community of practice
- find our place in the field of practice
- encourage creativity
It's ok, he told us, if this is perplexing. Perplexity is a form of wonder. And when wonder occurs, the possibility for creativity emerges.
We then discussed the History of Design and the History of Interaction. In the 20th century, there were two great fields of design, graphic (symbols) and industrial (objects). About 40 years ago, the language of design began to change and it started to talk about human systems like environments (actions). Then, recently, design has concerned itself with what holds a system together (thought). These are the Four Orders of Design: symbol, thing, action, thought. New things can happen when you think of something outside its order. For example, a table. A table is not a thing. Think about it as a symbol or an action. ("Ceci n'est pas une pipe"?). I'm guessing we'll get a lot deeper into this as well.
Finally, we looked at the following fragment:
Interaction is a relationship between in the process of for the purpose of
Broken down, this becomes a series of questions:
And that's where we left off. We have a homework assignment to select any example of interaction design and identify at least three types of data that one could investigate in order to understand or appreciate the design.
- What is the data we have? What do we look for? What is acceptable data and how do we interpret it?
- What is it between?
- How is the connection established?
- Why? What is its purpose?
Reminder: this is all in the first hour and a half of fall semester.
Went to the on-campus Indian restaurant with Rob and Phi-Hong Ha, another first-year interaction design student. I like Sree's Indian food from the trucks better, I found.
The afternoon class was Graduate Studio, taught by the current head of the design department, Dan Boyarski. Studio is the yin to Seminar's yang. Seminar is mainly reading and discourse. Studio is project based and more nuts-and-bolts.
Dan started by saying that if the faculty don't change us, don't make us students different than what we were before we came, they haven't done their jobs. Grad school can be thought of as a retreat. It's not a smooth journey, however.
We talked about the need to be flexible: the environment we're working in is constantly changing. Often, part of the designer's job is simply to exercise common sense with clients.
Communication is what interaction is. We work with human-to-human communication, filtered through mediums (like computers). It's our job to turn data into meaningful information by providing form and structure to it.
We looked at Richard Saul Wurman's ways to organize data: LATCH. Location, alphabetical, time, category, hierachy. One of my classmates, Cheryl Gach, suggested one more: Random. Combining these ways, the information becomes even more meaningful. It's the designer's job to ask the right questions of the data.
Our first project for Studio is a self-portrait poster using Wurman's categories as the starting point.
Wow, quite a day. It took me an hour and half to get it all down. I can't promise detail like this every day, but today, being the first day, I thought it was special enough to record in detail.
posted at 10:18 PM in
big ideas, classes, classmates, cmu, cpid program, design 101, faculty, projects
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