[IxDA Discuss] Interaction design is design of time

Ari ari1970 at gmail.com
Tue Apr 4 14:21:39 PDT 2006


i tend agree with this assessment. i don't consider myself an interaction
designer but i have to spec and design a lot of user interfaces as part of
my job. some are good, some are great and some are horrible.

why? the key factor is time - i have very little of it. many of my projects
are spec'd commando style or ad hoc to solve problems on the fly.

it's very easy to make an interface overly complicated if one rushes or does
not think out how something may work.

if one has time, one can apply methodology and process to solving many of
these problems. when one has limited time, one does the best they can.


On 4/4/06, Oleh Kovalchuke <tangospring at gmail.com> wrote:
>
> [Please voluntarily trim replies to include only relevant quoted
> material.]
>
> The concept of flow is good concept, which fits nicely into predictive
> hierarchical memory model of intelligence by Hawkins, which is even
> better concept. Csikszentmihalyi books on the other hand are way too
> preachy - the one I have read could have been condensed to 10 relevant
> pages. By the way, another well known instance of flow experiences
> from dancing tango: tango trance or tango zone.
> --
> Oleh Kovalchuke
>
> On 4/4/06, Brian LeRoux <brian.leroux at gmail.com> wrote:
> > I like this analogy. It ties nicely back to Flow as defined by Mihalyi
> > Csikszentmihalyi. Try saying that three times.
> >
> >
> > On 4/4/06, Oleh Kovalchuke <tangospring at gmail.com> wrote:
> > > [Please voluntarily trim replies to include only relevant quoted
> > material.]
> >
> >
> > Talking about job interviews I have just had one for UI Designer job
> > where I think I have surprised interviewers when I have mentioned that
> > interaction design is time design (hence more interesting, complex
> > than visual design). Below is follow up email. Any feedback?
> >
> > ----------------------------
> > Talking about time I wanted to clarify what I have meant by
> > interaction design being concerned primarily with time design (as
> > opposed with design of space).
> >
> > The goal of interaction design is to remove time fluff: excessive
> > clicks, scrolling, browsing, unnecessary screens - time-wasting
> > information/interaction (of course the important question here is who
> > decides which information is important (in a good process the
> > importance is filtered from future users)).
> >
> > Since time flow is subjective experience, the designer goal is to make
> > it seamless unless disruptions are required due to overriding safety
> > concerns.
> >
> > Another important caution: the processes should be optimized to fit
> > human nature (for instance it should support learning via exploration
> > of system boundaries), not to "ease of use" - a misnomer for usability
> > if there was one.
> >
> > --
> > Oleh Kovalchuke
> > ________________________________________________________________
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--
------------------------------------------------
Ari Feldman
Executive Producer, Heavy Inc.
www.heavy.com



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