[IxDA Discuss] Does Sustainable Interaction Design Exist?
Nathan
nathan at nathan.com
Wed Apr 12 14:23:35 PDT 2006
Gingerly stepping into this potential morass...
A good friend forwarded to me this discussion and I've subscribed to
the list in order to respond. I've been an interaction designer for
over 10 years and I'm finishing an MBA in sustainable management
(graduating in June) so I feel like I can competently add to this topic.
For starters, sustainability means a lot of things to different
people. Generally, however, it's not simply a replacement for "green"
or "eco" but refers to human and financial issues as well as
environmental ones. A great definition to start with is posted on the
homepage of a new dictionary of sustainable management terms just
launched here: http://www.sustainabilitydictionary.com
Development that meets the needs of the present without compromising
the ability of future generations to meet their own needs.
One of the first things I learned about sustainability is that there
is no one, right answer. Complex systems, by definition, connect to
many issues and often create surprising interactions and conclusions
and, often, unintended consequences. A simple questions like "paper
or plastic" doesn't have a simple answer (one could adequately argue
either side).
This said, two principles that one can almost always count on helping
are: Less and Local. The less stuff created, consumed, or discarded,
the better (though this can't be taken to the extreme). The more
Local something is mode (and thus transported less), generally, the
better it is for the environment. However, as great as both of these
are for the environment, they can also have negative impacts on
financial and social systems--particularly if these systems aren't
ready for the change.
Other important developments in design include:
• Dematerialization (less)
• Transmaterialization (even less)
• Design for Environment (particularly in use of toxics and processes)
• Design for Disassembly (recyclable, etc.)
• Design for Reuse
• Take-back Programs
etc. (you can look up some of these in the dictionary)
It find it an interesting proposition to apply this approach to
interaction design. In general, electronic/computer-based systems and
services don't have nearly as big an impact as material ones though
they obviously have both an initial impact as well as an ongoing one
(power), as well as a disposal impact. Recently, there's been some
fascinating comparisons, for example, of the life-cycle costs
analyses of digital music downloads vs. buying CDs over the Internet
vs. buying CDs in "bricks and mortar" stores. The former clearly has
less impact than the latter two which are much more closely rated.
It's important to approach this subject with an appreciation of the
complexity of systems and an open mind (sometimes, the answers can
really surprise you and not seem intuitively "right"). it's also
important to not try to force people's behaviors (like not allowing a
Print function). Instead, education is usually a better route (and
letting people make their own decisions about their behavior) since
you can't ever know whether someone's intended use is better or not,
good or not, etc. That doesn't mean, however, that we can't try to
influence behavior for the better, just to be clear about our
motives. You might look into the Captology Lab at Stanford and some
of their projects as they have been specifically playing with
persuasion, seduction, and influencing behavior: http://
www.captology.org
Lastly, Mike, you're right that product/industrial designers are a
big part of the problem in that they create a lot of stuff and many
don't have a clue (or desire) about sustainability issues (eco or
otherwise). That's why programs like the ID program at CCA here in SF
have made sustainability an integral part of their teaching, not just
a separate class tacked-on somewhere along the way.
Sustainability really needs to be integrated into all parts of the
process and discussions in order to be effective. I don't think that
interaction designers can effectively correct or even just approach
these concerns from their part in the process. It has to be addressed
throughout all parts of the design and management and, especially, in
the criteria. In other words, we can't "fix" product designers'
design problems from our end. We need to help them reduce these
problems in the beginning. Then, of course, we need to move further
up the development chain to the marketing, engineering, and strategy
departments of our clients to set the criteria at the beginning for
how these solutions need to perform in these aspects.
Nathan
________________________________________________________
Nathan Shedroff WEB www.nathan.com
Experience Strategist
22 Cleveland Street NET nathan at nathan.com
San Francisco, CA 94103
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