
"Hot, hot, hot" reads the caption under Interaction Design on the Core77 discussion boards, and with good reason. Anyone who's been following the creative job market at any point in the last few years is probably aware of the feeding frenzy currently going on, as companies large and small seek interaction designers to do...well...whatever it is that they do. For those of us not in the field, and without much exposure to the IxD (for that's how it gets abbreviated) process, it can seem a bit of an esoteric, shadowy art, attracting the attention of media and employers, but without knowing quite why. We know they work with information (usually), and computers (sometimes), and pay close attention to the users of technology (pretty much always, right?), but that's a vague enough description that it could be applied to web design, graphic design, industrial design, and a number of other disciplines. Determining how one actually becomes an Interaction Designer is an even tougher challenge.
Asking a few working designers about their jobs, the first question that gets answered is why the rest of the questions are so hard. It's a difficult to define field because it's both extremely broad and relatively young--though not as young as you might think: the term dates to the 1980's, meaning there are in fact seasoned interaction designers out there with 15 and 20 years of experience under their belt, in addition to the young cubs we might imagine negotiating six-figure salaries. This puts IxD in an identity-seeking mode that is, if anything, more profound than the one ID has been going through (blog posts and discussion threads asking "What is 'design' anyway?" are approaching mosquito swarm levels of abundance and annoyance), and certainly more frenetic than the academic queries that surface periodically among graphic designers.
What also makes the questions hard is the feeling that Interaction Design is something that happens anyway, with or without the input of Interaction Designers. As an Industrial Designer, the parallel is obvious: many of us are fond of pointing out that every product in the world gets designed by someone, whether or not they know what they're doing. Similarly, every time a user interacts with a piece of technology (there's that broad-ness problem again), someone designs that interaction, and frequently they screw it up. Hence the discipline. Interaction Designers, more than any other group of creative professionals I know, are keenly aware of their own usefulness and their own dispensability.
This probably has something to do with their shared background, or rather the lack thereof. Interaction designers almost never start out that way. Challis Hodge, one of the more prolific writers and thinkers on the subject, has done IxD for Avenue A/Razorfish and IBM Global Services, but started out with an Industrial Design BS from Cincinnati. Interaction designers I spoke with at Intel and Motorola came from Graphic Design and new media backgrounds, and were able to tick off a lengthy list of fields from which their professional colleagues emerged: engineering, programming, motion graphics, psychology, cognitive science, sociology, and perhaps the occasional anomaly who actually started out in an IxD program.
Think about that; it's phenomenal. As if 90% of the world's graphic designers had originally been trained as architects and photojournalists, for example. The typical back-story for an Interaction Designer, as far as there appears to be one, features someone working in one of the above professions, finding certain aspects of a project falling through the cracks. Whether the project is a website being built or a laser printer being designed, it falls to someone to start making the calls about what it feels like to use it: whether the button layout makes sense, whether the next screen in a navigation structure follows logically, how you turn the thing on. In the worst case, these decisions are made by a project manager who justifies decisions with "well this is how I'd do it if I were using it"--a classic recipe for clunky, frustrating interaction. A better scenario is that the choices get made by someone with an innate or learned aptitude for user observation, prototyping and testing. The person gets better at iterating this process, realizes that there is a field devoted to it, and becomes an Interaction Designer.
There are plenty of other ways of attaining that job description, of course, but most of them seem to exhibit some characteristic of gap-filling: advocating for the user, finding out what works in the real world, then applying that knowledge to improve the design. Things that everyone agrees are important, but nobody's quite sure how to do. Mr. Hodge has even gone so far as to diagram the professional progression of the User Experience Designer (a term that encompasses IxD and its siblings, Interface Design and Information Architecture) from the professions that usually feed it:
This particular chart is skewed toward web design, where IxD is growing in importance with whiplash-inducing speed, but the logic behind the progression is clear, and applicable to physical designs too. Interaction exists in the overlap of many related fields, and can potentially draw from any of them.
Once this progression is understood, the ultimate question of "how" seems to diminish in importance. Ask any ten Interaction Designers what they do all day and you'll get nine or ten different answers. The actual tool used to optimize an interaction can range from Visio charts to Flash animations, storyboards to text-only essays. David Malouf, the IxDA's vice president, identified the one crucial skill all Interaction Designers must have as "prototyping." When pressed for greater specificity, none was to be found, and this in the end may be what makes IxD so useful. It is a continually self-evaluating field, but one content to let the process of asking be sufficient. Similarly, it is a field unwilling to cling to any particular tool, knowing that the selection of the right tool--even if it must be learned from scratch--is in fact the most important step.




Comments
Nice article. I also find it hard to explain what exactly it is that I am doing, especially to people who are not familiar with the online world. "Designing behavior" seems like one of the most fitting description.
Posted by: Peter | January 16, 2008 09:22 AM
This article is great, I've been working in Interaction Design for 11 years, and though being vague is a theme of the article, it does not seem incorrect in its insinuations.
To be more specific I believe Interaction Design deals with design of State, flow and transition, through a spatial medium, most often software.
Posted by: J Rich Rogan | January 16, 2008 03:29 PM
I believe this quote from the "About Interaction Design" page on the IxDA website takes away at least some of the vagueness:
"Interaction design (IxD) is the branch of user experience design that illuminates the relationship between people and the interactive products they use. While interaction design has a firm foundation in the theory, practice, and methodology of traditional user interface design, its focus is on defining the complex dialogues that occur between people and interactive devices of many types�from computers to mobile communications devices to appliances."
That's what I tell my Interaction Design students too.
Posted by: Peter Boersma | January 16, 2008 05:29 PM
I think that part of the problem is that so many web designers came out of graphic design rather than other areas that are more closely related to interaction design (film, tv, architecture, product design, for example). Many web designers then became interaction designers by default.
That said, I have always found it hard to describe what I do. I use Interactive Director quite often to equate to Creative Director and Technical Director. I guess it's now modish to say Experience Director huh?
Posted by: Andy Polaine | January 17, 2008 03:44 PM
Great article. Anyone know where i can learn interaction design?
Posted by: Caro | January 18, 2008 11:00 AM
Caro,
Carnegie Mellon University has an "Interaction Design" program.
The graduate program has a pluralistic approach to Design. The definition of "interaction design" is constantly challenged and rightfully so. It gets to a point where you become comfortable with ambiguity. For example, when talking about Design itself, there are different ways of viewing when it started. Did it start with the creation of the universe or in the beginning of the 20th century? Perhaps during the Industrial Age or prehistoric times? If anything, you quickly realize that interaction design is not narrowly confined to web design.
Beyond communication (graphic design) and construction (industrial design), interaction design moves into the realm of actions & services as well as designing for organizations and ideas (hence all the craze with innovation in the business world). It's much more than just interfaces and physical prototypes. Even the definition of a "product" can have multiple meanings. These are just some of the things that are talked about in the program.
CMU also held a "service design" conference last fall which was covered by core77 (http://design.cmu.edu/emergence/2007/) that you might want to check out.
Posted by: Kip | January 18, 2008 12:46 PM
Hi Caro, check out the MA Interaction Design at Ume� Institute of Design in Sweden (www.dh.umu.se). I come from a behaviour science background and am studying there now and loving it. You can also go to our blog www.interactiondesign.se (go back and see some of the earlier entries to see what we have been doing).
Posted by: Stina | January 20, 2008 09:39 AM
Interesting, this parallels the experience of the game industry where the majority of game designers come from a diverse set of backgrounds. Only in the last few years have game designers typically been able to enter the field from the Level Designer path, previously (and this is still often the case) we come from art or programming, or sometimes quality assurance, with previous history as broad as film theory, industrial design, computer science, fine arts, or just being in the right place at the right time.
While lots of educational programs are springing up to take advantage of the growth in games, they vary hugely quality/content. Short of knowing the instructors of a program it can be almost impossible to know what a "game design degree" has taught the eager new candidate.
Posted by: James Everett | January 26, 2008 02:28 PM
I found out about Interaction Design from a Monster Job posting and have been on quest to learn more about the field and to eventually become an interaction designer (or information architect).
This post sums up the absurd level of frustration I have felt during my entire learning process. I know I don't have the experience to "be" an Interaction Designer, but no one can point me to a "real" path to follow (unlike say web design where I get a solid understanding of HTML/CSS and build from there into specialty areas).
I am still pushing forth, but I am happy that I got an outside in look at how vauge this entire profession is instead of all the inside out conflicting reports I have been buried in!
Posted by: James Bond | February 12, 2008 09:48 PM
The University of Dundee in Scotland has a course in Interactive Media Design. Our students are gaining an international profile because of the work they are doing at an undergraduate level. If you are interested in finding out more you can check out one of our exhibition sites: http://imd.dundee.ac.uk/moli
or
http://imd.dundee.ac.uk/forgottenchairs
or if you are interested in a post graduate course try
http://www.computing.dundee.ac.uk/mde
hope you like the work - it makes me proud to the point of smugness!! ; )
Posted by: morna | May 19, 2008 06:21 AM