Five things Interaction Design probably isn't

March 24, 2009 | Posted by: Carl Alviani



Shoddy economic future be damned; the past couple of years have been a rollicking time for Interaction Design. A brief attempt at summarizing the poorly-understood field on Creative Seeds last year began with the words "Hot, hot, hot," and things don't seem to be slowing down much, even as the job market as a whole collapses all around. The IxDA conference in Vancouver last month, for example, was notable for its remarkable enthusiasm and relative lack of gloom and doom (though this could be a function of its being populated mostly by the still-employed). Rob Walker, who I finally had the pleasure of meeting (briefly) in person at South by Southwest Interactive last week, recounted on his blog at festival's end that:

...the last day it came up in one conversation that nobody seemed to be talking about the economy at all...People were unveiling business ideas, lining up for movie openings, crowding panel talks to here more about what's the next Twitter or how to be me more awesome, or whatever - and figuring where the next party was.
Given that these are arguably the two biggest events of the year for Interaction Designers, and throwing in IxD's stellar performance in the most recent Design Salary Survey, perhaps we've got a...dare I say?...recession-proof discipline on our hands.

I will temper this suggestion with the observation that the average Interaction Designer seems to be working awfully hard, and if there was an over-arching lesson to be pulled from all those panels and party conversations in Austin, it was that succeeding in IxD is largely a matter of hard work, long hours and endless improvements. That said...so is every other creative discipline. What makes this one different?

That turns out to be an incredibly hard question to answer, especially since the actual skill-set that defines IxD is so ill-defined. Last year's CS post ended on an abstract, unsatisfying note:
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....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...
One commenter was even more succinct in expressing his bewilderment:
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)
Like most of my friends and colleagues in the creative professions, I have trouble explaining to my mom what exactly I do for a living, so it's not like confounded laymen are an indicator of intentional obscurity. But IxD seems to be in a different category entirely. Not only does it confuse outsiders, it confuses Interaction Designers too.

I went to Interaction09 in Vancouver with an intense personal mission to nail down a clear definition of Interaction Designer, and what abilities are needed in order to be one. Almost every time I asked (and I asked a lot of times), the answer was "I have no idea." Which is funny, because several hundred people with that title gathered together in rooms every day of the conference to agree that the work they were doing was necessary, and worthy of attention and responsibility (much as people do at any other professional conference).

Playing devil's advocate, this raises the Wizard of Oz question: are they really doing something new, unique, and especially useful, once you pull back the curtain? Or are Interaction Designers merely the beneficiaries of a fad, like so many mediocre Seattle bands that got snapped up by labels in the early 90s, by virtue of where they happened to live (I'm talking to you, Candlebox)? It's easy to read things like the IxDA website's definition of the field with a cynical eye, and conclude that intentional obfuscation is part of the profession's appeal:

Interaction design (IxD) is a professional discipline 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 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.
Ah, they define complex dialogues. Got it. About time someone started doing that.

I want to be clear about one thing first: nearly all the IxD professionals I've spoken with have been intelligent, thoughtful, well-educated, and dedicated to their work. But the field as a whole seems to have no interest in -- in fact, seems to be adamantly opposed to -- defining what skills they have in common in a meaningful way. Dan Saffer of Kicker Studios gave a well-received keynote during Interaction09 in which he proclaimed that nobody should be defining the field, because definitions interfere with getting the job done (the associated slideshow is here, if you're interested). He followed that 15 minutes later with an insistence that IxD needs Rockstar Designers of its own -- Philippe Starcks, David Carsons, Frank Gehrys -- to gain the field the respect it deserves. The problem with this, of course, is that we non-rockstars can envision Frank messing with his crumpled paper models and Philippe sketching in his book. What should we see when we imagine an IxD rockstar at work?

So let me play the fool. Here are some incorrect definitions, but at least they're specific:

1. Interaction Designers do touchscreen interfaces for mobile devices. Well, a lot of them do. Once you get away from the keynotes, which don't actually differ much from one design conference to the next, many of the smaller, more specific sessions dealt with the minutiae of the tiny touchscreen. "Tap is the new click" was a subject of hot debate in Vancouver.

2. Interaction Designers are web designers who prefer to draw diagrams on whiteboards first. Everyone in IxD insists that their specialty is medium agnostic: the specific skills vary, but the process can be applied to web, object, and system alike. Except that almost all of them work with a 2D digital platform filled with pixels. The primary separation between the average Interaction Designer and the average Web Designer seems to be the amount of time they're given to research, plan, and try out alternatives.

3. Interaction Design is a subset of...something. This is a surprisingly contentious one. Whether IxD is a subset of User Experience Design, Web Design, Information Architecture, some other kind of design, or constitutes its own ground-breaking field is the fodder for long, impassioned debates. Being a subset doesn't diminish its validity though: Graphic Design started as a subset of printmaking, ID grew out of manufacturing, and so on. You have to start somewhere.

4. Interaction Design won't have a well-defined skill-set until it has an educational establishment behind it. This has more potential, since one thing that distinguishes IxD from nearly every other creative field is that the majority of its practitioners transferred into it from somewhere else. This does plenty to explain the fuzziness of the IxD toolbox, and suggests that as more schools establish Interaction Design programs, and more purpose-educated Interaction Designers enter the workforce, we'll see a winnowing away of the chaff until the real stuff that separates IxD from other fields becomes apparent. David Malouf's presentation "Toward A Foundation in Interaction Design" was a step in the right direction, but even that invited some dissent. Few IxD programs are more than a couple years old at the moment, and many of them are loathe to ally themselves with each other, so this may take awhile. And I don't envy the task of the department head trying to plan out one of those curricula.

5. Interaction Design is a religion. For the moment, this may be the most correct definition. In the absence of common skills, we're instead seeing a field defined by a common set of intentions: the process of interacting with technology should make sense, it should encourage good behaviors (and what could indicate religion more clearly than a tendency to define "good" behavior?), everything should be researched and prototyped and tested. And yes, these are medium-agnostic intentions, applicable to many kinds of design problems.

Do they constitute a new branch of design though? I cannot say. Perhaps the faithful could enlighten us?

Comments

It seems the field of interaction design is in need of what web design needed years ago: the web standards movement.

Are there any "standards" of quality that could be extrapolated and evangelized for the sake of raising awareness within the practitioners of the field?

With regards to IxD being undefinable, I tend to be skeptical of such claims.

But if it truly can't be defined, then perhaps it is a way of thinking, or an approach more than a set of skills or tools that we use.

If IxD is undefinable, then quality is the culprit. Quality is undefinable, you know what it is, but as soon as you try and explain it, you lose the sharpness of it.

Nice post. Thanks! =)

I'm sorry no one was able to give you a straight answer as to what interaction design is. Here it is:

Interaction design defines how products and services, particularly those with digital components, work.

That's it.

Note that I never encouraged interaction designers to not have a definition, but to stop nuancing it. In my mind, we already have a perfectly serviceable definition in the one above.

A profession that has been around for going on 20 years now can hardly be called a fad. And I daresay communication and industrial designers (not to mention architects) have trouble defining their profession as well.

I think the problem is less within the discipline that without. Because interactions themselves are fairly intangible, others (often other designers) find it hard to 'see' what interaction designers do. The artefacts of interaction design might be information architecture breakdowns, wireframes, UI sketches, service blueprints, etc., etc. but that's like saying "graphic designers use pencils" and defining the profession that way.

All those things (and more) are tools that interaction designer use to design and structure interactions. Those interactions are experiences that the user/interactor has and it's that experience that is the ostensibly intangible part, which is why some people don't get it. It's also why some people consider Experience Design as the umbrella discipline name.

Is it a new profession? Not really. I'm with Dan here that it's being going on for at least 20 years. What is new(ish) is that interaction designers are becoming more and more involved in the physical side of products (thankfully) and aren't just relegated to designing the UI for a piece of hardware that has been hashed together by engineers.

I'm somewhat in agreement with Dan, aside from the nuance of digital components. I'd also like to point out that there are schools that have been teaching interaction design for over a decade, like Carnegie Mellon University.

Further, any design field is not about its tools, as tools change. Designers use the tools necessary for the given project, and often learn new tools or make their own. And let's not confuse building with designing. Websites, for example, can be designed without knowing any code.

It's worth adding here that IxDA is actively working on this, and Carl, I'm sorry we didn't get to chat in Vancouver because I'd have asked if you wanted to volunteer to help us!

Awareness in the wider public of what designers do is shockingly low.. Places like core77 really help to build a wider sense of understanding (thanks), but it's a big job.

.. and like Dan's Keynote said; It's also a design problem.

Right now IxDA has an initiative underway to develop awareness about interaction design as a potential career path among two key groups:

a) K-12 teachers, students, parents and guidance councilors (the new designer of 2015 is in the 10th grade now)

and

b) Undergraduate faculty and students in programs related to interaction design

IxDA volunteers are working on making this real, with plain language descriptions, educational workshop materials, and capability and aptitude assessments. We'd welcome wider community input (and could always use a few more hands on deck!)

There are many ways people can help out; the easiest would be to contact
education at ixda dot org
and let us know how you'd like to be involved..

Yep, along with Dan and Jamin, (all of us came from CMU's MDes Interaction Design program, which is fairly well established) also agree that IxD is about shaping the behavior of products/services/systems towards positive engaging relationships with people. At the end of the day it's really a perspective applied to varieties of "outputs": websites, mobile devices, software, and now increasingly products and beyond. How do we make that interaction between a person and that "output" better: useful/usable/desirable in terms of the behavior and structure and aesthetics--that for me is the core question. Not just the tools or the artifacts per se, just as Jamin alludes to.

Also note that in describing what I do as an interaction designer, I often say that I'm NOT *just* a web designer or *just* flash actionscripter or *just* information architect guy--it's a myriad blend of multiple skills and tools for various situations. The underpinnings are cultural, humanistic, strategic, and yes also technical to a point but guided by that core question.

I have more posted on my blog which is expressly about the "deeper musings on interaction design", Ghost in the Pixel. This one maybe of particular interest:

http://www.ghostinthepixel.com/?p=197


This sounds like a group of people talking about what a leader is, or art, or obscenity. Somebody will know when they see it, maybe. But as gooshy as that is, I think it fits what we are and do right now. There are nearly un-countable ways to be a musician, for example. Some are far more meaningful than others, but how do you tell which? And yet there are "Rock stars", literally and figuratively. (What do you see when you imagine a real rock star at work? The stage, the studio, the living room with a guitar, a photo shoot?)

My supposition, of course, puts me closer to #5, so I would say that we can not fully rule out that that IxD shares many characteristics there. But again, I say that we are more in the realm of the knowable-undefinable such as art and leadership, rather than the infinitely-amorphous like religion.

I can't entirely latch on to Dan's definition, though I side with his take on the arguments. The problem is, where is the person for whom the interaction is built? So maybe a clarification is:

"Interaction design defines how products and services, particularly those with digital components, work" with and for people. (And maybe we should throw systems in there, too.)

Certainly there are products and systems, maybe less so services, that work without people, or at least for which the working with a person is not nearly the primary concern.

Carl,

Thanks for raising the challenge for this kind of discussion. It's one aspect I find really refreshing in our community, the grappling with who and what we are, even 20 years in. It makes us all care more, I think.

I still think we're making this more complicated than it is. The more I thought about it after my initial comment the more I feel the answer is simply in the name:

Interaction Designers design interactions.

That covers enough possibilities in my book - from screen/computer to person, person-to-person, service design interactions, gestural interactions. From tiny UI interactive flows through to much larger, more complex interactions and more. The approaches and methodologies will vary, but we're still designing interactions.

Putting in all the stuff about making things easier to use or people-centered, etc. only helps different interaction designers communicate their particular flavours. There are plenty of interaction design situations that don't do that (e.g. an interactive installation that is deliberately enigmatic, a gadget for animals to use, etc.). It just makes it more confusing to lump that into the definition.

Another comparison, Product designers design products – those might be produced in all sorts of ways with all sorts of tools and techniques. It's still product design.

If you are looking for a list of skills, Robert Reimann re-posted these recently: http://www.ixda.org/discuss.php?post=39701#40161

-- dave

Dave:

Thanks for the link, and for some of the clarifying responses over on the IxDA discussion board -- for any other readers who find this topic as fascinating as I do, it's definitely worth a read.

Speaking from a non IxD professional's perspective, the skill list Reimann posts is nearly indistinguishable from that of an experienced, strategic, user-oriented web designer. Which is fine -- the world needs more of those, without a doubt -- but it reinforces the suspicion that when we get down to nuts and bolts we're not talking about a unique, over-arching discipline.

Again, I'm playing devil's advocate, because I suspect there are aspects of IxD that distinguish it from what I just described, but I'm still unclear on what those are. Perhaps in the end that's all we need: a solid answer to Definition #2 in the article above.

I wrote a longer response to all of this for the IxDA discussion, but as a non-member, I don't seem to have commenting privileges. Is there a way around this?

I've made a post on my own blog to begin answering your questions. You can find it here: http://designaday.tumblr.com/post/89941554/the-abilities-needed-in-order-to-be-an-interaction

Carl, it's common that a web designer is likely practicing "interaction design" but focused on the web as a specific medium of output, given the limitations and constraints of the web medium and toolset (html, hex colors, javascript, etc.)

I honestly don't see how you can confuse IxD with web design or not see that IxD is overarching above web design as an agnostic field directed towards shaping behavior, while web design is focused exclusively on web-based interactions. Maybe it's semantics to some, but fairly obvious to me.

Hi, I just posted on my blog an extensive response per your five definitions above :-) Hope this provides further clarification.

http://www.ghostinthepixel.com/?p=206

It was a fun challenge to try to think through your stated ambiguities and articulate hopefully good, sensible answers. I did this in the spirit of educating the many readers of Core77 about IxD (from my POV, of course) who I know come from industrial design, automotive, furniture, fashion, etc. Hope this helps!

Hi Carl,

Despite the fact you focused on one more out-dated part of the definition that IxDA presents of the field, I could also argue for the whole complex dialogues aspect as a solid definition of interaction design. :)

After all, the key thing that does influence the existence of interaction design as a discipline is the growth of technology to the point where the machine system is capable of sophisticated behaviors. Those behaviors can begin to dream of approaching the level of a human, and interact more successfully and fully with humans in a manner akin to a dialog. (Side note: It's a great irony of IxD that the dialog box, that modal, maligned, horrible and useful tool of software design, draws semantic connections to a dialog, the modeless, enlightening, dynamic and indispensible aspect of being a human.)

So the rising convergence and frustration at definitions that I see you feel is at least partly because web design has finally reached a level where the system is genuinely complex, above and beyond forms and information. The existence of intelligent behaviors on the part of the system side is the arena in which interaction design operates. Sorry if that doesn't clear it all right up, though. :)

Cheers,
Liz

Interaction Design is merely a shift in focus for the design discipline.

Where a designer's focus in most other media has shifted towards economic viability and the creation of an artifact, the key component of interaction design is focus on the interaction. This is revitalizing the discipline of design and reinstates that it is not about the 'what' so much as the 'how', the 'who', and the 'why'. The 'what' or the artifact is a product of the other factors. To take Mr. McLuhan's famous quote a step further, I would say that the interaction is the message. The medium is an extension of your production skill set. Interaction designers are not simply restricted to digital media, it just so happens to be the medium that they can get paid to work with.

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Edited by our resident creative employment guru, Carl Alviani, Editorial Director of Coroflot.
He can be reached at Carl[at]coroflot[dot]com.


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