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Inmates Are Running the Asylum, The. Why High-Tech Products Drive Us Crazy and How to Restore the Sanity Authors: Cooper A. Published year: 2003 Pages: 26-28/170 |
Design Is a Big WordThe theme of this book is that interactive products need to be designed by interaction designers instead of by software engineers . This assertion often generates instant antagonism from programmers who have been doing design all along. Furthermore, these programmers fear that by taking design away from them, I'm taking away the best and most creative aspect of their work, leaving them condemned to coding drudgery unleavened with fun. This is absolutely untrue. Their worry stems only from the imprecise nature of the term design .
The entire software-creation process includes design, all the way from selecting the programming language to choosing the color of the delivery truck. No aspect of this lengthy and involved process is more design-filled than the programming itself. Programmers make design decisions at every step of their process. The programmer must decide how each procedure will call each other procedure, how information and status will be shared, stored, and changed, and how the code's validity will be guaranteed . All of these decisions—and the millions more like them—are design decisions, and the success of each one depends on the programmer's ability to bring her experience and judgment to bear. I draw a simple dividing line through this sea of design. I put the part of the design that will directly affect the ultimate end user of the product on one side. On the other side is all other design. In this book, when I speak of "interaction design," I am referring only to the former. I call the remaining design that doesn't affect the end user program design . It is not possible to base the dividing line on purely technical criteria. It cannot be expressed in terms that are familiar to engineers because the differentiating factor is human, not technical, and engineering rules aren't applicable to people. For example, the interaction designer typically is agnostic about issues such as which programming language is to be used. However, occasionally the choice of language affects response time, which most assuredly is an interaction issue, and the designer will have something to say. Almost all interaction design refers to the selection of behavior, function, and information and their presentation to users. End-product interaction design is the only part of the design that I want to take away from programmers and put into the hands of dedicated interaction designers. |
The Relationship Between Programmers and DesignersIn a technical world dominated by engineers , internal program design has held sway, and interaction design for the end user 's benefit has been incorporated only on an after-the-fact, spare-time basis. One of the goals of this book is to reveal the benefits of inverting this priority and making interaction design the first consideration in the creation of software-based products. |
Most Software Is Designed by AccidentMud huts and subterranean burrows are designed—albeit without much conscious thought—by the demands of rock and thatch. Similarly, all software is designed by the arcane demands of programming languages and databases. Tradition is the strongest influence in the design of all of these media. The biggest difference is that the builder-designer of the hut will also be its primary occupant , whereas programmers typically don't use the software they design. What really happens in most programming shops is that there is no one on staff who has a clue about designing for end users. However, these same clueless people are far from clueless about program design, and they have strong opinions about what they like, personally . So they do what they do, designing the interaction for themselves , subject to what is easiest and most enjoyable to code, and imagine that they are actually designing for users. While it seems to the programmer that lots of design is getting done, it is only lots of program design, and very little end- user design. Because the lack of design is a form of design, whenever anyone makes decisions about program behavior, he is assuming the role of interaction designer. When a marketing executive insists that a favorite feature be included in the product, she is designing. When a programmer implements a pet behavior in the product, he is designing. The difference between good design and this kind of inadvertent, mud-hut design isn't so much the tools used or the type of gizmos, but the motivation. The real interaction designer's decisions are based on what the user is trying to achieve. Ersatz designers' decisions are based on any number of other random rationales. Personal preferences, familiarity , fear of the unknown, directives from Microsoft, and miscues from colleagues all play a surprisingly large role. Most often, though, their decisions are based on what is easiest for them to create. |
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Inmates Are Running the Asylum, The. Why High-Tech Products Drive Us Crazy and How to Restore the Sanity Authors: Cooper A. Published year: 2003 Pages: 26-28/170 |