Conference insights from Vancouver and Boston to Paris and Beijing.
While reflecting on the IxDA 2010 conference, I’m trying on various lenses of evaluation, and coming to a conclusion that the profession of Interaction Design is reaching an interesting and critical divide. The divide seems to break down around two forces of gravity, loosely identified as:
A. Design, as a discipline. A locus of study, similar to science or art in breadth and depth, and focused on criticism, behavioral change, craft, empathy, humanism, and reflection.
B. UX, as a form of applied design in the context of marketing, and focused on consumption, speed, innovation, and often, apparently, compromise.
Perhaps the divide is not new, as we've long seen theorists like Victor Papanek and Bruce Mao pitted against the producers like Raymond Loewy or Karim Rashid. Yet the split was constantly the source of conversation at this conference of 500 people, bringing the discussion to the forefront of what has long been a one sided view of design in the context of a business environment.
I found this split evidenced in a number of speakers’ work, but it was embodied almost structurally in a presentation by Nathan Shedroff. Nathan began with the controversial “I think we can all agree that our goal is to design experiences – everything we create is an experience.” While it’s safe to say that ruffled my feathers, I’ll leave that argument for another post. He supported his statement with a less controversial view of aspects of design, one that relies on significance, interaction, breadth, intensity, triggers, and duration. I appreciate the model, as “significance” and “intensity” are wonderful ways of framing the manner in which a person will engage with a product. Yet the application of this model was, both implicitly and explicitly, on manipulation – on getting consumers to buy things that they likely don’t need and weren’t aware that they wanted. Nathan described this as the “good kind of manipulation”, and as I cringed, Mitch Murphy – a senior interaction designer at frog, leaned over and said “I’m waiting for him to say ‘but this is all wrong’”.
In a way, Nathan did just that, as the second half of his presentation seemed to reject everything he began with. He declared that “consumerism is dead,” and went on to talk in great depth about making meaning for people. I’m puzzled at how he can rationalize these two contradictory views, one which paints the consumer as a rag doll to be thrown about, and the other that deeply embraces humanity.
It seemed I was not alone in my observations of this contradiction. Shelley Evenson’s presentation on service and social offered a glimpse of her research, identifying a shift in consumer expectations towards information, speed, and control in attempting to manage their consumption. As she described how product ecologies work to offer multiple interaction touchpoints for users, she broke from her talk to say “I’m sorry Nathan, but I disagree – we can’t design experiences for people to have.” Instead, she argues, we can design the touchpoints that people will interact with, creating a framework for people to find meaning by having their own experiences. The pursue of meaning, then, comes from a disciplinary focus on empathy, humanism, and understanding.
Mike Kruzeniski presented an often quite funny presentation on his work at Microsoft’s EXG Studios, articulating some of the challenges he’s found in attempting to translate humanism (the “soul of a product”) to engineering requirements. Through a purposeful language shift – moving from P0, P1, and P2 features to literally calling some of the features the “soul” of the product – Mike found some success in guarding the essence of his designs from an engineering culture that focuses on timelines and production rather than emotional quality. This divide again points to a split between disciplinary designers, focused on craft, beauty and emotion, pitted against a culture of production, release cycles, and consumption. In his words, “understanding emotion improves the experience of the emotional”, and in that way, empathy is a central role for his team.
Allan Chochinov offered a rapid-fire glimpse of fabulous student work, often intended to provide in a discursive fashion. His teaching approach paints products, and the entire process of design, as a form of cultural criticism – again, in line with a trend towards humanism, a liberalization of design, and a shift in the role of design away from creators of consumptive artifacts. This view introduces several fairly challenging questions: If it is deemed acceptable for a designer to offer cultural criticism through their work, what roles do judgment and compromise play in the process of design? More importantly for many practicing designers, how does that manifest in a corporate setting? In the fog between Nathan’s view of a “good kind of manipulation” and Allan’s view of “activism and having a point of view”, we arrive at a fairly critical point, that of intent and meaning.
There is a strong connective fiber between the two seemingly disconnected takes on IxD, and that connectivity is found in the word meaning. Nearly every speaker I attended described how regular people are conducting a search for meaning, and positioned design as a way of completing that search. Nathan described that there is a form of innovation called “meaningful innovation”, and meaning is the biggest connection one can make with their consumers. Allan prescribed that designers “make it personal and urgent”. Liz Danzico urged designers to allow people to improvise, by focusing on frames rather than rigidity. These frames offer meaning, as they encourage regular people to find flow, much like an artist or designer.
My own talk supported this theme. I’ve found success in framing a design philosophy around four pillars, that of experience, behavior, meaning, and culture. I view these as the baseline of our profession, and while these are “big words” in that they position design in a lofty and essential societal context, they are also the words I try to avoid using in my everyday work with clients and with my design teams. I find them to be reserved words, often loaded and controversial, and deeply personal. My talk attempted to unpack these words and continue a conversation many have been having about the role of design in our challenging world.
I’m thrilled by what appears to be the emergence of a thoughtful, societal, and empathetic profession of design. All of the speakers I heard – those I agreed with, and those I found challenging – are now trying to extend the dialogue of design further than that of specific methods or case studies. The conversation has been elevated, and that speaks volumes for the hard work of organizations like the IxDA.
I look forward to continuing the conversation at IxDA’s 2011 conference, Interaction ’11, to be held in Boulder, Colorado next year.
Jon Kolko
Thanks for this post, as it
Alicia Nachman - February 9, 2010
Thanks for this post, as it seems to articulate some of the things I was feeling as well. However, I believe that Nathan Shedroff said that consumerism ISN'T dead...but it needs to be. This is a very important distinction. Once the slides are published I'm going to go back and make sure I heard that right. :)
Monkish Metaphysics Make Metamorphosis More Meaningful?
Bob Jacobson - February 11, 2010
Very interesting discussion, Jon. The repeated association of "design" with "humanism" has no concrete historical basis that I can see -- except that truly, designers are human. Design has been and continues to be put to uses that aren't humanistic, like encouraging "consumerism" and much worse. But it's an apt aspiration for when the discipline becomes a profession with canons.
Setting up experience design (best to ditch the "user" part, as it's unnecessarily redundant and limiting) as the bête noir, however, also has no historical basis. We can trace the intentional creation of experiences for people (and animals, too) back to the neolithic age, if the cave walls are to be believed. It also is what people do, although for the longest time it was shamans and witchdoctors who did the creating, not designers.
That's where Nathan Shedroff's advocacy hits a wall: unless he's willing to go synesthetic as Gene Youngblood championed or psychotropic as Timothy Leary prescribed, he'll find it difficult to get at the roots of experience to adequately tweak them. Virtual worlds still can't cut it, but they might eventually, at least enough. He and I have had this discussion before. I'm glad he's still optimistic about experience design. I am, too.
It's rather pedantic of Shelly Evenson to say "we don't create experiences, we create touchpoints that engender experiences." That's like saying we don't create flight, we create wings on planes that displace air at different velocities and -- voila! -- flight occurs. A difference that has no practical meaning and therefore is insignificant. The touchpoints have a purpose and its neither noble nor ignoble, it's just the way one type of designer, working holistically, communicates meaning and instills (he or she hopes) appreciation, understanding, empathy, action, whatever. It's not beastly.
The rest of the IxDA discussion of design, from your account, John, sounds a little too whoo-whooey for me, very metaphysical -- or maybe rococco's the word I want. Were that designers did in fact on a day to day basis incorporate the high ideals they so eloquently profess. Maybe I'm living on another planet (or on another plane, I've been away so long everything in the USA looks weird to me), but designers generally are very instrumental in what they do ... but stylishly so, like engineers in top hats and tails. Which is what they have to do if they're employed.
Too often, though, they pounce on problems and solve them even before the problems are fully understood, which is why Nathan has a strong counter-critique. The holism of experience undergoes a Draconian externalizing at the hands of many, possibly most designers who, in their pursuit of humanism, lop off the most human aspects of a problem because they don't fit the designers' headspace or tool kits.
This isn't just a supposition: I saw it expressed many times during the Danish DESINOVA study (http://desinova.dk/) in 2008 and 2009. Fully a third of the design teams brought in to work with business innovators failed the test: to let the innovators go fluid for awhile without designers interjecting solutions -- and under the best possible conditions -- and to collaborate.
The emergence of "service design" and "transformational design" are happier indicators than their prolific, flagrant misuse might suggest. The beneficial emphasis in each case isn't on design but rather on service and transformation as the key factors in successfully meeting people's needs -- humanism, as you put it. Serving people and enabling transformative organizations, structures, and processes -- reciprocally, one would hope, with the designer as enmeshed and thus positively changed as his or her clients -- are high callings.
Keep service and transformation in mind as primary, the ends; and experiences and designs as secondary, the means; and you can't really go wrong wherever you stand on the experience | design continuum.
(Here's a link to the Innovation and Service Design Conference recently held in Sweden where these issues were revealed, though not thoroughly explored because of the conference's practical nature and also time limitations: http://mah.se/tjanstedesign/. The proceedings, captured in slides and a day-long video, are in English in an attempt to reach across national and continental borders with questions, not answers. I hope some answers are forthcoming when service innovators and designers elsewhere review it.)
Back to IxDA: this good conversation will go great when the two (or more) sides loosen up and start empathizing with one another instead of just taking notes for rebuttal. On the other hand, designers have a propensity to debate in the service of humanity, so who are outsiders to gainsay their conversational method? Maybe this is how the truth about design will be revealed (at last). Onward to IxDA 11!
the divide
Jeremy Yuille - February 11, 2010
interesting point Jon, and as we've discussed in the past, this divide has been around for a long time in other design practices. It's been latent in the ixd(a) community since its inception, and imho the annual conference draws these kinds of issues out, because we ask people to discuss what they *really* feel strongly about.
In a number of situations, this issue or divide has been described as a 'rabbit hole' that a practice or field runs down.. in that it's not productive, and only really about creating distinctions or divisions. People tend therefore, to shy away from discussion of this issue. I agree with that, but only in the short term. In the long term, these kinds of discourses are very important, because (as you've said) they are *just semantics*, and we need to learn how to have the big conversations with ourselves if we're to think about having them with others, and making the world a better place.
Nathan's quote
Jamie Bresner - February 11, 2010
Alicia's correct. Nathan said "Consumerism isn't dead, but it should be".
Nathan's quote
Jon Kolko - February 13, 2010
Apologies to Nathan for the misquote.