Monday, April 19, 2010

My concept of the HCI Design 'game' has continually been shaped, slashed and altered since day one. The concept of baseball can be explained through goals and the means to achieve them on both offense(batting, bunting, and base running to name a few) and defense(fielding, catching, throwing, etc) in very concrete ways. The concept of HCI Design proves a bit more wicked in structure; meaning there are a variety of ways to approach, as well as evaluate, successful HCI Design. For example, while steps like research and insight of the PRInCiPleS model fit nicely into the early stages of the design process, they are never checked off the list or 'done' with. Insights help give your design direction, but can happen at any time and need to be assimilated into the development process as they make themselves evident. Iteration is the key to to good design, and the cause of its dynamic development process. If it were a game of baseball, this same relationship might be explained in the context of an outfielder having to be ready to swing at any given moment.

The question, "What makes a good baseball player?" is a complex question to answer. What holds more weight - offense or defense? Can you be considered a good baseball player if you're great at offense and but lack in defensive skills, or vice-versa? Ask the same question about HCI designers, and the answer isn't any easier. The Seven Themes of good design relieve this burden to a degree. They articulate otherwise elusive approaches that promote good design no matter the stage of development. Each theme's weight is ultimately decided by the individual designer; just as the last theme explains, compromises and trade-offs are unavoidable as long as perfection remains unobtainable.

1 comment:

  1. Very good post. It is clear that you have a good understanding of the process and, as you put it, the "wicked" nature of design.

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