CMU grad seminar diagrams & lessons
Ever since having graduated from Carnegie Mellon in 2001 (almost a decade ago! sigh) and roaming across the Valley through various companies, I’ve been asked many times what exactly did I learn from the CMU design program, particularly the infamous seminar taught by Dick Buchanan, former head of the design school. Well, at long last I’m finally sitting down to articulate some of that :-)
Now, admittedly it’s not a nicely compact summary of UI patterns and formulas. No rules of how to arrange buttons or A/B tested page designs. Instead, the knowledge imparted involved a wonderfully diverse, mystifying, enlightening, and stimulating exploration of concepts & methods that enable an architectonic approach to design: rhetorical, strategic, pluralistic. Whoa!
Quick movie reference: Remember in The Matrix when Neo first met Morpheus and how Morpheus prefaced the “journey down the rabbit hole” with his radical insight and knowledge of what awaits Neo? The whole “splinter in the mind driving you mad” speech? Yep, walking into Dick’s seminar was like that. Totally mind-blowing and radically different from your typical UCD/HCI/IxD seminar, by far!
Here are the key nuggets that I took away and which still serve as the foundation of my own personally evolved approach as a designer, which I have illustrated as a series of diagrams, per Buchanan’s whiteboard notes. These diagrams require some…meditation ;-) They were amusingly referred to as the “triangles and crosses” by students and alums, for good reason.
Critical takeaway from Buchanan’s grad seminar
1. Four interpretations of the concept of “interaction”: The seminar was based upon an extensive understanding of the concept of interaction, which required a deeply thought-provoking survey of theories from philosophy, psychology, cybernetics, mathematics, semiotics and rhetoric. What are the range of possible relationships between people, objects, environments, and cultures? What are the range of interpretations of data and reality? What are the sources of meaning and how it becomes expressed and mediated?
We examined four such interpretations: existentialist (person to person), essentialist (person to environment), entitative (person to objects), and ontological (person to cosmos or cultural/spiritual ideals). The terms were a kind of special language with rather esoteric origins reaching back to Buchanan’s mentor, Richard McKeon and his examination of how to interpret various systems of thought (eg, “philosophic pluralism”).
But what’s important for designers are the opposing types of interactions and how interaction and communication interrelate to shape a human experience of the “other”–a person, an object, an environment, or a culture. Each interpretation or mode presents a specific outlook on reality and meaning (ie, existentialist projection of self’s meaning vs essentialist meaning arises from a “doing and undergoing” with the context), while in actual design practice we mix up in varying levels each of these interpretations. Ultimately, they help decipher the complexities of reality and suss out the problems to be tackled.
2. The nature of a product: What indeed is a “product”? There are certain core elements that are commonly defined, per writings from Moholy-Nagy of the Bauhaus. A product has a form, materials, function, and also agency (tools & skills) that make the product embodied and actualized for usage by someone for some purpose. Each of these terms are meant to be open for interpretation and playfulness of meaning. For example, what is “form”? Is it the physical shape? Or perhaps the “shape of the activity”, a dramatic performance with a beginning, middle, and end? Again, the idea is to provide a conceptual toolkit to help designers thrown into complex situations, parcelling out the issues at an essential level of abstraction and simplicity.
3. The elements of an argument: At the heart of the Buchanan approach to design is the notion of rhetorical argument–persuasive communication based upon discovery and invention of arguments that shape attitudes and behaviors, like a well-composed speech. There is a multi-lateral, coordinated appeal to functional or rational logic, the speaker’s own credibility and personality, and the audience’s sense of empathy and emotional sway. This balanced blend of what is useful, usable, and desirable enables the creation of a “well-designed product” and positive experience overall.
4. The liberal arts as related to design: Buchanan was educated in the arts & methods of rhetoric per his studies with McKeon at Chicago (and McKeon himself studied with John Dewey at Columbia–indicating a strong intellectual lineage!). He perceived a deep connection between the four liberal arts (rhetoric, poetics, grammar, and dialectic) and design thinking/making. This breakthrough insight was critical to the course’s fundamental nature and the goal of evolving a generation of design leaders schooled in broad-based liberal education, again to aptly dive into complex situations and distill issues into essences via the arts of strategic conversation, deliberation, argument for whatever context.
Obviously, these are not the expected lessons from a seminar on design–no particular “rules” of good web design or metrics for how to organize tabs and buttons. Those are mere tactics, exceptionally diverse and learnable from a book at Borders, frankly. The aspiration instead is towards creating leaders armed with conceptual toolkits that can dissect any complex problem (from software to organizational design to process design to sustainable design issues) with profound confidence and intellectual rigor.
Comments are off for this postInteraction design summary
From Dick Buchanan’s 2001 essay Design, Making and the New Culture of Inquiry, describing the creation of the CMU graduate program in interaction design, here is the key passage focused on identifying this thing called “interaction design”:
1 commentInteraction design is the third great field of design to emerge in the 20th century. It combines qualities of visual communication and information design, which are characteristic of traditional graphic design, with the qualities of the whole body experience in a physical environment, which are characteristic of industrial design.
Interaction design is about people: how people relate to people, how people relate to products, and how people relate to each other through the mediating influence of products. It is a synthesis of many traditional and new elements of design thinking, organized into intelligent and emotionally satisfying experiences that meet a wide variety of human needs. Products are no longer treated simply as physical artifacts or visual symbols. Instead, they are expressions and enablers of human action and experience, situated in a social and cultural environment. For many of us, interaction design is more than a new branch of design practice. It is a new approach to design thinking in general, and a foundational critique of the entire field of design and the place of design in culture.
The idea of interaction design emerged in contemporary consciousness around problems of digital media and multimedia production, but it is by no means limited to the digital realm. Interaction design is equally important for traditional analog products as well as the new digital products that increasingly surround us.
Before CES: history & cultural criticism
Amid this week’s wanton gadget-lust furiously fueled by fanboys on Engadget and Gizmodo (among other tech-savvy blogs–and yes I admit I frequently peruse said sites for guilty pleasure!), I just can’t help but wonder about the truly historically revolutionary game-changers of the days of yore, in terms of digital interaction design. Bold creations and moments that all interaction designers would do well to learn more about and dig deeper into their origins, motivations, and subsequent evolutions, to gain a humbling respect and appreciation of the progenitors of today’s “hotness”, and also to gain a healthy sense that nothing is truly new but instead variations of common themes: enhancing humanity, maximizing efficiency, reducing inconvenience, extending cultural patterns, etc.
For example, just consider…
** Vannevar Bush’s Memex device concept when it was first introduced in an essay published in The Atlantic Monthly (not some insular gadget ‘zine! :-)
** Ted Nelson’s Xanadu project (which feels quite a bit like Google’s ambitious–almost hubristic– attempt to “organize the world’s information”) which in its genesis introduced the term “hypertext”
** Apple’s HyperCard software for creating nonlinear, interactive, hypertext ‘experiences’ well before Flash or Ajax…and the app known as Storyspace for creating/publishing hypertext projects, thus inciting a revolution of hypertext literary development.
** William Gibson’s landmark description of “cyberspace” in Neuromancer as a “consensual hallucination…A graphic representation of data abstracted from banks of every computer in the human system. Unthinkable complexity.”
But also, what about the cultural and literary criticism surrounding the creation of such objects? Beyond the tech specs and feature battles, surely there’s some culturally sagacious interpretations of the value of yet another smartphone with touchscreen interactions? Or having a Web browser literally built-into a printer? Or having automotive dashboards that sync with your mobile apps and sense your destination, with Go Walla support and Loopt friend finding abilities? Surely interaction designers can help stage a deeper investigation into the cultural, humanistic value of such techno-fetishistic contrivances, if there is indeed any?
The recent feverish rumors of an Apple iTablet suggest bold possibilities for hypertext/media that could truly revolutionize a dying industry — magazine publishing. Business model innovation for sure, combining iTunes style pricing with Google AdSense ad models, etc. But more powerful I think is what this will do for a new generation of digital literacy–fundamentally changing the way we “read” text, really becoming hypermedia in a novel, engaging form beyond just a slick laptop or 27″ HDTV screens. This concept video by Time Inc showcasing the possibilities for Sports Illustrated is quite tantalizing in that regard.
In the end it would be nice if more attention were spent by today’s digerati and nascent auteurs on the groundbreaking things that demonstrate history (writ large, against the canvas of Vannevar, Nelson, HyperCard, SmallTalk, Newton, etc.) and contained the seeds of cultural prominence, lending themselves to worthy criticism, and thus raise the bar for intellectual discourse about modern technological creations. Not ephemeral, vacuous “wow look at the new shiny shiny!” droning on about flash-in-the-pan features whose relevance barely reaches the end of a meaningless gagdet post that’s only skimmed…to flip to the next gadget post.
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