Not as faddish as people think…

Sure, design “coolness” tends to evolve in waves in pop culture and media portrayals (Time, Businessweek, Fast Company, etc.), but most people don’t realize the following faddish and over-buzzwordy terms are actually quite old, several centuries even!

1. Innovation: Rhetoric as originally described by Aristotle, and later evolved through Cicero, was fundamentally about the art of innovation using the material of words and language to persuasively communicate among fellow people, creating powerful arguments in an inventive manner

2. Experience: Long before Nasdaq companies co-opted this buzzword into their marketing and branding, a pragmatist philosopher named John Dewey in early-20th century America rigorously studied (and hypothesized upon) the connections between education and human experience, and how to create an optimal experience of form/material/emotion towards improving someone’s daily life, which he termed “an experience” (as opposed to an “inchoate experience” full of distraction, disconnection, and thus dissatisfying. Plus, his contemporaries were Moholy-Nagy (Bauhaus) and Paul Rand (Yale), both of whom read and were inspired by Dewey’s seminal text, “Art as Experience” (this is required reading at CMU and IIT). Dewey was basically an experience design strategist in 1935!

3. Design: It seems the dot-com craze propelled design into the public consciousness (along with Apple, Ikea, Target, Nike) and thus it has taken on so many varieties of flavors, losing its meaning, blurring distinctions. But in the 1950’s Nobel Laureate (economics) and cognitive psychology expert Herbert Simon (formerly of CMU) advocated a very broad definition of design in his major text, “The Sciences of the Artificial”, in which he characterized a designer as “anyone who devises courses of action aimed at changing existing situations into a preferred situation”. For him, the study of humanity is the study of design (decision-making, problem-solving, etc.) Unfortunately his ideas got jumbled up by HCI and AI people…resulting in CHI :-) (ok, i’m simplifying a little bit…)

So while innovation, experience, and design may seem like “the new black”, they’re actually familiar and respected concepts.

Summary of CMU view of design

I’ve written a few posts in the past several weeks so as to articulate the core of Dick Buchanan’s view of interaction design (and design in general) which shaped the overall school philosophy and approaches. I just want to briefly summarize those postings here (since they’ve gotten lost in the WordPress archives). Through future postings and periodic recap summaries, my hope is a fuller, richer portrait of the CMU way of thinking will emerge with greater fidelity/crispness over time. Enjoy the journey :-)

“Interaction design emerged in contemporary consciousness around problems of the digital medium and the relationship between people and computers. However, interaction design has greater significance than its application to the digital products that increasingly surround us and influence our lives. Interaction design offers new insight into visual communication, physical artifacts, activities and services, and the systems and environments within which all products exist.” — R. Buchanan, PhD.

From Graduate Design Seminar syllabus

Essentially the CMU School of Design mode of thought and practice is centered on design as a “humanistic, liberal art of technological culture” focused on the “conception, planning, and shaping of the artificial” directed towards “individual and collective purposes”. Let’s unpack all that…

  1. Humanistic: It may seem like splitting hairs to some folks but this term considers the totality of being human, not just objectified “users” to be statistically analyzed to the nth degree. This includes the emotional, aesthetic, and expressive qualities of people and humanizing technology to support that full range of dimensionality. Beauty, trust, freedom, emotion, and control are all human values that take center stage when designing new products and services.
  2. Liberal Art: Just like in a typical college education, referring to a liberal arts degree that is well-rounded, thus provides a total perspective on human issues and problem-solving. It is expansive, exploring new territories of thought and meaning, and inventive possibilities drawing from various disciplines. Plus it is an “art” (as opposed to method-driven); per Dick Buchanan, an art is a long-term, strategically oriented set of concepts, connected in some systematic, disciplined manner with a holistic, total view in mind of a situation or problem. A method is tactical and diverse in nature (there are hundreds of methods to choose from, but only a select few arts that guide one’s thinking) targeting immediate issues in a tightly constrained manner. I agree it’s a subtle distinction, but worth pondering the slight but powerful differences…
  3. Conception, planning, and creation: Sounds like core phases of the design process! This refers to the human-driven ability to conceive, plan, and create something that solves human problems and improves conditions.
  4. Individual and collective purposes: Refers to creating solutions that solve problems for single person’s goals OR for groups, teams, organizations, even entire societies, to help them achieve their cumulative goals and fulfill their purposes (think of goal-directed design).

And technological culture…This refers to the modern day of course, but this label can be applied to any time period or culture/society/community where technologies (whether mechanical or digital or beyond) influence and shape people’s behaviors and attitudes about living, working, playing, etc. Designers equipped with this humanistic perspective can help invent valuable solutions where the technologies better fit human needs and concerns.

So there you have it, a brief sketch of the main ideas that define the profound and powerful CMU approach to design. Much of this comes from Buchanan’s work on the “rhetorical dimensions of design”, regarding the product as an argument. (see Wayne Booth, Richard McKeon, John Dewey, Aristotle)

In addition, the following posts where I’ve quoted Buchanan extensively, will drive a fuller understanding of the CMU approach:

Core ideas of design

Core design abilities

Purposes of design

And here is my definition of interaction design, for what it’s worth :-)

Finally, I highly recommend reading the following books by CMU Design alumni:

Thoughts on Interaction Design by Jon Kolko

Designing for Interaction by Dan Saffer

Simplicity in design

Simplicity has certainly become the new black, or has been in vogue for the last few years at least, from John Maeda’s concise book of principles to widespread proliferation of the term among blogs, magazines, conferences, an so on. (see Fast Company, LukeW’s postings, or even Microsoft’s publicity for Media Player v11)! Yes, “simplicity” is all the rage! But what does this concept really mean for interaction designers striving to achieve the best possible user experience for a specific audience?

First for guidance, let’s refer to what Paul Rand, the legendary graphic designer, famously said:

Simplicity is not the goal. It is the by-product of a good idea and modest expectations.

Let’s unpack that briefly:

1. A good idea: The assumption here is that the idea is a compact concept, describable in few words, gets to the essence in just a few seconds and is quickly comprehensible by another person. Going further, the idea is “good” if it takes in account a particular audience, situation, task/context, and so on…essentially solving a specific and articulated problem.

2. Modest expectations: Let’s face it, engineers and marketers love to cram a ton of cool features, buttons, gadgetry and wizardry…all those marketed “bells and whistles” that heighten expectations to absurd levels of functionality, warping devices into unwieldly contraptions of complexity. True, customers mostly buy for the features but more likely, their quality of use (QoU?) depends on the usability/desirability of just a few core features for routine, typical usage.

If you have a “bad idea” (that is, an unclear concept or muddled view of the proper problem to solve for, or something that tries to be everything for everybody, thus lacking focus and purpose), simplicity will not result. Something confused, fussy, inchoate results (ah, the “inchoate experience” that John Dewey admonishes against…more on this later!). Likewise if you have absurd expectations of doing too much for too many people or similarly “un-modest” expectations. (A great reference is Humble Masterpieces, which highlights the value of good design in ordinary, taken-for-granted objects that populate our lives)

Ok, so that’s one highly valuable take on simplicity, applicable to a wide range of situations. Here’s my personal view of the matter, particularly regarding designing for hi-technology situations like software and devices.

I like to think of simplicity as either a material issue or perceptual issue, though not necessarily exclusive of each other.

Materially, simplicity is in terms of actual buttons, controls, features, and so forth that a person has to decipher and interact with to perform some action. This is the way most people think of simplicity–get rid of all those features and controls and have just one button! Pare things down to the bare minimum and then going no further til you excise all extraneous functionality. It’s an exhausting but necessary ritual for designers, a multi-pass, iterative effort of successively winnowing things down by elimination. Minimal buttons, minimal lines, minimal icons, etc.

Another approach, which I believe complements what I just described, has to do with the perception of simplicity–does it appear to be, or suggest a quality of simplicity. Two products may have the exact same number of features but they are expressed in different ways. One may involve keyboarding for power users versus another which has large colorful icons for casual users. Each is perceived as simple given the goals, tasks, and mindset of the user: the set of experiences, training, knowledge.

Also there is manipulation of visual variables and cues to emphasize certain items and tone down others, or using white space to let the most important items dominate, or cleaning up alignments and spacing to make all the clutter appear organized, clean, orderly, and sensible. It becomes easier to interpret and thus derive meaning and relevance to the user’s primary goals and tasks. Perhaps certain controls are given greater spatial proportionality versus others, or features that are needlessly complex (an endless series of dialog boxes or radio buttons) are recast in other forms that suggest compactness and finality of process (i.e., there’s an end in sight or quick exit, which offer assurance and security).

Ultimately, it’s important to note that simplicity has alot to do with user’s perception as well as knowledge and experience brought to bear on the situation, in addition to the physical number of buttons and controls the user has to interact with. Having a good idea shaped by modest expectations doesn’t hurt either :-)

Purposes of design

Speaking to the values designers strive for, Buchanan articulates it this way, from the Governing Ideas white paper for CMU’s School of Design:

“As conceived by designers, the purposes of design are exceptionally diverse. Some designers pursue what is good for human beings and for society at large. Other pursue what is useful in supporting human activities and the quality of human interaction. Other pursue what is pleasurable and delightful in easing the burdens of everyday life. And, still others pursue what is just or fair in the distribution of products and services across all sectors of society.”

Core design abilities

Again from Dick Buchanan, in his Governing Ideas white paper for Carnegie Mellon’s School of Design:

1. Designers must be inventive in conceiving the possibilities of a product.

2. Designers must be able to judge which of their inventions are viable in the contingent circumstances of manufacture and human use.

3. Designers must be able to make connections among many fields of knowledge essential for the development of a product and, based on such connections, draw reasonable conclusions or make decisions about the plan of a product.

4. Designers must be able to evaluate the results of conception and planning and choose a final solution based on values, preferences, and goals before a product is carried forward to clients and, ultimately, to human users.

So it’s all about Creating, Judging, Deciding, Choosing:

“The real subjects of the new intellectual free trade among the many cultures are our own thought processes, our processes of judging, deciding, choosing, and creating.” — Herb Simon, The Sciences of the Artificial

Update: Jamin Hegeman, MDes 2008, recently posted on Buchanan’s latest thoughts re: the core competencies of design: http://jamin.org/archives/2008/core-competencies-of-design/