My Thoughts on “Thoughts on Thoughts on Interaction Design”

J. Ambrose Little just posted recently about reading Jon Kolko’s Thoughts on Interaction Design.  While I am new to this whole design thing, I have previously posted about my uneasiness with the claim that we design behavior. 
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Critical Analysis Pre-Writing

In this post, I am attempting to make some sense of my argument for a paper I am planning to write.  For this paper I am doing a critical analysis of World of Warcraft’s FigurePrints service.

In making my thoughts and assumptions explicit, I have very strong opinions about how World of Warcraft favors certain playstyles over others.  I feel that the design and “loudest” player groups have created a game culture that favors ambition, aggressiveness, and a focus on certain achievements over others.  (Warning: The following sentence might be highly subjective or half-baked).  High level or “epic/elite” activities, raiding, or player vs. player are seen as “better” than any-level activities like exploration, pet collection, or crafting.  While these any-level activities are not seen as unimportant, they don’t have near the prestige of the other activities, and are often treated as a means to an end. Read More »

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Phenomenological Reading of WoW Machinima

For my Interaction Culture class I decided to a close phenomological reading of a bit of machinima made from WoW clips set to the song “Here Without You” by 3 Doors Down. It has been an interesting journey. It is incredible to think that some clips from World of Warcraft set to a cheesy late 90′s love-rock song could make me misty-eyed. I dare you to watch this video multiple times and not be moved at least a little bit. Read More »

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On Tools and Process

I recently participated in one of those joint school-company training sessions.  I will just call the company “Acme”, and state that they provide a large assortment of design tools that we all know and love.  I was quite disappointed with it.  I can deal with being shamelessly advertised to, but this event was particularly bad because “Acme” was trying to force me to use their tools in a certain way and telling me how I should think about my own design process.  Scary stuff. Read More »

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Potatoes and Design Thinking

So I went into Penn Station yesterday with a buddy (Matt) to have some lunch.  When we sat down, I noticed the numerous metal bins of potatoes stacked up next to the fryers.  If you have ever been to a Penn Station, you know that the fries are fresh cut.  Anyway, I thought it was interesting that while my friend Matt was talking to me, my mind shut him out for about 15 seconds while I stared at those potatoes.  Here is what happened inside my head during those 15 seconds: Read More »

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Interpreting Interaction Design

As I was reading Verbalising the Visual, I came across a passage that seemed to set of a big, fun, messy string of thoughts about the ways things are interpreted.  Clarke states:

It is sometimes thought that interpreting images of functional artefacts, such as a food processor or digital camera, is easier than interpreting works of fine art, be they painted, sculpted, photographed, or otherwise. At least the utilitarian, functional dimensions of the artefacts might provide a common basis for understanding. Without any comparable basis in the practical, fine art artefacts are judged to be far less contained.

Are the words functional, utilitarian, and practical problematic here?  And what do these descriptions mean for interaction design, where all of those are balled into one?  Read More »

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Interaction Culture Class

So this week I embarked upon a new journey in my HCI/d education in Indiana University’s Master’s program.  The ship I am on is called Interaction Culture, and it is headed by Captain Jeffrey Bardzell.  In this class we will look at how theories in the humanities, specifically aesthetics and critical theory can be applied to the field of HCI/d.  Looking at  literature and drawing upon the wealth of philosophical debate and experience in the arts brings up the obvious question:  How does this apply to HCI/d practice?  This can be quickly followed with thoughts such as “I am a practitioner so I have no use for theory,” and “While you are theorizing I will be busy actually designing stuff.” Read More »

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Incentives and the Path of Least Resistance

This is sort of a continuation of the previous post about designing to change behavior. I am not really arguing one side or the other here, rather I am searching for some insights about design. To that end I have chosen a few books to dive into this summer, among them the book Freakonomics. One of the main themes of the book is about how we are creatures of incentive. Most people think only of business and marketing when they hear the word incentive, but Freakonomics speaks more about psychological and social motivations. Read More »

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Is it a designer's job to change behavior?

I have read a lot of articles that specifically say a designer’s job is to change behavior. Perhaps I am but a naive designer, but I don’t know if I buy into that statement. I have been thinking a lot about it, and I had a fellow student ask me why I thought this. Here is my response to him: Read More »

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MMORPGs and HCI

I have always loved RPG games. I often think about how RPGs and MMORPGs can relate to HCI. There are probably a ton of people who could talk on this subject better than I will, but I will spit out my couple of cents anyway. I am considering doing my Master’s capstone project on the subject, and this post is just the tip of the iceberg.

From a truly human-centered design perspective, that is, taking core human values into consideration when designing and implementing technology, MMORPGs have many great things to offer. I will give an example from my own experiences to elaborate on some of them. Read More »

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