“Innovation has nothing to do with how many R&D dollars you have. When Apple came up with the Mac, IBM was spending at least 100 times more on R&D. It's not about money. It's about the people you have, how you're led, and how much you get it.” - Steve Jobs
  • http://frictionlessdesign.wordpress.com/ mTp

    “Creates a solid base of core theories and crafts”

    I wish that I was able to talk with you after your presentation but I had to check out. Is this the place to further the conversation?

    I believe that you are missing the basic fundamentals of interaction design in your discussion; people. The basic theories that are required should take in human abilities such as behavior, psychology, cognition, and biomechanics. Without these you are always building a sub-optimal system.

    Ideally your education for doing interaction design should blend what I call human factors (all the science of people interacting), aesthetic impressions (all the sensory experiences of the encounter), and technology (all the bounds of the material you have to work within). Without these 3 things you are not building the best, you are just intending on the best.

    I look forward to your thoughts.


  • dave

    So the premise behind foundations is to try to find the “material” that we work in. The allegory here is “clay” or “paint & Canvas”.

    While people, and our discovery around their needs, motivations and goals, is vital to doing GOOD IxD, IMHO, that aspect is context to help us make decisions about what to do with that clay. It is not of itself the clay.

    As for what I would do in an education program …
    by no means was I trying to say that “foundation” is the ONLY part of your education. It is but the beginning.

    My minor students require: anthro, HCI, and HF and the grad program I’m creating is going to have a required seminar I’m calling (as an homage to Bill Buxton) “G-d’s Law: capabilities and limitations of the human being”.

    I hope that clears things up.

    — dave


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