Metamorphosis

Metamorphosis by M.C. Escher (1898-1972)Metamorphosis by M.C. Escher (1898-1972)

Erik Stolterman and I wrote a paper about the issue of transforming non-designers into designers (that would be you!). You can download the entire paper at: http://digitalcommons.shu.ac.uk/drs2008/session2/track_b/3

We see you moving through three transitions:

(P) Pre-emergence
(T) Transitional
(D) Designerly Thinking

Characteristic of each of these transitions is a penetration of barriers. Rather than progression along a smooth continuum, you penetrate these (intellectual, practical, psychological and social) barriers in a step-like function.

I‘d like to share these barriers with you and get your comments. Perhaps you have additional barriers to suggest, or ones to eliminate or modify. For each person who adds a thoughtful comment, you’ll earn THREE magic points. In particular, which barriers have you punched through? What still needs work? Providing examples—the events (or times in the semester)—help describe your moments of transition.

Barriers (letters in parentheses indicate the transitional stage(s) where the barrier occurs):

  1. Design definitions. Naïve designers’ conception of HCI/d includes mostly graphic design and interface design; experienced designers also include interaction design, experience design, emotional design, and systems design. (P)
  2. Best solution. Naïve designers hold onto the belief that there is a best solution; experienced designers believe there exist many solutions and judged by critical criteria and presented through a design argument or explanation. (P)
  3. Technology-centered vs. human-centered. Naïve designers focus on the technology; experienced designers study human behavior, motivation and need. It’s very difficult to “let go” of gadgets and things; there’s an over-fascination with techno-fetishism among naïve designers. (P, T)
  4. Me and we. Naïve designers defend their own designs; experienced designers look to their team for inspiration and solutions. (P, T)
  5. User research. Naïve designers underplay the role of user research; they know what people want. Tools such as personas are resisted rather than embraced naturally in the design process. Experienced designers do not make assumptions about human desires and motivations; they study it instead. (P, T)
  6. Algorithm / design paradox. Naïve designers expect to memorize algorithmic solutions to problems; experienced designers learn to deal with ill-structured problems, seemingly paradoxical situations and design thinking. (P, T)
  7. IT domination. Naïve designers tend to overemphasize efficiency, effectiveness, scalability; experienced designers include experience and emotion. (T)
  8. Idea loyalty. Naïve designers hold onto a single idea; experienced designers engage in systematic exploration of multiple ideas. (T)
  9. Critique culture. Naïve designers worry about school grades; experienced designers welcome critique. (T, D)
  10. Notebook. Naïve designers sketch for a particular project; experienced designers sketch continuously, deriving inspiration from all contexts. (T, D)
  11. Role. Naïve designers are learning what they do and how to do it; experienced designers begin to defend the position of design in a multi-person development team made up of designers and non-designers. (T, D)
  12. Research and philosophy. Naïve designers find solutions in the HCI literature; experienced designers explore philosophical foundations of design as well. (D)
  13. Reflective designer. Naïve designers spend little to no time reflecting on how they are designing versus experienced designers who can look at themselves “out of body” as they design. (D)
  14. Omnipresence. Naïve designers see design embedded in objects; experienced designers see systems that affect designs and designs that affect systems. (D)
  15. External / internal. Naïve designers find external answers to design problems; experienced designers begin to look internally and introspectively for inspiration and resolution. (D)