To Dave's point:
"So yes, an interaction designer can create great interactions without great
visual design."

But many compelling interactions require great creative to give them emotive
appeal - and as we have all read Norman's book - we know that emotive
attraction IS perceived usability. Great IxDs don't need to be great visual
designers - but they should team up with them and understand the power of
attraction. Gestural interface interaction on the iPhone is great - but the
GUI is sexy - it looks good and it feels good.

I agree about MySpace - the visual design, to say the least and be kind -
sucks sewer water through a strychnine-laced straw. I agree with Dave that
the interaction design has been successful, but I think the IxD of MySpace
is just as fetid - autoplay music anyone? Success yes - good IxD - notably
horrid.

On Wed, Oct 15, 2008 at 9:30 AM, David Malouf <[EMAIL PROTECTED]> wrote:

> Wow! what a great conversation.
>
> I need to totally agree and forgive me also disagree.
> For the types of artifacts (media) that is being discussed thus far
> visual design in many respects is the receptical for the interactions
> we are designing and thus the communication layer. Successful
> interactions need to be communicated and need to respond to
> communications and thus for the former to occur where relevant great
> visual can help an interaction design immensely.
>
> Ok, here is where I disagree.
> What about where vision is not in play? What about the interaction
> design of gestural   audio systems? So yes, an interaction designer
> can create great interactions without great visual design. But that
> doesn't mean he can do so without great care towards crafts of form.
>
>
> Now the other disagreement is going back to the true spirit of the
> original point, but I want to ask in a question. Where does
> Craigslist, Google Maps and MySpace fall.
> Yup, none of these have GREAT visual design, but arguably all 3 had
> greatly successful interaction design, no?
>
> To me the greatest problem we have is that we actually do not have a
> well articulated method for actually determining what is GREAT IxD.
> There is no methods of "critique" in IxD that I have uncovered or
> seen based in a strong relationship to both foundation and design
> history which is are required for any design critique to be anything
> other than well "opinion" and "utilitarian".
>
>
> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
> Posted from the new ixda.org
> http://www.ixda.org/discuss?post=34316
>
>
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-- 
~ will

"Where you innovate, how you innovate,
and what you innovate are design problems"

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