Re: [IxDA Discuss] Ivrea Legacy ... Its like impressive

2008-10-23 Thread Chris Noessel
What a giant question, David. (And thanks for the blanket
compliments.) I was part of the founding class, and I'd say the
things that made it the thing what it was for me are:

1. A spirit of entrepreneurship. They were still making it up when we
walked in the door. The constraints and pressures of the new school
meant we had to decide what we wanted and make it happen despite the
chaos, and much of the faculty recognized and supported it.

I made a poster with the IDII building flying in the sky with the
X-Files-esque caption "I Want to Believe" and a number of other
students and faculty said they felt the same.

2. Deep pockets. Telecom Italia was the original sponsor for the
program, and rumors ran that they were hoping to turn it into an IP
farm. They were eager to have interaction design expertise flourish
in Italy generally, and were prepared to front lots of money for it.

3. The inclusion of business in the curriculum: RCA and ITP both were
(and still are) working fantastic programs that focused on art. IDII
included real-world business as an equal partner in the curriculum.
This was attractive to employers who felt students had exposure to
business strategy and thinking, and obviously encouraged graduates to
act on their own business ideas.

4. Well-connected faculty: Gillian picked the multicultural faculty
carefully for subject expertise, pedagogical eloquence, and/or
industry experience. Through them we had a stream of fantastic
lecturers and adjunct professors, even though we were in a small
Italian town a couple of hours from the nearest metro.

5. Culture clash: There was a clash between the different cultures
participating. I recall some deep discussions between the students on
the merits of the USofA-esque, aggressive style of being a student,
and the more passive expectations of the European-esque-educated
students. We learned a lot from each other, and I at least was
constantly inspired by the intersections.

Additionally, and this is a little nuanced, but I think the fact that
we had to up-level our English helped a lot as well. Native speakers
couldn't rely on idiom and slang, and we had to think about what we
were saying and get very used to explaining and re-explaining
ourselves. This forced us to examine and iterate our ideas quite a
bit.

6. Isolation: This worked against us part of the time because it was
hard to find materials and services to support our work. (Not to
mention the constant need for interpreters for those of us whose
Italian was middling at best.) But it also kept us free from
distractions and focused on creating and nurturing the internal
culture.

We even lived in the same strange underground apartment block,
reinforcing this interdependence and sense of like-it-or-not family.

7. Connected locals: I'm not sure this would need to be replicated
in another school, but in Italy it was vital to have staff who were
"in" with the locals.

This is MHO. I'd love to hear from other IDII veterans. What did I
miss?


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Re: [IxDA Discuss] What to teach interaction design students

2008-10-18 Thread Chris Noessel
@Jason: Hear, hear. The Design of Everyday Things is the first part of
the reader. Additionally, my students don't necessarily come to the
class with programming or development skills, so I've tried to make
sure that most of the discussion can be about analog examples. For
example, one day of the interface week we're going horseback riding
together, and the students are tasked to evaluate the saddles and
tack as interfaces to the horse, documenting what they find with the
principles we've been discussing.

@Jarod: We'll be dealing with evaluation throughout the course, and
I should have been more specific in that "Does it work?" concerns
evaluation and judgment.


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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-18 Thread Chris Noessel
Thanks Jeff. We're also presenting a sexy subset of this material at
the 2009 SxSW. We're aiming for the book to be done by then, Will.

I think my favorite scifi device was the video phone from Metropolis,
but for what it reveals rather than that I think it is good
interaction design.


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Re: [IxDA Discuss] What to teach interaction design students

2008-10-17 Thread Chris Noessel
Hey Andy. I%u2019m in both a perfect and lousy place to answer.
Perfect because I%u2019ve been thinking a lot about it since I begin
teaching a course in Interaction Design at the California College of
the Arts here in San Francisco next week. I%u2019m in a lousy
position because I actually haven%u2019t taught it yet and have no
practical idea if my ideas will work. But I%u2019ll float the core
thread out there and see if it helps.

I recall one of the best learning experiences of my undergraduate
experience was from a drama professor in an acting class, who
approached us to discuss every scene we did%u2014whether it was
Shakespeare or Durang%u2014with the same question: What%u2019s the
backbone of this scene? What are you fighting for? (I think he
modified it from Shurtleff, but that%u2019s neither here nor there.)

The point is, he gave me a technique that I was able to apply to
every theatrical experience thereafter. Now  I left the theatre
behind some time ago, but his technique is kind of thing I want to
give the students: a memorable framework with which they can approach
most any interaction design problem, and from which they can branch
out and investigate the giant bodies of knowledge that touch on it,
including current tools, and best practice principles.

So, short answer, I think that technique is the most fundamental and
lasting thing to teach, and from which you can introduce tools and
principles.

For more detail, here are the topics we%u2019re hitting and the
order:

1.  What is interaction design? (As a practice, historically, & as a
profession.) How do you approach interaction design challenges?

2.  WHO ARE THE USERS? How do you research and model users? How do you
use these models in design?

3.  HOW DO THEY USE IT? How do research and model prospective
technology? How do you specify and demonstrate its use?

4.  How do we connect users to the technology they are using?
(Practical interface design considerations.)

5.  DOES IT WORK? How do we evaluate our (and others%u2019) work?

I%u2019m also augmenting my class with discussions and exercises
around  systems thinking and professional processes.

But it%u2019s those three capitalized questions, which I developed
while I was at marchFIRST, that will form the structure that
we%u2019ll return to, and form the basis of a consistent approach.

So this is the structure I%u2019m proceeding with and my two cents.
I%u2019ll see how it works over the next several weeks.


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[IxDA Discuss] The biggest problems

2008-10-06 Thread Chris Noessel

Aside from hate on User Centered Design, and perhaps more seriously, the 
looming global economy crisis, I'm interesting in hearing what IxDAers think 
are the largest problems facing the IxD practice today. Anyone have any 
thoughts?

Chris

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