Users, Designers, Engineers
Mithat Konar
2011–10–13
Topics
- You versus the user
- Designer-thinking
You versus the user
You versus the user
- Interface design isn’t about you.
- Interface design is about what works for your users.
- Mithat’s maxim: You are not a typical user.
Typical ‘me-centric’ mistakes
- “It makes sense to me.”
- So what?
- “Know thy users, for they are not you!” [Tidwell]
- “The user needs to think about what s/he is doing.”
- No, s/he doesn’t. Worse — s/he won’t.
- Mithat’s maxim: The easier you make it for someone to do something, the more they will do it.
- “It’s just a face. It doesn’t really have an impact on function.”
- Ugly things don’t get used.
- Pretty things get used.
You versus the user
- Successful design is user-centric, not thing-centric.
- Successful design also balances what are typically conflicting requirements.
- The next section will help us understand this better.
Designer-thinking
Designer-thinking
- Nigel Cross, Designerly Ways of Knowing
- The sciences and the humanities have been recognized as the two primary educational cultures.
- Design is the third culture.
Three cultures
- Core languages
- Humanities: literacy
- Science: numeracy
- Design: modeling
- Core phenomenon of study
- Humanities: the human experience
- Science: the natural world
- Design: the human-made world
Three cultures
- Core methods
- Humanities: analogy, metaphor, criticism, evaluation
- Science: experiment, classification, analysis
- Design: modeling, pattern-formation, synthesis
- Core values
- Humanities: subjectivity, imagination, committment, concern for justice
- Science: objectivity, rationality, neutrality, concern for truth
- Design: practicality, ingenuity, empathy, concern for appropriateness
Design processes
- Designers and scientists think, work, and solve problems differently. (Lawson as reported by [Cross])
- Scientists: problem-focused strategies, optimizing
- Designers: solution-focused strategies, satisficing
Design processes
- Solution-focus makes sense for design.
- Scientists can say, “more time is needed to get to the truth.”
- Designers are constrained to develop things that work in limited time.
- Science and scholarly problems are (artificially) well-structured.
- Design problems are often ill-defined, ill-structured, ‘wicked’.
Design processes
The scientific method is a … problem-solving behaviour employed in finding out the nature of what exists, whereas the design method is a pattern of behaviour employed in inventing things of value which do not yet exist.
Science is analytic; design is constructive.
(Attributed to Gregory in [Cross]; emphasis added)
Design processes
The natural sciences are concerned with how things are … design, on the other hand, is concerned with how things ought to be.
(Attributed to Simon in [Cross]; emphasis added)
Design processes
To base design theory on inappropriate paradigms of logic and science is to make a bad mistake.
Logic has interests in abstract forms. Science investigates extant forms. Design initiates novel forms.
(Attributed to March in [Cross]; emphasis added)
Designerly thinking
- Different cognitive skills:
- Deductive and inductive reasoning traditionally used everywhere.
- Designerly thinking requires constructive reasoning as well.
Designerly thinking
- Designerly thinking tends to focus on pattern synthesis rather than pattern recognition.
- Solution doesn’t pre-exist awaiting discovery or recognition.
- Solution must be actively constructed or synthesized.
- Often around an ordering principle (or principle of organization).
- “Abstract patterns of user requirements are turned into concrete patterns of an actual object.” [Cross]
Designerly education
- Patterns and ordering principles are difficult to notate.
- Unlike math and natural language
- Makes theorizing and meta-conceptualization difficult.
- Makes concept-based design education hard.
- Therefore most design teaching is ‘hands on’.
Notes
Cross, Nigel. “Designerly Ways of Knowing.” Design Studies 3, no. 4 (1982): 221–227.
Tidwell, Jenifer. “Organizing the Page: Layout of Page Elements.” In Designing interfaces. 2 ed. Sebastopol, CA: O’Reilly, 2011. 131–189.