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Jonathan
Korman wrote:
As
an interaction designer at Alan Cooper's design studio, as well
as a bit of a fan of Jef Raskin's work, I read with great interest
Raskin's comments on your recent interview with Cooper. It seemed
to me that Raskin mostly took issue with Cooper over some misunderstandings,
which I found unfortunate since I thought this distracted from distinctions
between their points of view which could lead to a fruitful discussion.
Raskin
says that, in comparing the physical limitations of mechanical technologies
with the limits of digital devices, Cooper "leaves out that what
we are limited by is the fundamental characteristics of humans."
Perhaps Cooper did not stress this enough in the interview, but
uses this very point as a major theme of his second book. I believe
that Raskin and Cooper completely agree about this.
The
interesting distinction comes where Raskin refers to Cooper's "bias
against using mathematical and formal research methods." Cooper
does indeed believe that the field has focused too much on quantitative
methods, most notably usability testing, as he discusses at some
length in the interview.
Cooper's
attempt to contrast "HCI" and "interaction design" refers to this.
He intends to associate the former with a heavy dependence on quantitative
techniques, and so in that sense, no, he would not call himself
an "HCI professional." I sympathize with Raskin's confusion on this
point, as I suspect that neither term has a crisp enough definition
to support Cooper's hairsplitting.
Cooper's
greater attention to qualitative methods also motivates his assertion
that "good design is self-evident." Raskin should not feel so alarmed,
as Cooper would certainly agree with him that developers and users
do not always recognize better design at first blush. But Cooper
strongly believes that an interaction designer should recognize
good design when she sees it, without having to always turn to formal
research. He made this comment to contrast with practitioners who
have become so focused on testing that they do not trust their own
judgment. He means these people when he refers to professionals
who, when "brought in sufficiently early ... freak out."
This
question of the differences between quantitative and qualitative
methods merits exploration. Raskin asserts that Cooper's "bias against
using mathematical and formal research methods" constitutes a "serious
mistake" because of two opportunities that Cooper misses. I would
like to take a close look at these.
First,
Raskin asserts that Cooper's approach will not enable him to "refine
interfaces before they are tested."
In
fact, Cooper focuses on qualitative methods in part because he has
seen other design organizations reach for testing before they have
refined their designs to a sufficient degree.
Having
worked for Cooper's studio for more than three years, I can say
that our design work undergoes a process of successive refinement.
We do not use any methods I would call mathematical, but we do have
a rigorous and effective process, so I wonder whether it would qualify
as "formal research" for Raskin: we do ethnographic research of
potential users, we perform a methodical series of design exercises,
we work in small design teams in order to avoid the twin pitfalls
of idiosyncratic design and design-by-committee, and so on.
Second,
Raskin asserts that quantitative methods can "reduce reliance on
argument and belief by real engineering."
I
wonder what Raskin means by "real engineering." Good interaction
design demands creative methods very different from those appropriate
for recognized engineering disciplines. I have seen a number of
"interface engineering" efforts, but they either do violence to
the proper meaning of engineering or result in unsatisfying design.
Quantitative
methods can work very well to create efficient task-level interactions,
and I do not want to dismiss the value of this important work. Cooper
wants to critique the singular reliance on quantitative methods,
not to eliminate them altogether. He talks so much about qualitative
methods because they do a much better job of identifying users'
needs and motivations, and therefore can lead to great breakthroughs
in thinking about deeper product concepts. This can create great
benefits by eliminating unnecessary tasks altogether, by significantly
changing the nature of a task, by identifying unmet needs.
Consequently,
I feel uncomfortable with Raskin's suggestion that we need to "reduce
reliance on argument and belief." I suspect that this may reflect
the puzzling unwillingness in our field to recognize the creative
work of interaction designers. Many of the leading figures in interaction
design--people like Bruce Tognazzini, Ben Schneiderman, and Jef
Raskin himself--have done great work while seeming to credit their
research rather than their thinking. I look at their work and see
not the fruits of careful research so much as "self-evident" good
design that springs from a vision of how we can better serve people's
needs.
We
often bemoan the lack of respect for interaction design in the development
process. Like Cooper, I think that we could start to change that
by relying less on quantitative "formal research" to justify our
work, and instead should accept more responsibility for our judgment.
Jonathan
Korman
Supervising Designer
Cooper Interaction Design
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