By Scott Berkun, March 2005
The goal is to create an alternative way to teach designers, usability engineers and project managers about the process of design. It is an exploration into alternative ways to demonstrate collaborative design technique, and for presenting design concepts in a conference forum.
The little goal is: how can you use 90 minutes and a stage to teach people about design? The big goal is: how can you redefine a conference to provide better design/usability education?
Read the Interactionary guidebook, available on this website. As long as you refer back to this website, and let me know what you’re up to, I’m happy to have you use this format for design training.
At an HCI conference in 99′ I found myself thinking about how restrictive the typical paper/panel/workshop format could be. For a field as creative as web/UI design, most conferences provide the same basic formats and structures. I considered how my best lessons in design came from participation with, and observance of, those that knew more than I did. So I started thinking about how to expose the skill of master designers working on a real problem, within the constraints of an academic/industry conference setting. Then I asked Chris, Debbie and Sarah to help run this thing, and they agreed.
At least four aspects of design and teamwork are exposed:
This is not a replacement for a design education. It is not an actual process for designing production quality websites, software, vending machines or automobiles. No specific usability evaluation or engineering technique is presented or advocated. Instead a set of design experiences are constructed, with real designers and problems, that can be easily observed.
Unlike a paper session or a lesson plan, the format is organic and dynamic. The burden is on the observer (with help from commentary by the expert panelists) to digest and interpret the value of what is seen. Contradictions are everywhere, as different teams will make different assumptions, and proceed in different directions. It could be argued that Interactionary doesn’t teach any specific lesson – instead it gives the viewer an opportunity to watch something that is rarely seen: designers in the act of designing.
As long as it is made clear that design in this format is different from what professional design teams are likely to confront in their daily work, no devaluing takes place (While extemperaneous design exploration and challenges offer occur, it is rarely the central focus of what a designer does in their job). On the contrary, in observing teams working on stage, it becomes clear how difficult a task design is, especially under the given constraints. We made sure to introduce the proper context in the sessions as well as the documentation in the proceedings.
I agree that much of design is exploration and introspection, but these aspects could not be presented in an interesting way on stage that didn’t replicate common paper or panel sessions. The same goes for work in Photoshop, or prototyping an idea in HTML or Flash. An additional challenge of education, particularly in a conference setting, is the requirement of maintaining attention. Education does not work if the students or observers have lost interest, or are hoping for the session to end (Which unfortunately is the general case in many conferences and educational forums).
We discussed this issue with each set of teams at CHI 2000 and CHI 2001, and they all agreed that the competitive, scoring based format made the session more fun and interesting to them. Interactionary could be done without it, but it may have less audience appeal (which could be beneficial if attendance is not a concern). The scoring provided a clear framework for the audience to follow, and gave the organizers a model to work from in timing and staging the event.
The results in 2000 and 2001 suffered in degrees from audience focus on the scoring system and results, instead of the substance of what was observed. In part, we encouraged a liberal attitude among the audience through our behavior on stage, and given the general context of professional conferences, they were happy to get a bit carried away.
However, these audiences also gave us very high scores for educational value at both CHI 2000 and CHI 2001 . So there is strong evidence that making a session entertaining does not prevent it from being educationally valid or worthwhile.
I came up with the initial idea, and wrote the CHI 2000 proposal. Sarah Zuberec, Debbie Cargile, and Chris Konrad co-developed all of the details and format specifics, which took considerable time. Other live design formats have been done at CHI before, but most were not this elaborate.
Since the initial public event at CHI 2000, I’ve had many emails from people who have tried the format inside their companies or schools. Amanda.com and SIGCHI.NL have written reports on their own events. If you have a write up, or comments, please write in. Advice on running one can be found in the Interactionary guidebook .
Part of my work is developing formats for design, usability and teamwork training. This website will list anything I do that has appeared at a conference or is public material. The last major interactionary was CHI 2003.
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