Research

Design Research – A Failure of Imagination?

by Andy Polaine on July 7, 2011

in General

Have design education and design research failed to fire up the imagination in public discourse? I believe so and I believe the STEM (Science, Technology, Engineering and Math) mantra has unbalanced thinking about education curricula in general. John Thackara’s recent Observers Room newsletter notes the same:

Last month, as the Dutch government expelled trouble-making artists from the state funding system, UK and US policymakers demanded a stronger focus by education on science, technology, engineering, and mathematics — the STEM subjects. They claim a STEM workforce “determines a nation’s ability to sustain itself.”

No it does not. A too-sharp focus on STEM creates an innovation policy that is not fit for purpose. We need to diversify, not reduce, our ways of knowing and acting in the world. We need to emphasize the social dimension of innovation, not just technology. And we need to master systems thinking more than silo thinking. Experimental art and design can help us do all of the above — not as an alternative to science, but as its enrichment.

True innovators decline to remain locked in the STEM cell.

Last month I spoke at the Cumulus/Design Research Society Researching Design Education Symposium in Paris and argued a similar case. For a profession that claims imagination and divergent thinking to be among its key attributes, design research has failed to ignite public imagination. Despite efforts by the likes of John Maeda, the rhetoric of STEM dominates the media. Science writers expound in newspaper columns, entire TV channels are devoted to the wonders of science. Science is, of course, important, but this one-sided view of research has not been counter-balanced by an equivalent, passionate exploration of the boundaries of design in the public sphere. Yet the potential is there – arguably, a handful of TED Talks have done more to raise the awareness of the importance of design than several decades of design research publication. Although there are exceptions, design research has failed to imagine and communicate an integrated vision of design comparable to that of science.

The paper I wrote for the presentation argues that design has failed to integrate the nexus of theory, research and practice and is a call to arms for design researchers to bring their activities into a broader, public discourse. Despite the rhetoric of interdisciplinarity, design education research has become too convergent in its thinking and discipline specific. As practices such as service design engage in projects at the public policy level, it is essential for design to explicitly articulate the process of design synthesis in order to gain and maintain credibility, for such projects offers an opportunity to bring design’s value and activities on par with the sciences in public discourse.

You can download the full paper, Design Research – A Failure of Imagination? and the presentation slides (8.5MB PDF – lots of images). The full proceedings of the symposium are available on the conference website.

I would be very interested to hear any feedback or opinions from others on this subject.

Understanding Interactivity Through Play

by Andy Polaine on December 28, 2010

in General

timesmear1.jpg

Some months ago I officially became Dr. Polaine (Andy Polaine, PhD. for you Americans) and have been planning to write a series of posts about the main themes of my thesis, Developing A Language Of Interactivity Through The Theory Of Play, for some time.

So to coincide with a post over at Core77 about the journey of doing a design PhD, this is the first installment to introduce the main themes and to provide a link to download the entire thesis (5.9MB).

The background to doing the PhD was largely everything I had learned since the early Antirom days when we were trying to discover and uncover the essence of interactive media and really trying to understand what makes it different from other media. At the same time I was getting more and more interested in storytelling and was fascinated by fact that great stories, regardless of their content and style, tended to adhere to clearly defined structures that had been honed over thousands of years.

These converging interests gave rise to some apparently simple questions: What makes one interactive experience more engaging than another? What makes an interactive experience engaging? Why are some simple interactions so satisfying and others so dull? Why do technological marvels sometimes fail to satisfy whilst a cardboard box can provide hours of entertainment?

They sound trivial, but turned out to be very difficult to answer in a rigorous way. The easy answer is, like love and pornography, “I know it when I see it,” but that doesn’t really help anyone develop a strategy to analyse or create new interactive works. New Media (to use an uncomfortable term) has had its fair share of academic attention, but most of it I have found pretty tedious and often distanced from my own experience of creating and using interactive media. So at the one end we have the media and cultural theorists and at the other we have the HCI folk. In the middle somewhere are the media art aficionados.

At Antirom we were playing with the affordances of the tools, playing with our understanding of narrative structure, playing games and, most importantly, playing at making interactive ‘things’. We were not terribly sure what one should call these ‘things’ that we were making. Sometimes it was tempting to refer to the medium itself, such as CD-ROMs, but this only described the storage format, not the interactive experiences. Partly because many of these interactive experiments were incomplete and partly because we felt they were experiments in play in both their creation and usage, we settled on calling them ‘toys’ for the most part. Sometimes we would take the code guts of one ‘toy’ and re-use or re-combine it with another and these guts we would call an ‘engine’.

Thus, within the same breath, we would use both non-industrial and industrial terminology for the same ‘thing’. It soon became clear to us that the “interactives” (as we now describe them) we were making a marked departure from the media forms that had gone before and that a language to describe them, think about them and create them also had to be invented. The media theory we had imbibed as students, that helped us deconstruct the complex layers of semiotics in traditional media, was rendered weak and impotent.

I couldn’t use HCI or common user-experience frameworks to examine an interactive artwork and at the same time I couldn’t view a commercial website or application design with a media arts lens. Yet I felt I could understand an interactive artwork with the same sensibility as a might analyse a piece of iPhone UI design, but there wasn’t a framework for me to articulate that understanding.

This is what became the subject of my PhD, which explores a still-developing discipline and thus borrows from a wide range of existing, established and not-so-established disciplines. Art and media historians and theorists may feel it does not draw upon enough cultural theory, nor does it draw on the often opaque language of those disciplines. HCI proponents will want more empirical and technical data. Behavioural psychologists may also have wished for more direct experimental data and linguists a deeper examination of the semiotics, semantics and syntax of interactivity.

The key to the whole exploration is play. Understanding how play and playfulness work, what constitutes play (still undefinable) and how much everyone like to engage in play when given the chance, is central to the thesis. But along the way it was necessary to draw upon a wide range of disciplines – from design, art, cognitive science, linguistics and more.

I argue that play is such a fundamental building block of culture, society, technology and cognition that it is the ideal lens through which to examine the interactive experience. It is versatile enough to cross boundaries and fundamental enough to be understood intuitively. Through an understanding of the intersection between movement, embodied cognition, metaphor and play, a set of principles of interactivity are developed that are flexible enough to analyse and be applied to a broad spectrum of interactive experiences, from interactive artworks to services to individual user interface elements.

The four main principles are a deconstruction of the interactive experience, which might last a second or several days. You can squash or stretch the timescale, but I have found the principles to hold true regardless of the context. I’ll post more detail on each one in coming weeks, but here they are for now:

  1. The Invitation to Play
  2. The Playing Field & the Rules
  3. Challenge, Boredom and Anxiety
  4. Triviality, Open-endedness, Promises

Writing a thesis like this is like painting a large bridge – once you get to the end, you have to start all over again. Naturally, in the six years it took me to write the thesis (part-time!), technology and culture moved on rapidly. The iPod was in its second generation when I started and the iPad was just about to be released when I finished. The latter was important because it confirmed my thoughts on “the disappearing interface” and the need for a deep understanding of metaphor when examining interactivity.

Social networks also exploded onto the scene as I was writing my PhD. The final section of the thesis is somewhat of a postscript and proposes that these principles provide a way to examine the phenomenal growth of social networks and the fundamental cultural shifts we are experiencing today as a result of the friction generated between emerging networked technologies and the industrial age structures they are dismantling.

In future posts I’ll go into more detail on the various sections, but in the meantime I’d welcome your feedback via the comments or Twitter.

Hello Dave. I’d like to interview you.

October 19, 2010

Hi folks – can you help me find some interviewees? I’m working on some initial research into Ambient Assisted Living with the iHome Lab here in Luzern. The project is about bringing a human-centred design approach to an area that, despite it’s name, is heavily driven by technological development rather than people’s actual needs. (The [...]

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Is Design Research Useless for Innovation?

December 11, 2009

Don Norman has just posted a very provocative and thoughtful piece about the value of design research, or not. “I’ve come to a disconcerting conclusion: design research is great when it comes to improving existing product categories but essentially useless when it comes to new, innovative breakthroughs.” You should read the full article, but he [...]

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Exploring Near Field Communication with Touch

October 15, 2008

A selection of RFID tags from Timo’s Flickr set. Touch is a research project examining Near Field Communication that enables connections between mobile phones and physical things. You will have probably used some of them already in your daily life – Oyster cards, swipe cards, etc. (see above image). It’s an interesting cross-over of cultural [...]

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Omnium. The Conversation on Notes on Design

August 2, 2008

Notes On Design invited Rick Bennett and I to talk about our experiences of long-distance and global online creative collaboration within the Omnium Research Group. We suggested that some of the more interesting conversations we have had have been over a couple of beers in informal settings, so we decided to have a public conversation [...]

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Parents to be educated about the Interweb

March 27, 2008

There’s a well-balanced piece from Patrick Wintourin the Guardian today about parents being shown how to protect their children online. It reports of a government initiative based on a review by Dr Tanya Byron (she works as a consultant in child and adolescent mental health and also presented quite a few programmes for the BBC [...]

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Out of Bounds interview with Chris O’ Shea

September 27, 2007

Chris O’ Shea recently completed Out of Bounds during his residency at the Design Museum. Chris also writes the very good Pixelsumo from which I frequently steal links draw inspiration and I’ve been a little remiss about blogging this earlier, but Chris promised to also put some video documentation up online (which helps explain the [...]

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Dan Saffer on Design Research Lies

September 24, 2007

Brilliant clip of Dan Saffer doing the start of his How To Lie With Design Research talk at the 2007 Design Research conference. If you’ve ever been to pretty much any conference (but especially design education ones) and heard someone just spout nonsense for half an hour, you’ll enjoy Dan pointing out the elephant in [...]

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Data Visualisation Approaches

August 4, 2007

There’s a great post on Data Visualization: Modern Approaches over at Smashing Magazine. Some of them are pretty well-known, like Newsmap and (one of my favourites) We Feel Fine, but there are some newer and more unusual ones in there too as well as some good links in the comments. There seems to me to [...]

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