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	<title>Comments on: Demystifying Interaction Design</title>
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	<link>http://bokardo.com/archives/demystifying-interaction-design/</link>
	<description>Interface Design &#38; UX by Joshua Porter</description>
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		<title>By: Dave Malouf</title>
		<link>http://bokardo.com/archives/demystifying-interaction-design/#comment-288337</link>
		<dc:creator>Dave Malouf</dc:creator>
		<pubDate>Fri, 12 Jun 2009 14:04:47 +0000</pubDate>
		<guid isPermaLink="false">http://bokardo.com/?p=996#comment-288337</guid>
		<description>@metall, I&#039;m not sure how to tell you this, but your take on Interaction Design is quite antiquated. It is very usability focused and interaction design has moved way beyond simple &quot;is it possible to achieve goals&quot;. And user research should be not just about discovering user&#039;s goals, but also what gets in the way of them achieving their goals as well as about how to change people so that their goals align with the goals of the organization.

-- dave</description>
		<content:encoded><![CDATA[<p>@metall, I&#8217;m not sure how to tell you this, but your take on Interaction Design is quite antiquated. It is very usability focused and interaction design has moved way beyond simple &#8220;is it possible to achieve goals&#8221;. And user research should be not just about discovering user&#8217;s goals, but also what gets in the way of them achieving their goals as well as about how to change people so that their goals align with the goals of the organization.</p>
<p>&#8211; dave</p>
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		<title>By: Metall</title>
		<link>http://bokardo.com/archives/demystifying-interaction-design/#comment-288279</link>
		<dc:creator>Metall</dc:creator>
		<pubDate>Thu, 11 Jun 2009 14:51:29 +0000</pubDate>
		<guid isPermaLink="false">http://bokardo.com/?p=996#comment-288279</guid>
		<description>Itâ€™s not just the use of the word â€œelicitâ€ but this sentence in particular that Iâ€™m responding to:

â€œI have to admit that Iâ€™m also quite shocked that some interaction designers donâ€™t see what they do as influencing behavior.â€.

Design doesnâ€™t influence behavior, it facilitates. it. The user already has an intention with software, IxD just makes it as easy as possible for that intention to happen. Isnâ€™t that the point of user research?</description>
		<content:encoded><![CDATA[<p>Itâ€™s not just the use of the word â€œelicitâ€ but this sentence in particular that Iâ€™m responding to:</p>
<p>â€œI have to admit that Iâ€™m also quite shocked that some interaction designers donâ€™t see what they do as influencing behavior.â€.</p>
<p>Design doesnâ€™t influence behavior, it facilitates. it. The user already has an intention with software, IxD just makes it as easy as possible for that intention to happen. Isnâ€™t that the point of user research?</p>
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		<title>By: Nathaniel Flick</title>
		<link>http://bokardo.com/archives/demystifying-interaction-design/#comment-287039</link>
		<dc:creator>Nathaniel Flick</dc:creator>
		<pubDate>Sun, 12 Apr 2009 19:57:52 +0000</pubDate>
		<guid isPermaLink="false">http://bokardo.com/?p=996#comment-287039</guid>
		<description>Dave

Read my blog to understand my point better. I&#039;m not avoiding anything.</description>
		<content:encoded><![CDATA[<p>Dave</p>
<p>Read my blog to understand my point better. I&#8217;m not avoiding anything.</p>
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		<title>By: Adrian Chan</title>
		<link>http://bokardo.com/archives/demystifying-interaction-design/#comment-287038</link>
		<dc:creator>Adrian Chan</dc:creator>
		<pubDate>Sun, 12 Apr 2009 19:25:16 +0000</pubDate>
		<guid isPermaLink="false">http://bokardo.com/?p=996#comment-287038</guid>
		<description>David, 

Point well-taken -- but I think if &quot;social&quot; or any kind is involved in or around the design, in so much as design facilitates social practices, then the user&#039;s interest in communicating and interacting with others has to move up the chain some. When the user is engaged in mediated communication, the design and its features, architecture, and so on are but part of the interaction. User-application-user interaction involves concerns different from those in user-application interactions. The user becomes involved in the success and failure, as well as the many different forms and modes, of interacting with others.

We might &quot;manipulate&quot; the user&#039;s experience by means of design, but we need a richer language or framework for grasping how those interactions between users scale and reinforce one another. Social media permit a unique kind of social interaction -- one approached with user-centricity but extended to different kinds of social interactions.

cheers, 
adrian</description>
		<content:encoded><![CDATA[<p>David, </p>
<p>Point well-taken &#8212; but I think if &#8220;social&#8221; or any kind is involved in or around the design, in so much as design facilitates social practices, then the user&#8217;s interest in communicating and interacting with others has to move up the chain some. When the user is engaged in mediated communication, the design and its features, architecture, and so on are but part of the interaction. User-application-user interaction involves concerns different from those in user-application interactions. The user becomes involved in the success and failure, as well as the many different forms and modes, of interacting with others.</p>
<p>We might &#8220;manipulate&#8221; the user&#8217;s experience by means of design, but we need a richer language or framework for grasping how those interactions between users scale and reinforce one another. Social media permit a unique kind of social interaction &#8212; one approached with user-centricity but extended to different kinds of social interactions.</p>
<p>cheers,<br />
adrian</p>
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		<title>By: Dave Malouf</title>
		<link>http://bokardo.com/archives/demystifying-interaction-design/#comment-287035</link>
		<dc:creator>Dave Malouf</dc:creator>
		<pubDate>Sun, 12 Apr 2009 11:55:02 +0000</pubDate>
		<guid isPermaLink="false">http://bokardo.com/?p=996#comment-287035</guid>
		<description>Nathaniel, you are avoiding the thesis of the video which is the point of the article. YES, that can be an approach to IxD, but from a Captology perspective, there can be a lot more than mere facilitation.

To me the problem w/ your framing is my problem w/ UCD in general which is that UCD limits design&#039;s goals to those of the human&#039;s goals. But if &quot;social change&quot; is your goal then you will use user research not to learn their goals per se in the same light, but rather to learn how to manipulate (in all its negative and positive contexts) user goals towards a higher purpose.

Now like any other tool, it is not the tool itself that is morally to blame for outcomes, but the user of the tool. But just b/c it can be done for bad doesn&#039;t mean we shouldn&#039;t do it at all. That is between you, your G-d, your neighbor, etc.</description>
		<content:encoded><![CDATA[<p>Nathaniel, you are avoiding the thesis of the video which is the point of the article. YES, that can be an approach to IxD, but from a Captology perspective, there can be a lot more than mere facilitation.</p>
<p>To me the problem w/ your framing is my problem w/ UCD in general which is that UCD limits design&#8217;s goals to those of the human&#8217;s goals. But if &#8220;social change&#8221; is your goal then you will use user research not to learn their goals per se in the same light, but rather to learn how to manipulate (in all its negative and positive contexts) user goals towards a higher purpose.</p>
<p>Now like any other tool, it is not the tool itself that is morally to blame for outcomes, but the user of the tool. But just b/c it can be done for bad doesn&#8217;t mean we shouldn&#8217;t do it at all. That is between you, your G-d, your neighbor, etc.</p>
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		<title>By: Nathaniel Flick</title>
		<link>http://bokardo.com/archives/demystifying-interaction-design/#comment-287033</link>
		<dc:creator>Nathaniel Flick</dc:creator>
		<pubDate>Sun, 12 Apr 2009 09:50:04 +0000</pubDate>
		<guid isPermaLink="false">http://bokardo.com/?p=996#comment-287033</guid>
		<description>It&#039;s not just the use of the word &quot;elicit&quot; but this sentence in particular that I&#039;m responding to: 

&quot;I have to admit that Iâ€™m also quite shocked that some interaction designers donâ€™t see what they do as influencing behavior.&quot;.

Design doesn&#039;t influence behavior, it facilitates. it. The user already has an intention with software, IxD just makes it as easy as possible for that intention to happen. Isn&#039;t that the point of user research?</description>
		<content:encoded><![CDATA[<p>It&#8217;s not just the use of the word &#8220;elicit&#8221; but this sentence in particular that I&#8217;m responding to: </p>
<p>&#8220;I have to admit that Iâ€™m also quite shocked that some interaction designers donâ€™t see what they do as influencing behavior.&#8221;.</p>
<p>Design doesn&#8217;t influence behavior, it facilitates. it. The user already has an intention with software, IxD just makes it as easy as possible for that intention to happen. Isn&#8217;t that the point of user research?</p>
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		<title>By: Small Farm Design &#187; Blog Archive &#187; links for 2009-04-02</title>
		<link>http://bokardo.com/archives/demystifying-interaction-design/#comment-286781</link>
		<dc:creator>Small Farm Design &#187; Blog Archive &#187; links for 2009-04-02</dc:creator>
		<pubDate>Thu, 02 Apr 2009 18:00:35 +0000</pubDate>
		<guid isPermaLink="false">http://bokardo.com/?p=996#comment-286781</guid>
		<description>[...] Good design elicits the right behavior, poor design does not. - Bokardo We design to change, guide, support, elicit, constrict, and control behavior. The products and screens we create are about getting others to do something, using or buying or donating or otherwise taking some real-world action. (tags: ux design experience uxd) [...]</description>
		<content:encoded><![CDATA[<p>[...] Good design elicits the right behavior, poor design does not. &#8211; Bokardo We design to change, guide, support, elicit, constrict, and control behavior. The products and screens we create are about getting others to do something, using or buying or donating or otherwise taking some real-world action. (tags: ux design experience uxd) [...]</p>
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		<title>By: A Digital Outrigger / Library Usability Links 4/2/09</title>
		<link>http://bokardo.com/archives/demystifying-interaction-design/#comment-286780</link>
		<dc:creator>A Digital Outrigger / Library Usability Links 4/2/09</dc:creator>
		<pubDate>Thu, 02 Apr 2009 17:55:56 +0000</pubDate>
		<guid isPermaLink="false">http://bokardo.com/?p=996#comment-286780</guid>
		<description>[...] talks about demystifying design and Robert Fabricant&#8217;s controversial talk titled Behavior is our [...]</description>
		<content:encoded><![CDATA[<p>[...] talks about demystifying design and Robert Fabricant&#8217;s controversial talk titled Behavior is our [...]</p>
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		<title>By: Adrian Chan</title>
		<link>http://bokardo.com/archives/demystifying-interaction-design/#comment-286706</link>
		<dc:creator>Adrian Chan</dc:creator>
		<pubDate>Wed, 01 Apr 2009 22:32:36 +0000</pubDate>
		<guid isPermaLink="false">http://bokardo.com/?p=996#comment-286706</guid>
		<description>This is a great discussion, but I have problems with both &quot;elicit&quot; and &quot;behavior.&quot; Of course I&#039;m coming from the social media perspective. 

Elicit: seems to suggest a false causality. In a UCD approach to social media, user motives and intentions are the cause of action. Actions are social, and so an other user, or audience, orients or guides social action. Social interaction and communication are not elicited by design but initiated by users engaged socially. 

Behavior: user psychology may be manifest in behavior, but includes more than what is captured in social media. And in any kind of communication and social action-based practice, motives and intentions will exceed what&#039;s observed, captured, and facilitated (by social media) as behaviors. There&#039;s more to user psychology than behavior alone; though behavior may be all we can &quot;see.&quot;

I think social practices shape user and social actions, and over time design can structure and inform them. Social architecture can dynamically reflect back that participation and shape it some more. Social navigation can guide a user or audience. But social practices, which include etiquette, themed activities, transactions, economies, relationships and so son, are more likely to shape interaction than design per se. I see the &quot;structure,&quot; &quot;system,&quot; and dynamics belonging more to social forms and organization. Facilitated by design insofar as it constrains and enables, and provides functionalities and mediates communication.</description>
		<content:encoded><![CDATA[<p>This is a great discussion, but I have problems with both &#8220;elicit&#8221; and &#8220;behavior.&#8221; Of course I&#8217;m coming from the social media perspective. </p>
<p>Elicit: seems to suggest a false causality. In a UCD approach to social media, user motives and intentions are the cause of action. Actions are social, and so an other user, or audience, orients or guides social action. Social interaction and communication are not elicited by design but initiated by users engaged socially. </p>
<p>Behavior: user psychology may be manifest in behavior, but includes more than what is captured in social media. And in any kind of communication and social action-based practice, motives and intentions will exceed what&#8217;s observed, captured, and facilitated (by social media) as behaviors. There&#8217;s more to user psychology than behavior alone; though behavior may be all we can &#8220;see.&#8221;</p>
<p>I think social practices shape user and social actions, and over time design can structure and inform them. Social architecture can dynamically reflect back that participation and shape it some more. Social navigation can guide a user or audience. But social practices, which include etiquette, themed activities, transactions, economies, relationships and so son, are more likely to shape interaction than design per se. I see the &#8220;structure,&#8221; &#8220;system,&#8221; and dynamics belonging more to social forms and organization. Facilitated by design insofar as it constrains and enables, and provides functionalities and mediates communication.</p>
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		<title>By: David Rondeau</title>
		<link>http://bokardo.com/archives/demystifying-interaction-design/#comment-286575</link>
		<dc:creator>David Rondeau</dc:creator>
		<pubDate>Tue, 31 Mar 2009 18:05:18 +0000</pubDate>
		<guid isPermaLink="false">http://bokardo.com/?p=996#comment-286575</guid>
		<description>To those who think that interaction design can&#039;t change behavior, consider the following:

I recently got a Wii Fit. It&#039;s a clever, mildly cajoling device that shows you &lt;strong&gt;how&lt;/strong&gt; to do yoga, strength, and aerobic exercises. With a virtual trainer on the screen you can see how you are supposed to do the exercise and then follow along.  Using the balance board, you also get direct feedback on &lt;strong&gt;how well&lt;/strong&gt; you are doing them. (Not for all exercises, but for enough.) It also measures your weight, BMI, and Wii Fit Age and encourages you to do this every day. You can then track your progress in these areas across time and even set a weight goal for yourself.

I don&#039;t need to lose weight, but my &quot;good&quot; cholesterol is a little low and my doctor keeps telling me to exercise regularly. In fact she&#039;s been telling me this for 4 or 5 years. I just haven&#039;t been able to find the time or even an activity that would compel me to exercise regularly. I usually worry about it for about 2 weeks and then don&#039;t think about it until I see the doctor again.

Since I have started using the Wii Fit though, I find myself &lt;strong&gt;thinking about exercising and trying to make time&lt;/strong&gt; to do it. I&#039;m sure it doesn&#039;t have the same affect on everyone, but it is certainly changing my behavior.

David Rondeau
Design Chair
Twitter: dbrondeau</description>
		<content:encoded><![CDATA[<p>To those who think that interaction design can&#8217;t change behavior, consider the following:</p>
<p>I recently got a Wii Fit. It&#8217;s a clever, mildly cajoling device that shows you <strong>how</strong> to do yoga, strength, and aerobic exercises. With a virtual trainer on the screen you can see how you are supposed to do the exercise and then follow along.  Using the balance board, you also get direct feedback on <strong>how well</strong> you are doing them. (Not for all exercises, but for enough.) It also measures your weight, BMI, and Wii Fit Age and encourages you to do this every day. You can then track your progress in these areas across time and even set a weight goal for yourself.</p>
<p>I don&#8217;t need to lose weight, but my &#8220;good&#8221; cholesterol is a little low and my doctor keeps telling me to exercise regularly. In fact she&#8217;s been telling me this for 4 or 5 years. I just haven&#8217;t been able to find the time or even an activity that would compel me to exercise regularly. I usually worry about it for about 2 weeks and then don&#8217;t think about it until I see the doctor again.</p>
<p>Since I have started using the Wii Fit though, I find myself <strong>thinking about exercising and trying to make time</strong> to do it. I&#8217;m sure it doesn&#8217;t have the same affect on everyone, but it is certainly changing my behavior.</p>
<p>David Rondeau<br />
Design Chair<br />
Twitter: dbrondeau</p>
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		<title>By: Dave Ferguson</title>
		<link>http://bokardo.com/archives/demystifying-interaction-design/#comment-286552</link>
		<dc:creator>Dave Ferguson</dc:creator>
		<pubDate>Tue, 31 Mar 2009 12:11:27 +0000</pubDate>
		<guid isPermaLink="false">http://bokardo.com/?p=996#comment-286552</guid>
		<description>The late Thomas Gilbert, a guru in the performance-improvement world (as opposed to the &quot;training&quot; world), made a useful distinction between behavior (actions) and accomplishment (results):

Behavior you take with you; accomplishment you leave behind.

My hunch is that some people respond almost viscerally to the &quot;elicit behavior&quot; idea, even while conceding that one purpose of design is to increase the likelihood of certain results.

So your question--&quot;What do people have to do for you to be successful?&quot;--is a way of saying &quot;What results will say the design was successful?&quot;

That helps remove the bogeyman of behaviorism.</description>
		<content:encoded><![CDATA[<p>The late Thomas Gilbert, a guru in the performance-improvement world (as opposed to the &#8220;training&#8221; world), made a useful distinction between behavior (actions) and accomplishment (results):</p>
<p>Behavior you take with you; accomplishment you leave behind.</p>
<p>My hunch is that some people respond almost viscerally to the &#8220;elicit behavior&#8221; idea, even while conceding that one purpose of design is to increase the likelihood of certain results.</p>
<p>So your question&#8211;&#8221;What do people have to do for you to be successful?&#8221;&#8211;is a way of saying &#8220;What results will say the design was successful?&#8221;</p>
<p>That helps remove the bogeyman of behaviorism.</p>
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		<title>By: NAT</title>
		<link>http://bokardo.com/archives/demystifying-interaction-design/#comment-286246</link>
		<dc:creator>NAT</dc:creator>
		<pubDate>Sun, 29 Mar 2009 14:42:09 +0000</pubDate>
		<guid isPermaLink="false">http://bokardo.com/?p=996#comment-286246</guid>
		<description>I believe we could Guide, Support or Control behavior with design but not change.</description>
		<content:encoded><![CDATA[<p>I believe we could Guide, Support or Control behavior with design but not change.</p>
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		<title>By: Charles</title>
		<link>http://bokardo.com/archives/demystifying-interaction-design/#comment-286171</link>
		<dc:creator>Charles</dc:creator>
		<pubDate>Sun, 29 Mar 2009 03:31:02 +0000</pubDate>
		<guid isPermaLink="false">http://bokardo.com/?p=996#comment-286171</guid>
		<description>Well that puts everything into perspective for me...I think!</description>
		<content:encoded><![CDATA[<p>Well that puts everything into perspective for me&#8230;I think!</p>
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		<title>By: JAK</title>
		<link>http://bokardo.com/archives/demystifying-interaction-design/#comment-286166</link>
		<dc:creator>JAK</dc:creator>
		<pubDate>Sun, 29 Mar 2009 02:16:41 +0000</pubDate>
		<guid isPermaLink="false">http://bokardo.com/?p=996#comment-286166</guid>
		<description>Even if some designers aren&#039;t aware of it or choose not to acknowledge it, they do try to elicit certain behaviors in conceptualizing their designs: from the simple response of clicking that button or to buying that product.  It&#039;s probably the word &#039;elicit&#039; that is getting their beef but just substitute it with a synonym for a more subtle semantics. Just imagine all the design work done on an advertisement to &#039;encourage&#039; people to rush to a store and buy the product.

&lt;a href=&quot;http://factcamp.com&quot; rel=&quot;nofollow&quot;&gt;best article directory&lt;/a&gt;
&lt;a href=&quot;http://factcamp.com&quot; rel=&quot;nofollow&quot;&gt;free article directory&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>Even if some designers aren&#8217;t aware of it or choose not to acknowledge it, they do try to elicit certain behaviors in conceptualizing their designs: from the simple response of clicking that button or to buying that product.  It&#8217;s probably the word &#8216;elicit&#8217; that is getting their beef but just substitute it with a synonym for a more subtle semantics. Just imagine all the design work done on an advertisement to &#8216;encourage&#8217; people to rush to a store and buy the product.</p>
<p><a href="http://factcamp.com" rel="nofollow">best article directory</a><br />
<a href="http://factcamp.com" rel="nofollow">free article directory</a></p>
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		<title>By: Martin Nrw</title>
		<link>http://bokardo.com/archives/demystifying-interaction-design/#comment-286161</link>
		<dc:creator>Martin Nrw</dc:creator>
		<pubDate>Sun, 29 Mar 2009 00:27:55 +0000</pubDate>
		<guid isPermaLink="false">http://bokardo.com/?p=996#comment-286161</guid>
		<description>&quot;Hard to get people to spend the money necessary to purchase a quality secure door that will protect their home or building.&quot;
FULL ACK

A great design is good, always. IÂ´am sure that people love cool animations and grafics. But iÂ´ve no sense for designs ;(</description>
		<content:encoded><![CDATA[<p>&#8220;Hard to get people to spend the money necessary to purchase a quality secure door that will protect their home or building.&#8221;<br />
FULL ACK</p>
<p>A great design is good, always. IÂ´am sure that people love cool animations and grafics. But iÂ´ve no sense for designs ;(</p>
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