Our Vision
Many recent developments in interactive design are aimed towards the
‘humanization’ of technology, that is, making technology behave in a way
that is more ‘intuitive’, ‘friendly’ or ‘usable’. This assumes that
technology is not in itself human but rather some external antagonistic
force or object we are in perpetual conflict with.
This major tenets focus around machine-centered versus human-centered
view of technology. Today’s world has become a machine-centered society,
where experiential learning comes through the technology, making the
user adapt to the technology instead of the reverse. The technology
industry and education are using experiential machine-centered
technologies and losing focus on the need for reflective learning. There
is a necessity of human-centered technology with reflective and
experiential learning combined to create an environment where the
technology conforms to the human. The table below is a contrast of
“Human-Centered View” versus “Machine-Centered View”. Without a change
from the machine-centered view of technology towards a human-centered
view, learning will be in a stalemate of experiential learning only.
The 'Human
-
Centered' View |
The 'Machine
-
Centered' View |
Human [Pros] |
Machine
[Cons] |
Human
[Cons] |
Machine
[Pros] |
Creative |
Dumb |
Vague |
Precise |
Submissive |
Strict |
Disorganized |
Organized |
Attentive |
Unconcerned |
Distractible |
Non Distractible |
Resourceful |
Unimaginative |
Emotional |
Emotionless |
Flexible |
Inflexible |
Illogical |
Logical |
Attention is
shifting to the fuzzy front end of the
design development process where the
discussion is centered around questions such
as “what should we make?” instead of “what
should it look like?”
In the new design
space, we will learn to design for
experiencing. Design for experiencing is
design that puts experience first and builds
to support and enhance it. It starts with
real people and their needs and dreams, not
with technology. It is about designing
with people and not just for them. It is
participatory. Design for experiencing
addresses the whole user experience, which
includes not only the current experience (the
moment), but also past experiences (memories)
and future experiences (dreams).
In the new design space we must rethink our
attitude about the user, starting with the
label user. The language we use to describe
the people we design for puts them into
roles with limited and very clearly defined
boundaries. Consumers shop.
Customers purchase. Users use
products and services. By putting people in
narrow categories, we limit their ability to
contribute creatively. And we forget that
they are real people, just like us, who play
many different roles every day.
We must also rethink our attitude about the
creativity of the people we design with and
for. Creativity is not the exclusive domain
of designers. All people are creative. They
create their own experiences and design
their lives everyday. If we tap into the
dreams of ordinary people, we can see
relevant creativity. Their creativity might
be the direct source of new ideas or it
might provide inspirational seeds for
designers

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