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Interview  199


          ence between the way engineers are trained and the   there's also the aesthetic of how it works as well. You
          way designers are trained is that engineers are trained  can talk about an elegant way of  doing something as
          to focus in on a solution from the beginning whereas   well as an elegant look.
          designers are trained to focus out to begin with and
          then focus in. They focus out and try lots of different  HS:  Another trait I've seen in designers is being pro-
                                                                                    hi
          alternatives, and they pick some and try them out to  tective of their design.
          see how they go. Then they refine down. This is very
                                                       GC:  I think that is both a vice and a virtue. In order
          hard for both the engineers and the designers because
                                                       to keep a design coherent you need to keep a grip on
          the designers are thinking the engineers are trying to
                                                       the whole and to push it through as a whole. Other-
          hone  in  much  too  quickly  and  the  engineers  can't
                                                       wise it can happen that people try to make this a bit
          bear the designers faffing about. They are trained to
                                                       smaller and cut bits out of that, and so on, and before
          get their results in a completely different way.
                                                       you know where you are the coherence of  the design
                                                       is lost. It is quite difficult for a team to hold a coher-
          HS:  Is your idea to make each more tolerant of the   ent vision  of  a  design. If  you  think  of  other design
          other?
                                                       fields, like film-making, for instance, there is one di-
          GC:  Yes, my idea is not  to try  to make  renaissance  rector and everybody accepts that it's  the director's
          people, as I don't  think it's feasible. Very few people   vision. One of  the things that's wrong with products
          can do everything weU. I think the ideal team is made  like Microsoft  Word, for instance, is that  there's  no
          up of people who are really confident and good at what  coherent idea in it that makes you t nk, "Oh yes, I
          they do and  open-mined  enough to realize there  are  understand how this fits with that."
          very  different  approaches.  There's  the  scientific  ap-   Design  is always a  balance  between  things  that
          proach, the engineering approach, the design approach.  work well and things that look good, and the ideal de-
          All  three  are  different  and  that's  their  value-you   sign satisfies everything, but in most designs you have
          don't want everybody to be the same. The best combi-  to make trade-offs. If you're  making a game it's more
          nation  is  where  you  have  engineers  who  understand  important that people enjoy it and that it looks good
          design and designers who understand engineering.   than to worry if some of  it's  a  bit difficult. If  you're
              It's  important that people know their limitations  making  a  fighter  cockpit  then  the  most  important
          too. If you realize that you need an ergonomist, then   thing is that pilots don't fall out of the sky, and so this
          you go and find one and you hire them to consult for  informs the trade-offs you make. The question is, who
          you. So you  need to know  what  you don't  know as  decides how to decide  the criteria  for the  tradeoffs
          well as what you do.                         that inevitably need to be made. This is not a matter
                                                       of engineering: it's  a matter of values--cultural, emo-
          HS:  What other aspects of traditional design do you  tional, aesthetic.
          think help with interaction design?
          GC I  think  the  ability to visualize things. It  allows  HS:  1 know this is a controversial issue for some de-
          people to make quick prototypes or models or sketches   signers. Do you think users should be part of the de-
          so that  a  group of  people can  talk  about something  sign team?
          concrete.  I  think  that's  invaluable  in  the  process.  I   GC:  No,  I  don't.  I  think  it's  an  abdication  of  re-
          think also making things that people like is just one of   sponsibility. Users should definitely be involved as a
          the things that good designers have a feel for.   source  of  inspiration,  suggesting  ideas,  evaluating
                                                       proposals-saying,  "Yes,  we  think  this  would  be
          HS:  Do you  mean  aesthetically  like  or  like  in  its   great" or "No, we think  this is an appalling idea."
          whole sense?                                 But  in  the end, if  designers aren't  better than the
          GC:  In its  whole  sense.  Obviously  there's  the  aes-  general  public  at  designing  things,  what  are  they
          thetic of  what something looks like or feels like  but   doing as designers?
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