R3 Readings, Research, Reflection
Art, design, craft. Timeline location: 00:00 - 08:00
Verplank's talk between the time stamps 00:00 – 08:00 draws
focus on the distinction between the prospects of art, craft,
and design. Verplank reiterates that art primarily involves a
conceptual approach to interpretation, while the design is
wholly focused on establishing a more clear purpose. Further,
crafts, as emphasized in the video, are driven toward a skillful
execution process in object-making. Further, Verplank provides a
reflection of his experience, typically sharing his childhood
footage in order to illustrate the manner in which he learned
craftsmanship. With precision, the craftsmanship involves the
use of tools that include pencils and squares 00:80 – 12:00. In
this, I noted that Verplank draws attention to the essence of
purpose in a design as well as tacit knowledge that several
artisans possess (Interaction Design Association, 2024).
Notably, Verplank equally explores abstract models in design,
distinguishing them from interaction models that control tactile
engagements with different objects. His talk, as viewed in this
case, blends his personal experiences with more insights into
design and craftsmanship.
The importance of Sketchbooks: 08:00 - 10:00
In the talk, Verplank draws his listener's attention to the role
of sketching in the understanding of complex elements and
concepts. He commences by drawing an introduction to his "Elmo,"
or rather a document camera that shows the nature of his
sketchbook as provided in 00:08:00-00:08:25. In this, Verplank
shares ideas on how he made use of diagrams in the analysis of
flights mainly from the town of Frankfurt to Porto and back,
throwing an illustration on the rapid movements of the sun
during his travel from the west to the east 00:08:25-00:08:43.
In the ordeal, Verplank provides a sketch of the changes between
morning and evening, providing an explanation on how he
traversed the atmosphere fast enough that other planets such as
the sum seemed to approach him from thousands of miles per hour
as provided in 00:08:43-00:09:00 (Interaction Design
Association, 2024). Further, Verplank equally reflects the
flight he took from Frankfurt through San Francisco, indicating
how the time zones and differences resulted in a long day
despite the fact that the flight duration was short
00:09:00-00:09:32. Verplank, therefore, highlights the essence
of sketchbooks as fundamental tools for problem-solving,
thinking, and the understanding of complex and abstract ideas.
The Three Questions of IXD: 10:00 - 28:00
In the video, Verplank introduces his audience to three critical
questions used in interacting with designers, with each focused
on varied aspects of the element of human interaction with the
entire world. At 00:12:08, Verplank asks the question, "How do
you do?" to understand how individuals interact with the
universe around them explicitly. The interaction includes the
consideration of physical actions that include moving, touching,
and breathing, and the manner in which the designers create
systems and tools that mediate between these interactions in
order to enable people to connect with their environment.
Further, at 00:13:04, the video asks, "How do you feel?" this is
meant to explore the manner in which people experience the world
through different senses, including touch, sight, and hearing.
The fundamental goal was to design interfaces known to invoke
the proper sensory and emotional responses, thus resulting in
the creation of comfortable and immersive user experiences.
Lastly, at 00:13:20, the focus is drawn on "How do you know?" an
intimate question intended to determine how people process and
think of information. In this, it dawned on me that designers
need to understand their user's cognitive processes, efforts
that ensure that systems are designed in a way that aligns with
the mental models and expectations of individuals (Interaction
Design Association, 2024). However, according to Verplank, the
challenge lies in the design of what users understand and know
internally, a factor that is challenging to determine. These
questions stand at the core of frameworks used in interactive
design as they ensure that systems are emotionally engaging,
intuitive, and aligned with an individual's cognitive abilities.
Mentalities. The History of IXD: 28:00 50:00
Verplank draws focus on the history of mentalities and
interaction design (IXD). In this, the element of cognitive
development stages, as seen at 00:28:04 - 00:30:45, is drawn.
Verplank establishes that Piaget's theory of cognitive stages,
beginning with kinesthetic or motor knowledge during birth
followed by symbolic or iconic thinking, remains essential as
people continue to mature. The stages, as established, are
parallel to the evolution of the design process of thinking. On
the other hand, a transition to symbolic processes of thinking
is discussed at 00:30:45 - 00:32:29, in which Verplank primarily
highlights the manner in which people move from symbolic to
visual thinking. In this, Verplank uses examples from Einstein's
kinesthetic approach to thinking, as well as the concept of Alan
Kay, which deals with images that are made into symbols.
Moreover, Verplank further discusses the interactive approach of
computing at 00:36:20 - 00:37:16, in which he underscores the
shifts from visual interfaces (GUIs) to symphonic dialogues or
command-line and teletype interfaces that highlight the Xerox
stars as well as its iconic approach of design (Interaction
Design Association, 2024). Lastly, Verplank at 00:34:47 -
00:35:31 emphasizes the essence of recognizing varied cognitive
mentalities that include symbolic, kinesthetic, and iconic
models in influencing design.
Reference
Interaction Design Association. (2024, March 19). Bill Verplank:
Opening Keynote. Vimeo. https://vimeo.com/20285615