Monday, March 23, 2009

Re-thinking the Identity Paradigms' tools (IF#6)

TABLE IT (above)-->Usability methods as they relate to the Informatik Framework, and vice versa (Informatik Framework theory and table by John Vore, 2008).


How does the Informatik Framework map onto traditional Interaction Design’s categories: Application Type, Prototyping and Usability Methods? How does it preserve tools as we move into the Information Paradigm?

Most of Interaction Design’s tools “grew up” in the Identity Paradigm (more), and they were designed to support the human side of “Human-Computer Interaction.” If I’m right about the advance of the Information Paradigm, “post-human” (or post-labeling) could mean more humane technology. Regardless, the old Identity Paradigm tools might need some re-framing if they are going to continue to be of use inside the Information Paradigm. Or conversely, the Informatik Framework might benefit from a mapping onto traditional categories like: Application Type, Prototyping and Usability Method.

The table above shows traditional Interaction Design tools mapped to both projects and process links within the Portfolio and the Informatik Framework. We often aim for being Tool-makers and look for the right tools, so the Informatik Framework list, on this page, begins there: Tool (Application Types, Prototyping); Virtual Reality (Prototyping, Usability Methods); Simulation (Prototyping, Usability Methods); Story (Prototyping, Usability Methods); List ((Prototyping, Usability Methods).

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© 2009 John Michael Vore

Info-rituals = HCI's Tools (IF#5)


YOUR INFORMATION HABITS = TOOLS TO INTERACTION DESIGNERS (above)-->how you do what you do matters to how we do what we do (Informatik Framework theory, diagram by John Vore (2007)).


The end of the Informatik Framework Tutorial...

Those who have read and studied some of the Constructivist philosophies of the 20th century will have already noticed that I’ve been writing about the construction of knowledge via “info-routines.” To others, it might seem foreign; but not to an Informatik star! (more). In truth, though grounded by Foucault, the perspective developed here relies even more on Ovid.

He was one of the first Western writers to write about paradigm shifts. And he understood the strengths and weakensses of the newest Tool, the written word.

Discovering that one is using a tool even while one is in the midst of, say, a vehement argument about what is right or wrong about the world, is disconcerting, at first. But as I’ve been trying to describe, these tools are the everyday tools of our lives. We’ve “forgotten” that we had to learn to ride this bicycle...

I believe the strength of the Informatik approach comes from the fact that its four routines are precisely what we use, everyday, to organize our lives. We have To-Do lists; we learn from and are entertained by uncountable stories--in ever-increasing media. We can hear stories, read stories, watch stories. What was once stuck in a book has jumped to radio, TV, film and finally, the internet. The same could be said about paintings, which have become photographs, moving pictures, animation. Some put Virtual Realities on this continuum. I think they are something different; though mostly based in visual depiction, the sense of space one experiences when inside a virtual reality makes it a new kind of experience.

The tools available to the Informatik thus arise out of methods already familiar to us. When we make prototypes of our ideas, we organize our sense of what a person needs by all of these methods: we make lists of what people need and want, we interview people to hear their stories; we create “personas” and imagine living in a world with our product, to see how it might work. We experiment with paper versions of our solutions, and Flash versions (example)--and, more recently, Machinima versions (example)--which takes protoyping into the realm of Virtual Reality. From within a world in which our designs exists, we can look out; from outside, we can watch our “virtual” end-users discover things which are wrong before a real person has to.

What we use to find meaning in our lives is also what we use to test and construct products which mirror and enhance what is meaningful to people. Using these methods, which add yet more information to the designers’ world, can be daunting--creating yet more possibilities for confusion (staying on the same page while skipping back and forth between info-routines is a challenge). THUS, juggling realities is another responsibility added to the list for Human-Computer Interaction/designers. Some think Interaction Design means simply making a program more humane, or making programming more widely accessible. While these are incredible goals, there’s plenty of work to go around for both programmers and Interaction designers--and everyone else on the production team, as an idea moves from the white board to prototypes to the people who are waiting for the Next Next Thing.

Into the Tool Shed (or “We Tried Discipline, Now Punish”)
One of my favorite moments at Indiana University came from one of the short-but-packed meetings with Eli Blevis towards the end of my second semester at Indiana University. We were discussing applying some of the ideas in the Reading-Writing-Meaning Triangle. I’d drawn it out on a white board. I was suggesting its use in a broader educational context when Eli added the letter “C” to the center of my R-W-M triangle.

Now this was a teaching heuristic I’d developed, rolled-out and tested with writing students over several years. I felt pretty good about it. It seemed unlikely that it might need any improvement.

So I stared uncomprehendingly at the C in the middle of the triangle. “What’s that?” I asked.
“Clarity,” Professor Blevis answered.

I was bemused and excited. Of course! Students would not only make their way around the triangle to find their starting point in a writing assignment (my initial concept for the methodology), but they would also use it to make their writing better, as well!

Blevis proved, again, what I came to learn quickly at Indiana University: that several good minds looking at the same puzzle--all moving towards a similar goal--will inevitably create a better product than one mind working in isolation. This is the strength of teams, the value which different experience and perspectives bring to bear on a project.

So it wasn’t until a year after first sketching out a full version of these information rituals that I recalled Professor Blevis’ insight. These rituals I’ve outlined in the last few pages are not meant to keep you circling the problem; they aim to improve the design. They mean to keep an interaction design team juggling the “right” things as they zero in on a design solution: that tool which makes life somehow fantastically better.

Keep in mind this notion about tools: they interpose themselves between an end-user and a desired outcome. But the best tools don’t get in the way, i.e., one should not have to walk outside of one’s creative process in order to use them. The best tools allow the creative person to achieve the desired result in a better way than was known before.

It’s a tall order--a difficult task--and to come full circle in these [ Informatik Framework ] pages, exactly the challenge an Informatik loves.

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© 2009 John Michael Vore

"People-centered" is NOT a formula (IF#4)


The discussion below steps back and considers why and where Human-Computer Interaction/design matters. No formula will hold, for long, in accurately capturing human experience, where the quantitative is always being made obsolete by the qualitative. A formula – and even a phrase like “people-centered” – can be followed 100%, and still leave people behind.


People-centered design concepts sometimes seem obvious, especially when they are contrasted with “technology-centered” design. Yet, this seems weird when one pushes on the latter: machines were invented to ease the burdens of people and beasts of burden, so how did their design end up opposed to people? Let us side-step the economic issue of jobs and for our purposes, here, say that “techno-centric” design is when any technology-related requirement runs-over the person who waits for our new product. For example:

1. --> price-gouging (this is an acknowledgment that almost all of the time we are designing market-destined products)
2. --> delivering products with incomplete testing/debugging (this is more complicated than it sounds)
3. --> designs which count on users being invested and thus economically unwilling to walk away, enabling the above
4. --> a design so system-dependent that one cannot walk away if one wanted to (web-based applications begin to address this)
5. --> design decisions which get high-jacked by poor planning (again, more complicated than it sounds)
6. --> designs which seek to exploit even a great new technology for inhumane purposes (the “Evil” is usually less pronounced than “Oh, the inhumanity!”; yet another issue more complicated than it sounds at first).

Lately the notion of sustainability asks the Informatik to think about the resources our products use (in both their production and use cycles), and where they go when they die. (A spicey exchange on design and sustainability can be found here ).

These considerations explain why a need arose for Human-Computer Interaction/design within Informatics--and why, in retrospect, the values described in the last few pages need an anchor in our technological productions. It isn’t obviously evil that one finds more bugs than anticipated, yet the launch date looms. It isn’t obviously evil that complex problems kill products and companies, human-centered or not.


One might ask, why does HCI/d--and my Informatik--insure more humane products? Jeremy Bentham’s “model prison”--psychologically terrorizing from our perspective--was an advance in the 1700s (above, from Foucault). A humanist and an architect, Bentham approximated these methods--the humanity in the design is up for interpretation: there was always the guillotine, considered more humane than hanging (they may have a point!).

No creative enterprise has guarantees, but creative people have track records like everybody else. “Character is cumulative,” wrote Ralph Waldo Emerson. Like a person, a company lives in time. So one can look to see where things end up most of the time, over time (given we’re in my Portfolio, I should direct you to my Projects! ).

But let me try to be more reassuring. In design, do we remember our roots? Easing the burden of human life does not mean ignoring its reality, or escaping forever from the puzzles and predicaments found therein, but embracing them so as to transcend what is front of us, today, in order to better face what will be, tomorrow--especially when that tomorrow includes a product we created.

No method, no value and no person will, for long, be successful without direct engagement with Life as it rushes at and around us, seemingly like a million simultaneous moments. The best methods, values and people, while designing interactions, parse what is needed from the known, while keeping an eye on left field for the unknown.

An Interaction designer and an Informatik are conductors before this symphony; a choreographer back-stage on opening night; and the movie director who goes to theaters in as many neighborhoods as possible to see if the attempt hit home (I stole this from Tarantino, interviewed by Tavis Smiley).

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© 2009 John Michael Vore

Information rituals = handles on reality (IF #3)




Final definitions: four types of “information-gathering rituals”; includes examples!


An Informatik (e.g., “information designer” or “interaction designer” ) works with representations of reality, e.g. the above painting: it represents the painter’s vision (one reality) and what we are able to see in it (another reality). There are four increasingly complex ways of representing things, four ways of getting a handle on a reality with information. These information- handlers are: the List, the Story, the Simulation and the Virtual Reality.

Each of these four handles has its own organizational principles--how information is supposed to show up in it. That means that four different routines are used to harvest information from a given reality. For example, what it takes to make up a List may be very different than what it takes to make up a Story, to Simulate an event or even to create a Virtual Reality. Knowing what you’re supposed to end up with--List, Story, etc.--determines how you gather information. Routines route information. The structure you are trying to “fill” determines how and what you will look for to fill it, to complete the List, or fill out the Story (scroll to *, below, for how this relates to McLuhan).

Each routine adds and subtracts from reality: the representational routine, itself, leaves some things out (none is omniscient), focusing our attention uniquely on itself. And by focusing our attention on itself, it also invites us to narrow our own sense of reality, temporarily. Think of how you feel at the end of an intense movie: as you walk out of the theatre, you find yourself jarred by re-entry into a larger reality.

Each routine also gives a slightly different take on the meaning of what it describes. This happens by virtue of its ability to narrow our focus. So each routine can leave us with a slightly different take on the meaning of the whole it represents, one which may even collide with a meaning grasped when the reality is represented differently, via another routine. Thus, each routine imparts different meanings. It is because of the ways in which these routines situate meaning that I also think of them as rituals. So the List, the Story, the Simulation and the Virtual Reality are information rituals.

Let’s go back to the painting, above. In the reproduction of Velasquez (taken from Michel Foucault’s The Order of Things), one could describe Las Meninas by Listing the figures or the paintings-in-the-painting; one could tell a Story about how they came together in Velasquez’ mind; one could go “deeper” by reproducing the painting, Simulating it. Finally, one could produce a Virtual Reality in which one goes into Velasquez’ room, and even talks to the figures while you watch him paint his way out of a corner (the painter will refuse your questions and be irritated by your interruptions, no doubt).

Foucault, a writer in the European mold, lingers over Las Meninas for thirteen pages.

This Portfolio is designed around the four ‘info-rituals’: List, Story, Simulation, Virtual Reality. Now here’s a quiz: is the painting, itself, with its collection of people and other paintings: a List? a Simulation? With the tilting edge of a large canvas leaning on its left edge, aren’t we already inside of it? Is it just an older Virtual Reality, then?

These questions underscore the skill of a great artist, for Velasquez’ brilliance, it seems, has given us a painting that will allow us to respond to it with whatever level of complexity we care to bring to it. The point of the Quiz: the Informatik categories are meant as handles, tools, not air-tight boxes. Well, “a box” if it’s an over-used, cardboard moving box wrapped in tape--but not the box of a stone coffin. Our misunderstandings about scientistic methods too often have us requiring them to be super-human, which is kind of ridiculous, since we’ve made them in the first place.

By the way, I assume a natural continuity between the public arts of writing, book designing and interaction design: A word can be seen as a folder of meaning; none are alone, despite the spaces on either side of them. They are word museums–and their histories get zipped and sequenced when one writes; unzipped when someone reads. Indeed, when one thinks about it, the words which last have the same qualities that Velasquez’ painting has: all the information rituals can show up in just one of them (more).

As for books: where one directs one’s attention on a page, how one finds one’s way through a book, and how one looks up things in an Table of Contents or Index are merely older information rituals; they offer much to the digital ones we create. Why? Though there are many reasons, perhaps one suffices: with few changes in 2,000 years, they still work. Books remain the most successful way in which all four information rituals work together.

*McLuhan says, “The medium is the message.” I say the route (i.e., medium) structures the message, over-determining the information––that’s all. In the 21st century, we have the ability to absorb multi-media information streams. We do not assume that disliking a message means we should kill the messenger, a reaction which betrays its dependence on a limited means of communication which no longer has to be so limited. Today, we don’t even need to make any judgement until we’ve heard several versions of “the message” from several kinds of media. The “message” ends up being served-up cafeteria-style, a little of this, a little of that. Which takes us to what may be the “root” of my issues with Marshall: “You say ‘to-may-toe,’ I say ‘to-mah-toe’.”

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© 2009 John Michael Vore

The information ritual defines the human experience (IF#2)

“Sit up in your chair! Don’t slouch!” (above)-->Your first grade teacher was practicing a centuries old tradition...it wasn’t very User-centered, was it? Don’t let it get you down; times have changed, and you can still be a star! (Illustration taken from Foucault).


To continue with defining my terms, this page deepens the discussion about “information rituals” in the context of the Informatik’s human-centered values.


An Interaction Designer (or, “informatik”) creates rituals--routines for people, their machines, and their information. A very old example of this, above, demands that humans become like a machine in order to write. The illustration above, scanned and adapted from Michel Foucault’s Discipline and Punish, shows the correct posture for sitting at a desk, and the correct way to hold a pen--I mean, a quill--in the 17th century.

No limp wrists! That is, discipline equaled control of one’s body (Foucault, Discipline and Punish, p. 170).

An Informatik anticipates what people need; lives with them where a need exists (its context); interprets need: what comes before it, after it, what constructs it. And an Informatik experiments with solutions which meaningfully meet those needs.

An Informatik creates personal rituals with a dynamic mix of confidence and humility. Confidence comes from experience, familiarity with what it takes to create for others; it allows one to take the risks necessary to escape one’s own contexts, to fully put oneself in others’ shoes.

Humility comes from making mistakes–and learning from them in a way that ensures proper risk-taking continues.

Even success requires humility. In success, an Informatik becomes invisible; our new rituals should gently guide a human being, then disappear...

Designing digital rituals involves the way things look, as well as how things will look from inside our routines. This two-way vision affects the way people follow our proposed steps: have we created a routine which people can follow? One they would follow even in the face of alternatives? A routine they can leave at will?

Have we created a ritual that makes people more free? Or have we built something which meets a need at the price of a numbing, mechanical dependency? (I have one question: do you like to write?)

An Informatik loves these human puzzles.

To solve human puzzles, one has human ways of grabbing, holding and representing life. I see four basic methods, each a Tool in of itself: the List, the Story, the Simulation and the Virtual Reality cross back and forth between everyday life and an Interaction designer’s life. Each of them is both a way of gathering information and a way of producing information: each is an information ritual and an information tool.

The Product Briefs pages in the larger Portfolio describe completed work which falls under each of the following rituals:


Ritual 1: The List
An everyday ordering of things involving (a) word-based sequencing, (b) numeric priorities --and which sometimes (c) attempts an efficient matching of real-world routes to destinations (i.e., “OK, I’m going to be on-campus; that’s by the cleaners”). Examples: surveys, Tables of Content, Pull-down menus, hand-written To Do lists–this page...or: del.icio.us ).


Ritual 2: The Story
A narrative description of what shows up in a life or in lives, whether in non-fiction or fiction, and according to the prescriptions of mysticism, scientific realism or poetics, etc. From a paragraph-length persona, or illustration--or even diagram of a puzzling design space--to peer-reviewed journal articles, short-stories, novels.


Ritual 3: The Simulation
A mimicry–or mirroring–of real-world sequences within a narrow context or limited contexts; from a prototype to a map; from traditional scientific experiment to stage-plays and films; from ethnographies and algorithms to micro-assays.


Ritual 4: The Virtual Reality
A creation of possible-world sequences within or across as many contexts permitted by existing technologies. Examples: Machinima prototypes, The Sims, Second Life–and in the past, Freudian psychology; a given language...


Ritual 5: The Tool
In Rituals 1 thru 4, we gather experience, information and insight. In the end, we practice an old craft, toolmaking, and build something that users need and may not even know they want...

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© 2009 John Michael Vore

Defining the fullest possible user experiences (IF #1)

The Long and Winding Road? (above) Ux and user-centered design don't have to map onto your business like this. In experienced hands, they won't (Adobe Illustrator illustration by John Vore, 2006).


Introducing the Informatik Framework, a creative, productive tool-set for interaction designers.



When it comes to creating successful User Experiences, we must ground our interaction design in the everyday ways people understand their lives: through our lists, plans, and stories–our shared and individual perspectives. These routines organize our information, so I call them “information routines.”

They also imbue our lives with meaning: though we often need more time to check-off our To Do lists, these are the things that matter, one way or another. Thus these information routines have the power to inform our lives with value. This is why I call them rituals. With their power to embody meaning, rituals can transform lives.

When working for others, incorporating people-centered design and following the methods of usability testing do not mean turning a production cycle upside-down--as the picture, above, tries to indicate. They mean finding a way to the right information. The following pages of this Informatik Framework Tutorial demonstrate an approach which starts with the information gathering routines: List, Story, Simulation, Virtual Reality. And then this Tutorial shows how these routines can be the very research tools we use in order to create digital experiences. The point: if you gather information like people do, you can produce information like people want. You can create high tech tools which are people-friendly and desirable.

In the hands of an experienced designer, putting People First means working with end-users not to find some "lowest common denominator" of user experience, but maximizing each user's unique experience. It means finding the Fullest Possible Experience. This has been reflected in work on Usability Testing, where I pioneered a new approach. Called "Embracing The User," it suggests that we divorce Usability from the century-long struggle of social sciences (e.g., to be more scientistic). Usability Testing should be allowed to stand on its own, freed up to be a radical transformer of human experience. I've argued that we should "cozy up" to the user during iterative processes, introducing her to the design problems as we show them our design solutions, making them "co-conspirators" in better products. “Objectivity” gives way to the radical subjectivity inherent in the relationship between our digital creations and their users.

The "Fullest Possible Experience" insight first came to light in a project on Universal Accessibility. As we worked to create a mobile e-learning device, our design team realized that the goals were not some generic user experience that didn't exclude anyone – a top-down approach to Universal Access. The better approach was to build-up user experiences from unique users, so that each has the Fullest Possible Experience. This entailed breaking down the “user” into her sensory experiences of an event, and working with Sensory Hierarchies to maximize that experience (more).

Finally, my work in Interaction Design and this Informatik Framework Tutorial have been characterized by three other notions: (a) Representative Design, regarding the relationship between end-users and designers; (b) Direct Design, regarding cutting-edge hardware-based capabilities which are re-making interface design; and (c) The Shift to the Information Paradigm, regarding the theoretical approach to solving interaction design problems.

Representative Design remembers 18th-century political theory, which first tried to handle the tension between end-users and designers, although it sounds like citizens and representatives. While some still debate whether 'democracy' should always be 'first,' design benefits when an Interaction Designer puts herself into the shoes of end-users. In political theory, a representative works for citizens, tempering citizen requests with a perspective rooted in the district but with an eye on wider goals. Thus, interaction designers represent the end-user as fully as possible in our own minds, and in our iterative processes (more), without being blinded; this recognizes that digital user experiences are created with ends whose steps may never be known to the end-user.

Direct Design means by-passing the social constructs by which knowledge is grabbed, handled and passed on to give end-users direct access to experiences. Where one can immerse another in one's experience, why tell a story? why create a virtual reality? Why simulate it, when you can actually experience it? (more)

In the Information Paradigm which is moving more and more into place in Western societies, the medium is no longer the message. When the Identity Paradigm reigned, one had to fashion data into an information package which could reach a person. From the 18th to the 20th centuries, a Who-label governed. Who one was determined What one could (or might be allowed to) know; the notion of being someone overshadowed actual being. Now, in the Information Paradigm, a person can begin to be defined more by her data than her identity-based label (the shift to a new paradigm is one of central subjects at Informatics411, The Blog).

In the Information Paradigm, data needs no intermediary representation before it can be served up; it only needs protocols and hardware sensors which connect them. In the Information Paradigm, Information is “god,” not Identity; and there is nothing more personal than near-simultaneously shared experience: aural, visual and kinesthetic “data.” I put the word “data” in quotes, because it is an old-paradigm way of referring to sensory information which demotes it, or suggests it is pre-packaged, somehow “not-quite” truly information: uncooked–or awaiting “author-ity.”

In the Information Paradigm, data doesn’t wait to become ordained, some person’s packaged info; it stands on its own, waiting to be shared. My aural, visual and kinesthetic information streams look for the technology which connects directly to your aural, visual and kinesthetic streams. We usually don’t even know Who makes up “my” stream or “your” stream; that Who rarely matters anymore is the death-rattle of the Identity Paradigm.

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© 2009 John Michael Vore

John Vore Portfolio-tagged entries...and criticism from the job hunt of 2008...


I'm pulling a lot of information from the Informatics411.com Portfolio over to the blog for easier reference and in preparation for a 2009 version of the Portfolio. These entries will be tagged "John Vore Portfolio."

Some of the language in the Portfolio pages reads like I am a candidate; having worked in political campaigns off and on since I was a teenager, I know how to write that kind of copy. Yet it is jarring to read one's own name in sentences which - even honestly and correctly - tout one's accomplishments. So please read with a grain of salt.

I'd rather talk about the work, but the conventions of finding that work sometimes demand a tooting of one's own horn.

Thanks for your patience and feel free to lampoon *any* of it. Send to informatics411 [where] gmail.

On the flip-side, I've heard all kinds of criticisms about the Portfolio and my work, some of it contradictory. I take responsibility for these impressions, as I am the designer of information, here. But let me quickly address some of what I've heard:

  • Some hiring managers have told friends that my work seems too abstract. I try to remind folks that I came into HCI designing ebook software: that was my first project. And it holds up surprisingly well, when compared to the Kindle. I designed the hardware, software and the information architecture in Adobe Illustrator. I didn't know how people made software or hardware prototypes in the late 1990s, so I made mine on paper, then in Illustrator. I even anticipated using phone-style keyboard for text entry BEFORE SMS messenging was known to me or widely available in the U.S.. That's not bad. And it is not an abstract detail.
  • Not to dismiss this criticism: Look for more project-specific and detail-specific labels in the blog-anchored work descriptions, though, to balance this sense that I go abstract without being grounded, and building up to something larger.
  • I also remind folks that I've designed very graphical element in every website, book and project I've worked on over the last 12 years - with one exception: corporate logos (including my company, Firetrap). I've designed the cover of every Firetrap publication; and edited and laid-out every interior. I've also negotiated with artists and writers about their contributions, some particularly hairy and detailed specifications if there every were some.
  • Publishing books requires that one meet international and U.S. publishing standards. I've published 18 editions. This means that I understand designing to standards and describing work to others using precise standards.
  • One person asked if I knew what a "wireframe" was. There is a surprising lack of knowledge in some tech areas about what folks do in other work domains. I used wireframes to lay-out books, websites and even to attempt to gain a patent on e-book software. Maybe I should devote a whole entry to "wireframes across the disciplines"?
  • One hiring manager wondered if I knew how to attach sound to a presentation. While some criticisms, when they make their way back, say a lot about the source, the issue of sound came up once when I created a presentation in Keynote then exported it to PowerPoint and tried to run it on a PC instead of a Mac. Score 1 for the PC. And for the half-life of a criticism from an academic presentation made to perhaps 15 people...I more than made up for the lack of sound with, um, my own operatic voice...
  • Another hiring manager wondered if I understood the basic terms of User Experience, Usability Methods, and Interaction Design. I created a specific new page in my Informatics411.com Portfolio for this manager [TRADE TOOLS], in which I showed how the Informatik Framework encompasses all the best practices in Prototyping and Usability Methods. Let me say that again: "ALL." As in, all. I sometimes miss the name of one tree while describing the forest of Informatics I come from, in interviews. This reflects coming to Interaction Design from Publishing, and is a mistake of the "you say to-MAY-toe and I say to-MAH-toe" variety.
  • I've come up with a way of getting a birds-eye view of our methodologies because sometimes just jumping to a method without knowing why means we get results that don't matter. This is why I sometimes look for Project Manager work rather than Ux or IxD work.
  • Another commentator wondered if I simply had too much in my portfolio. Why would someone worry about me being able to do more than what I'm hired for? And why wouldn't this be considered a bargain, during tough times? :)


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© 2009 John Michael Vore