IxD in Review: What is the Designer's Role?
From the Perspective of Cooper U Student & Intern, Nikki Knox
Last month, company executives, engineers, product managers, and UX designers stepped away from their demanding schedules to experience the design process and philosophy of Cooper U in the April Interaction Design class. As a designer with a background in healthcare architecture and medical products, Cooper U's qualitative-based curriculum felt familiar in a way that resonated with the core intentions that motivated me to become a designer in the first place. What wasn't familiar, however, were the tools that Cooper U provided to guide the creative process, and the innovative ways they invited class participation.

One of the more lighthearted design tools Cooper U introduced is the "Pretend it's Magic" exercise, designed to spark creativity in unexpected ways. Through this exercise, our group explored "disappearing" TV entertainment modules that only leave a 3D projection to engage with. We also came up with a screening system that gets jealous when other viewing devices are present (so no more watching TV and using your laptop at the same time - it might make your program angry!). These ideas may seem silly, yet they challenge both designers and company executives alike to overcome self-imposed limitations and reconsider the range of possibility.

In addition, more in-depth design tools, such as Personas, provide a way to keep the end-user involved in the product from start to finish. They embody the user's actual behaviors, goals and environments. For example, our team's persona, DeAndra, is a 35-year-old photographer from Portland, Oregon. Her quote, "Beauty is in the eye of the beholder, and I have many eyes," summarizes her perspective and beliefs about the photos she takes. She played a vital role in guiding our mobile Photo Book app that we designed as part of the class. Features such as editing and tagging were designed with her in mind, helping us avoid designs based on our own preferences and experiences.
These are merely two examples from the many design tools that Cooper U provided during the course. The curriculum was designed to foster curiosity, create a sense of community, and invite storytelling based on design experience. Therefore, we could freely reflect on our own design processes and inquire about those of others, which enabled us to learn from Cooper as well as each other.
Of all the conversations we had, it was the questions about the designer's role that intrigued me the most. In comparison to architecture, Interaction Design is a new and rapidly expanding field; designers and companies both struggle with determining the relationship between design and business. How do engineers and designers work together? What can company executives contribute to the process? How are product managers and marketing departments influencing design? Cooper U provided communication as well as design tools that explored these questions.

Ultimately, the practicum wasn't about providing standardized answers but about providing a safe platform upon which these questions could be boldly explored. The class reinforces my belief that design extends far beyond implementing creative ideas. The designer's role is that of facilitator - navigating people, resources and ideas through a complicated web of possibilities and responsibilities. Thank you to Cooper U for providing a process that understands and supports this vital role!
Upcoming IxD (Interaction Design) Courses:
June 19-22, 2012
July 17-20, 2012
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