Design Interactions Work in progress show
So I went to the work in progress show of the RCA’s Design Interactions course on Tuesday. There was nothing to interact with.
It was with a certain amount of bewilderment and disappointment that I left the show. I’ve had my eye on the course for a few years as somewhere that has repeatedly produced exceptional work. From Philip Worthington’s Shadow Monsters to Louise Klinker’s Sketch-A-Move. It appeared to be a place that provided a unique environment in which ideas could blossom. The output was varied and interesting, from high-concept works to extremely well executed tactile toys, and it was a course that I’d considered applying to over the next couple of years, a inclination that was reinforced after reading Bill Moggridge’s Designing Interactions book which contains interviews with a number of their alumni.
I’m aware that the course has changed over the past few years but the extent of this change is quite staggering. There is an overwhelming bias toward the highly conceptual aspect of interaction design, to the extent that it falls outside of what I consider interaction design to be and far more within the realms of art. The work on show was more concerned with the impact of biotechnology on society than on the craft of design and as I mentioned above there was nothing there to actually interact with. For me the interaction is something that should be celebrated, and triumphed on a course such as this – the magic that happens when you are able to act upon an object or service and have it react in a meaningful way. At this show I couldnt help but feel that interaction was considered a dirty word and that execution is irrelevant or uninteresting.
For me, a great design in any field comes when three core components are in tune. The first is a thorough understanding of the problem or area that your design is going to tackle. The second is great idea or concept that is able to elegantly address the requirements. The third is a mastery of the form or the craft in order to produce something that is possible, works well and fulfills the ambitions of the idea entirely. From the output of the show it appears that parts one and three have been jettisoned, and part two is being cultivated entirely independently of the others.
Perhaps I’m biased in that my interests lie much more with the core mechanics of interaction, tactile sensation and more tangible forms of design, but from the conversations I heard at the show, I know I’m not the only one disappointed in this change.
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