Digital: Ex Post

June 09, 2005

Designing for the Sandbox

peterme.com: Designing for the Sandbox: "People who design experiences often believe that in order to succeed they must exert complete control. And while in extremely rare instances they might be afforded the opportunity to dictate an entire environment (say, in a casino, or a theme park), when designing for the real world, for the ebb and flow of actual lives, such control is impossible. Often, the designer's response is to exert as much control as possible on their portion of this world. (Jeff found out this sad fact when reviewing submissions to an interactive design competition.) In fact, the best thing a designer can do is dictate *as little as possible.* Because the point isn't to control, it's to connect--to weave your offering into the complexity of people's life experiences, to allow them to figure out how to make sense of your offering within their world. "

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