Design: What it is, and How to Teach and Learn It Design is beginning to evolve into a comprehensive, thoughtful, and definable subject. We’ve collected some thoughts on what Design means in our technological world, and what it means to teach— and to learn—Design.

Crossing the Thresholds of Indignation and Inclusiveness As we begin to make headway toward defining a discipline based on designing interactions, it becomes apparent that an exclusive approach is not sustainable. These articles describe some of the thresholds we must cross to surpass indignation and achieve inclusiveness.

COVER STORY

28 Pencils Before Pixels: A Primer
in Hand-Generated Sketching
Mark Baskinger

FEATURE

38 The Future of
Interaction Design as an
Academic Program of Study
Kevin Conlon

THAT’S ENTERTAINMENT

42 Playcentric Design
Tracy Fullerton

OK/CANCEL

45 Failed Games
Tom Chi, Kevin Cheng

FEATURE

46 How I Learned to Stop Worrying
and Love the Hackers
Carla Diana

FEATURE

50 Empowering Kids to Create and
Share Programmable Media
Andrés Monroy-Hernández, Mitchel Resnick

FEATURE

62 An Ode to TomTom:
Sweet Spots and Baroque
Phases of Interactive
Technology Lifecycles
Jan Borchers

FEATURE

67 What Robotics Can Learn
from HCI
Aaron Powers

(P)REVIEW

70 The Design of Future Things by Don Norman

Reviewed By Gerard Torenvliet

LIFELONG INTERACTIONS

72 Designed to Include
Mark Baskinger

UNDER DEVELOPMENT

76 Raising A Billion Voices
Sheetal K. Agarwal, Arun Kumar,
Sougata Mukherjea, Amit A. Nanavati,
Nitendra Rajput

(P)REVIE W

54 UIGarden.net:
A Cross-cultural Review
Neema Moraveji, Zhengjie Liu

ON MODELING

57 The Analysis-Synthesis
Bridge Model
Hugh Dubberly, Shelley Evenson,
Rick Robinson

Interactions Cafe
Making the right decisions can lead to a
design “sweet spot.”

80 On Logic, Research,
Design Synthesis...
Jon Kolko, Richard Anderson

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