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