For what it's worth, I never called for "elite teams,"
"third party wizards," or an exclusive guild of
interaction designers working in secret dungeons,
carefully protecting their trade secrets from usurping
developers. (Though perhaps if we had some big
bubbling test tubes... ;-) I agree with your
characterization of the problems implied by these
phrases and approaches.
I was trying to say that young designers need proper
supervision (and mentoring, I should have added). This
supervision can be as low-touch as weekly touch-base
sessions with a more experienced person.
Originally, we were talking about the limits of
method, and my point was that even good methods
require good application. Larry, I'm not casting doubt
on the methods you've developed. But I would not be
surpised if your presence as an observer often cast
you in a mentoring or supervisory role as well. I
little direction can go a long way, especially when it
comes from a master wizard ;-)
> -- Alain wrote:
> Even when the project can afford an elite team of
> senior interaction
> designers to lead the development, I think it pays
> off tremendously to
> have developers (in fact everyone on the team) have
> some basic skill in
> interaction design.