Response to:
“Interdisciplinary Design Research” by Patrik Svensson. Appears in the book Design Research: Methods and Perspectives edited by Brenda Laurel, published by MIT Press.
From the very beginning of Svensson essay there is a sense of awareness towards what interdisciplinary actually is that seems to differ to most incomplete notions: interdisciplinary research is not simply a means of adding other well-established subjects to an area of inquiry, but permeating boundaries between readily established categories and forcing new terminology for organizing information over and over again. This is difficult because the information is scattered among different parts in the first place, initially bound by preconceived notions prior to the engagement in the research. Because the preexisting boundaries are defined in a particular way, discipline-specific jargon and use of language can become an added difficulty in participating in this kind of research. This requires a graphic designer not only to be a graphic design, but to be knowledgeable in surrounding fields that clearly intersect in particular ways.
Approaches to getting around the difficulties in interdisciplinary research are slim, but one way that seems potentially effective is to first understand a range of the aspects surrounding the research: Svensson uses the example of digital culture and includes a range consisting of “cyberspace, spatial design, virtual reality, online communication, virtual communities, online environments, social aspects of online life, embodiment (or its converse), socialization, identity, reputation, immersion, interfaces, hypertext, narratives, blogs, digital art, computer games and emergence” (195). This list is lengthy yet necessary because it proves that narrowing down a focus in a general category significantly helps the researcher understand where to look. From a more specific aspect of digital culture, it is easier to think about it in a more relational way. This point foward the immersion “node,” a component on a chart which maps relationships in digital culture, is explored to question the cultural conventions it currently has. Typically immersion is associated with high budget expensive graphics and experiential environments tinged with an emphasis on the digital recreation of ‘reality.’ Svensson notes that one of the heavily emphasized goals of this field is simply “not creating headaches” (196). The assumptions in this industry are questioned through an interdisciplinary lens that asks how these environments can have ‘real social depth’ rather than contributing to simple notions of creating virtual experience.
Following investigation through other lenses, questions arise for Svensson that problematize the foundations of this field. If other sources than intuition are considered when making graphics for example, the designers may ask themselves if it is really necessary for ‘realistic’ environments to be produced when the audience tends to use it to look for faults. In a virtual environment, does it make the most sense to have visual information where the audience can fill in some of their own images in their head? Svensson notes that even literary criticism may be an extremely helpful component because it heavily deals with representation and interpretation, ideas that must be carefully considered for successful design. Successful Magical Realist literature can help explain how these ideas can be treated, social communities can be studied to see how people interact, and further interdisciplinary research can be combined to find new uses for something that may seem to be based on entertainment. Ideas from many fields begin to converge and link between each other forming a synthesis with technology instead of letting the medium dominate the construction of the design. From this point, new ideas emerge where technology lends itself useful to many people: successful virtual learning environments (much, much better than BlackBoard) can be created and immersion can even be used to treat phobias.
Research methodology presented in this essay seem not only to push the limits of how research is done to benefit design but also seem to have a greater ethical message similar to human-centered design: the purpose of the research is not to push a particular idea, but to be open to many ideas so understanding means of responsible communication occur. The case studies in this essay are concrete examples that even if a certain kind of technology seems to emphasize nothing but aesthetic “wow” value, individuals have an opportunity to take what exists and use outside resources to enhance its function and its message as well. In such a saturated world for new media filled with an emphasis on entertainment this becomes a sign of hope and opportunity for not just designers, but others interested in design issues from other backgrounds. For the most effective interdisciplinary research, a group consisting of different academic backgrounds adds depth and efficiency to the research and enables more ideas and approaches as well. As information permeates from one field to another the ability for the designer to pool from more backgrounds will become more accessible because categorizations are not fixed over time, making it easier for designers to find appropriate information. The more frequently categories develop, the more resources will exist in both industry and academia and hopefully will contribute to a better use of the technology at hand.