Je lis le texte qui suit et je ne peux m’empêcher de ramener son propos à ma façon de voir et de pratiquer l’échange de pouvoir érotique… même si l’auteur parle d’une toute autre chose.
Enfin, parle-t-il vraiment de toute autre chose ? 🙂
I’ve been thinking a lot about control and design.
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.
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.
In my head, I’ve been calling this « designing for the sandbox. » This acknowledges a space for content, tools, and people to interact and create their own meaningful experience. This is not a monolithic creation, that dictates how the content, tools, and people best interact. This is instead reminiscent of David Weinberger’s phrase « small pieces loosely joined » — things that connect, but aren’t bolted onto one another.
Designing for the Sandbox, Peter Merholz
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