Reading “The Art of Interactivity” by Chris Crawford has definitely reshaped my understanding of interactivity. I would have initially defined interactivity as when you get to do things like click, tap, or choose, and your device responds to what you do. Crawford, however, defined this concept in a much simpler and easier way. I particularly liked how he differentiated the interactivity from the reaction and participation. Nonetheless, one particular aspect of the first chapter of the book left me wondering. Crawford briefly touched upon the misconception of dividing the design process into two distinct phases: graphic design and the interactivity step. Even though he have discussed this in the later chapter of the book, I have came up with my ideas of why the potential challenges this division can pose.
One immediate concern is the possibility of losing sight of the user experience. Design should always prioritize meeting the users’ needs and preferences. If we plunge headfirst into graphic design without considering how users will interact with our creations, we might end up with aesthetically pleasing but impractical designs, inevitably leading to user frustration. I believe that such an approach could yield inconsistencies and reduced usability, primarily due to the disconnect between graphic design and interactivity. As an aspiring designer or software developer, I understood the importance of integrating the design process with interactivity, ensuring that the two are both important for maximum effectiveness and efficiency. By doing so, the creation would not be just visually appealing interfaces but also include interactions that are intuitive and user-centric, resulting in a more harmonious and engaging user experience.