This is a fun and interesting video that reveals the design thinking and material quality of the Saddleback's bags. Dave Munson shows in the video how you can produce a cheap version of his expensive bags by saving money on design and materials.
Interaction Design, HCI, Philosophy of Design, Technology and Society
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And now (due to my capstone direction(s)) I am asking what patina looks like in Interaction Design.
As I started thinking about this in the context of interaction design because of your post, I realized that often digital interactions are also conceptualized and marketed in terms of the lifestyles they support or, more broadly, their semantics, more than any sort of intrinsic 'quality'. So a smartphone is associated with instantly sharing vacation photos on the beach and managing the demands of an affluent, mobile, creative professional on the go; and it is evaluated/marketed according to its ability to fit into that lifestyle rather than, say, something like the smoothness of the transitions between its applications.
While it is still obvious that a connoisseur like Munson can recognize intrinsic quality, is there such a thing in interaction design? I think there is, and that it could be similarly contrasted to sloppiness and shortcuts that make things easier. I do think it might be more challenging to articulate though.