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peterme.com: Designing for the Sandbox
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"peterme.com
Links, thoughts, and essays from Peter Merholz.
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June 08, 2005
Designing for the Sandbox
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. (Jeff found out this sad fact when reviewing submissions to an interactive design competition .) 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.
Photo by Yogi from Flickr
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.
The example I've been thinking of compares Ofoto with Flickr. Ofo"
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