To bookend some professorial poking from class, let’s define interactive design. (Otherwise how can I go on to talk about interactive design fundamentals so the argument goes).
The definition that works best for my dentist is “Web stuff”.
For those looking for a more nuanced answer it’s easiest to define interactive design by what interactive designers by make/design: generally websites and interfaces. Interactive designers must have skills to manipulate these artifacts visually. They should probably be able to manipulate them temporally (have skills animating). Most importantly, they should be able to create and manipulate these time-based visual systems in a way so that the react to outside input.
Basic websites, while the domain of interactive designers, might not have any animation to speak of. In fact it’s not uncommon to find individuals from a print design background performing this ‘interactive design’ task. Such professional practice requires a only grab bag of production level technical knowledge concerning screen resolution, file types, basic structure of HTML, etc.
A complex step away from this are artifacts where input triggers animated content. A basic DVD interface is a good example. It has multiple screens like a basic web page but typically supports transitional animations. Again, while this might an ‘interactive design’ a motion graphics designer would probably be best suited for this task.
While a DVD menu or a hyperlinked collection of web pages is surely the domain of an interactive designer, these are hardly more than specialties within graphic design. As such it would be more accurate to describe these activities as digital design or screen design. Interactive design is thus a part of, or specialization within, screen –or digital– design.
Interactive designers are most useful when creating screen visuals that are temporal, particularly non-linear, and not only react, but continuously react to outside input. In a word, interactive designers create screen based visual systems that can be manipulated. This is analogous but different than industrial design where artifacts are created that can be manipulated physically. Printed visual designs are also ‘manipulable’, however interactive designs don’t utilize their physical medium for manipulation (electronic signals), but a set of designed, abstract, metaphors.
Also, while interactive design can utilize physical artifacts (like mice), the interactive designer is concerned with the interpretation and visualization of information from these inputs. Interactive designers don’t design mice, they design their relationships to cursors. (While this contextual blindness might seem limiting, it’s particularly pragmatic when working with web based artifacts.)
This relationship is arbitrary and artificial. It must be expressly designed, or at minimum, copy existing solutions. It can be simple as with a cursor that interprets input as a geometric point and draws its location on the screen, or more sophisticated, like that of a 3D world where input is mapped to a view point and the visuals communicate the systematic transformation and distortion of the world’s geometry. Either way, the relationship involves the interpretation of input and a representation of the changes it has effected. Interactive designers create screen-based artifacts that not only communicate but also listen, think, and respond.