> that the experience you described isn't diametrically opposed to 'good design,'
Yup. The more obsessed we get about "pixel-perfect" interactions, the more insufficient native browser behavior becomes, to the point where e.g. Flipboard just throws it all away and creates a new UI layer using <canvas>. But that's probably not what either of us would call "good design."
Not that this is the case here, but crisis PR firms would love the publicity from an event like this and many would be willing to take this on pro bono. If you think about it, this is a really easy case for the PR firm that brings huge amounts of publicity, so they're really getting their bang for their buck. The clients in this case are just high school "kids" whose story got taken out of context and exaggerated by the manipulative "media". Any wrong doing can really be swept under the rug with a sincere apology. Who can't relate to the follies of youth, esp when there's powerful media enterprise trying to exploit them?
I'd be curious what proportion of public facing space would be lockers.
I imagine it'd be great to showcase flash sales and extremely high demand items. I really believe a retailer selling physical goods needs some sort of physical presence and hope this is something interesting.
I think the lectures so far aren't exactly inconsistent with your thinking. They're skewed SV and given their origins, why wouldn't they be? But at the same time, the first two lectures have politely/subtly pointed out whats wrong with the scene and taken them down
> Most UX methods and guidelines come from HCI (and HCI, of course, comes from other disciplines).
I don't think you can simplify it to HCI preceding UX or UCD methodologies.
As you point out, HCI of course comes from other disciplines and just like the field of UX, it's borrowed a lot. HCI, Human Factors, Psychology, etc., all borrow techniques from others (as you've acknowledged)and a lot of what they do has been developed in parallel.
A lot of UX and design methods were developed in parallel by designers with at traditional design background or others without formal research backgrounds. Despite UX being characterized as a science or more rigorous than traditional design, it is largely a pragmatic practice.