Table of Contents of the Essays categorized by content area, followed by the last 25 essays in reverse chronological order -- most recent reviews first:
Design
- Does Culture Matter for Product Design?
- Conversation: Jon Kolko & Don Norman mediated by Richard Anderson
- Design Education: Brilliance Without Substance
- Gesture Wars
- Act First, Do the Research Later
- The Design Dilemma: Dismay vs. Delight
- Videos from Design of Everyday Things
- Why Design Education Must Change
- Looking Back, Looking Forward
- Design Without Designers
- Systems Thinking: A Product Is More Than the Product
- Why Great Ideas Can Fail
- Why Design Contests Are Bad
- Design Thinking: A Useful Myth
- Gestural Interfaces: A Step Backwards In Usability
- Talk: Research Practice Gap & 2 Kinds of innovation
- The Research-Practice Gap
- Natural User Interfaces Are Not Natural
- Technology First, Needs Last
- THE TRANSMEDIA DESIGN CHALLENGE: Co-Creation
- People Are From Earth, Machines Are From Outer Space
- Signifiers, not affordances
- CNN Designers challenged to include disabled
- The Psychology of Waiting Lines
- Sociable Design - Introduction
- Simplicity Is Not the Answer
- Workarounds - Leading Edge of Innovation
- Why is 37signals so arrogant?
- Waiting: A Necessary Part of Life
- Filling Much Needed Holes
- Automobile in HCI's Future-2
- Simplicity Is Highly Overrated
- Cautious Cars & Cantankerous Kitchens
- The truth about Google's so-called "simplicity"
- Trapped in a Lufthansa Airline Seat
- Industrial Design: Claims Without Substance
- Design as Communication
- Ad-Hoc Personas & Empathetic Focus
- When Bugs Become Features
- Activity-Centered Design: Why I like my Harmony Remote Control
- Applying the Behavioral, Cognitive, and Social Sciences to Products
- Emotion & Design: Attractive things work better
- Affordances and Design
- Affordance, Conventions and Design (Part 2)
- Banner Blindness, Human Cognition and Web Design
- Design as Practiced
- Commentary: Human Error and the Design of Computer Systems
- The Post Disciplinary Revolution: Industrial Design and Human Factors?Heal Yourselves
- Usability Is Not a Luxury
Television
- DVD Menu Design: The Failures of Web Design Recreated Yet Again
- The Perils of Home Theater
- Advanced TV Standards
Automobiles
- Dashboards for the Passengers
- Motorist trapped in traffic circle 14 hours
- A Time For Standards
- A Car Is for Entertainment
- Complexity again -- Isn't progress wonderful?
- Interior Design Versus Product Design
- Complexity of the Modern Automobile-Isn't Progress Wonderful?
- There's an Automobile in HCI's Future
- Universal Design & Auto Design: We Are Getting Older
- Emotional Autos
- Concept Cars
- Facing to the rear
- Navigation Systems
- Cockpit Complexity
- The Personality of Automobiles
- The Emotional Eye (pun Intended): Introductions
Interaction articles
- Looking Back, Looking Forward
- Systems Thinking: A Product Is More Than the Product
- Gestural Interfaces: A Step Backwards In Usability
- The Research-Practice Gap
- Natural User Interfaces Are Not Natural
- Technology First, Needs Last
- THE TRANSMEDIA DESIGN CHALLENGE: Co-Creation
- When Security Gets in the Way
- Designing the Infrastructure
- Compliance and Tolerance
- Memory is more important than actuality
- People Are From Earth, Machines Are From Outer Space
- Signifiers, not affordances
- Simplicity Is Not the Answer
- Workarounds - Leading Edge of Innovation
- Waiting: A Necessary Part of Life
- A Fetish for Numbers: Hospital Care
- Filling Much Needed Holes
- Automobile in HCI's Future-2
- UI Breakthroughs-2-Physicality
- UI Breakthrough-Command Line Interfaces
- Simplicity Is Highly Overrated
- Three Challenges for Design
- Logic Versus Usage: The Case for Activity-Centered Design
- Words Matter. Talk About People: Not Customers, Not Consumers, Not Users
- Why doing user observations first is wrong
- Emotionally-centered design
- Interaction Design is still an art form: Ergonomics is real engineering
- To school or not to school
- Whose profession is design?
- Trapped In a Lufthansa Airline Seat
- HCD harmful? A Clarification
- There's an Automobile in HCI's Future
- Do companies fail because their technology is unusable?
- Human-Centered Design Considered Harmful
- Robots in the Home: What Might They Do?
- Interaction Design for Automobile Interiors
Emotion & Design
- Selective Memories (Metropolis Magazine article)
- My TED talk
- Why doing user observations first is wrong
- Emotional Design: People and Things
- Affect and machine design: Lessons for the development of autonomous machines (with Andrew Ortony and Dan Russell). (August, 2002)
- Emotion & Design: Attractive things work better
Technology & Society
- Yet Another Technology Cusp: Confusion, Vendor Wars, and Opportunities
- I Have Seen the Future and I Am Opposed
- Waiting: A Necessary Part of Life
- Filling Much Needed Holes
- Automobile in HCI's Future-2
- Cautious Cars & Cantankerous Kitchens
- Full-scale maps: Cartography dream realized
- Motorist trapped in traffic circle 14 hours
- Things That Make Us Smart: Forbes article
- How To Write an Effective Manual
- Problem of Automation: Inappropriate feedback and interaction, not over-automation
- Do companies fail because their technology is unusable?
- Trapped in a Lufthansa Airline Seat
- In Defense of PowerPoint
- Minimizing the annoyance of the mobile phone
- Robots in the Home: What Might They Do?
- Appliances of the Future
- Where Emotional Design Fails
- With safety and security, more can be less
- The Complexity of Everyday Life
- Cyborgs of the New Millennium
- The Life Cycle of a Technology: Why it is so difficult for large companies to innovate
- Looking Forward to the 21st Century
- Making Technology Invisible: A Conversation with Don Norman
Education
- Design Education: Brilliance Without Substance
- Videos from Design of Everyday Things
- Why Human Systems Integration Fails (And Why the University Is the Problem)
- In Defense of Cheating
- The Future of Education: Lessons Learned from Video Games and Museum Exhibits
- Learning from the Success of Computer Games
- Technology and the Rise of the For-profit University
People
- A Fetish for Numbers: Hospital Care
- Cautious Cars & Cantankerous Kitchens
- In Appreciation of Jef Raskin
- Toilet Paper Algorithms: I didn't know you had to be a computer scientist to use toilet paper.
- Being Analog 3 of 3
- Being Analog 2 of 3
- Being Analog
- How Might Humans Interact with Robots?
- How Might People Interact with Agents
Core77 columns
- Does Culture Matter for Product Design?
- Design Education: Brilliance Without Substance
- Gesture Wars
- Act First, Do the Research Later
- The Design Dilemma: Dismay vs. Delight
- I Have Seen the Future and I Am Opposed
- Why Design Education Must Change
- Design Without Designers
- Why Great Ideas Can Fail
- Why Design Contests Are Bad
- Design Thinking: A Useful Myth
Latest essays
Yet Another Technology Cusp: Confusion, Vendor Wars, and Opportunities
There is a technological revolution in the air, not because new principles and technologies have been discovered, but because so many past technologies have simultaneously reached a state of maturity that they can be incorporated into everyday technology. These cusps in technology produce new opportunities, but until the marketplace settles down, they also deliver considerable confusion and chaos. Each of the changes discussed here seems relatively minor and inconsequential, but taken as a whole, they pose considerable problems and potential risks.
Does Culture Matter for Product Design?
Does culture matter for product design? For the world of mass-produced products, that is, for the world of industrial design, culture might be far less important than we might have expected. Is this really true, and if so, is this a positive or negative finding?Conversation: Jon Kolko & Don Norman mediated by Richard Anderson
Out with the Old, In with the New: A Conversation with Don Norman & Jon Kolko, mediated by Richard Anderson. The item contains photos, a transcript, and an embedded video of the event. Topics addressed included the nature of and the difference between art and design, whether design should be taught in art schools (such as AAU), Abraham Maslow, usability, what design (or all) education should be like, the problem with "design thinking" courses, the destiny of printed magazines and printed books, aging and ageism, the relationship between HCI and interaction design, Arduino, simplicity, social media, Google, privacy, design research, the context in which design occurs, the Austin Center for Design, solving wicked problems, whether designers make good entrepreneurs, politics, Herb Simon & cybernetics, the strengths & weaknesses of interconnected systems, and how designers should position themselves.Design Education: Brilliance Without Substance
We are now in the 21st century, but design curricula seem stuck in the mid 20th century. In the 21st century, design has broadened to include interaction and experience, services and strategies. The technologies are more sophisticated, involving advanced materials, computation, communication, sensors, and actuators. The products and services have complex interactions that have to be self-explanatory, sometimes involving other people separated by time or distance. Traditional design activities have to be supplemented with an understanding of technology, business, and human psychology. With all these changes, one would expect major changes in design education. Nope. Design education is led by craftspeople who are proud of their skills and they see no reason to change. Design education is mired in the past.Gesture Wars
At the start of almost every technology transition, chaos rules. Competing competitors create confusion, often quite deliberate, as they develop their own unique way of doing things incompatible with all others. Today, the long-established, well-learned model of scrolling is being changed by one vendor, but not by others. Gestures proliferate, with no standards, no easy way of being reminded of them, new easy way to learn. Change is important, for it is how we make progress. Some confusion is to be expected. But many of the changes and the resulting confusions of today seem arbitrary and capricious.Act First, Do the Research Later
Think before acting. Sounds right, doesn't it? Think before starting to design. Yup. Do some research, learn more about the requirements, the people, the activities. Then design. It all makes sense. Which is precisely why I wish to challenge it. Sometimes it makes sense to act first, think afterwards.
The Design Dilemma: Dismay vs. Delight
I frequently find myself in a state of simultaneous dismay and delightful admiration about the end product of designers. This state can be described by contrasting the way a designer and an engineer would solve the same problem. Designers evoke great delight in their work. Engineers provide utilitarian value. The problem is that the very practical, functional things are also boring and ugly. Good designers would never allow boring and ugly to describe their work: they strive to produce delight. But sometimes that delightful result is not very practical, difficult to use, and not completely functional. Practical versus delightful: Which do you prefer?
Designers approach the world with charming naiveté, coupled with artistic elegance and the art of examining issues in novel, unconstrained ways. Their solutions provide a graceful elegance and new insight, perhaps because of their lack of knowledge, their naiveté. Designers are trained as craftspeople, without any substantive knowledge of the content areas in which they do their work. This very lack of knowledge can produce profound insights that lead to advances in understanding, hence my delight. Having too much knowledge can lead to following the failed footsteps of those who preceded you.
Videos from Design of Everyday Things
My videos have been resurrected! Let me explain.One upon a time, many years ago -- 1994 to be precise -- The Voyager Company produced a delightful CD-ROM that included copies of several of my books ("Design of Everyday Things," "Things that Make Us Smart," and "Turn Signals Are the Facial Expressions of Automobiles." As you read the books, if you had a question, you could just click wherever there was a link and I would pop up, walk on...I Have Seen the Future and I Am Opposed
I have seen the future, and if it turns out the way it is headed, I am opposed. I fear our free and continual access to information and services is doomed to be replaced by tightly controlled gardens of exclusivity. It is time to rethink the present, for it determines the future.Why Design Education Must Change
I am forced to read a lot of crap. As a reviewer of submissions to design journals and conferences, as a juror of design contests, and as a mentor and advisor to design students and faculty, I read outrageous claims made by designers who have little understanding of the complexity of the problems they are attempting to solve or of the standards of evidence required to make claims. Oftentimes the crap comes from brilliant and talented people, with good ideas and wonderful instantiations of physical products, concepts, or simulations. The crap is in the claims.
In the early days of industrial design, the work was primarily focused upon physical products. Today, however, designers work on organizational structure and social problems, on interaction, service, and experience design. Many problems involve complex social and political issues. As a result, designers have become applied behavioral scientists, but they are woefully undereducated for the task. Designers often fail to understand the complexity of the issues and the depth of knowledge already known. They claim that fresh eyes can produce novel solutions, but then they wonder why these solutions are seldom implemented, or if implemented, why they fail. Fresh eyes can indeed produce insightful results, but the eyes must also be educated and knowledgeable. Designers often lack the requisite understanding. Design schools do not train students about these complex issues, about the interlocking complexities of human and social behavior, about the behavioral sciences, technology, and business. There is little or no training in science, the scientific method, and experimental design.
Why Human Systems Integration Fails (And Why the University Is the Problem)
The field of Human Factors and its many descendants -- Cognitive Engineering, Human-Computer Interaction, Cognitive Ergonomics, Human-Systems Integration, ... -- has made numerous, wonderful advances in the many decades since the enterprise began. But the discipline still serves many to rescue rather than to create. It is time for a change. HSI must become an applied discipline, not just a research activity, not just a science (it needs all three: science, research, practice). The problem is this: suppose, magically, HSI was asked to take part in all new projects from the very start. No more fire-fighting. Would HSI be able to deliver? I don't think so. HSI has to stop being an analytical field doing analysis after the fact and become a design field, synthesizing answers on the spot. Providing answers in hours or days, not in six months. Doing quick and dirty experiments and quick calculations to ensure that the designs are "good enough." Practical designs look for large effects. Traditional science looks for small differences. HSI has to change how it thinks. Today, HSI Is not ready for real time. We need a special certification program (ideally offering a Masters Degree in HSI project management) for the management of projects involving HSI. Universities need to change. Not only are they too narrow, but they keep disciplinary walls that inhibit cross-fertilization. Professors lack practical experience and usually feel that such experience is inferior in value to theoretical and research skills. So practice is not rewarded. Only publications in refereed, research-based journals are recognized. The separation of the social and behavioral sciences from engineering is most unfortunate: they need one another. But the social and behavioral sciences shun applications except to proclaim in incredible naiveté the fanciful applications of their work, but without actually trying to do the applications. And the engineering disciplines ignore the human factor, even though, in theory, engineering builds and designs for human use and benefit. (Of course, given the theoretical bent of modern engineering, it seldom actually builds anything.) It is time for a change.Looking Back, Looking Forward
Over the past five years I have written approximately three dozen columns. What has been learned? What will come? Obviously it is time for reflection. My goal has always been to incite thought, debate, and understanding. Those of us in the field of interaction, whether students, researchers or practitioners, whether designers or programmers, synthesizers or analyzers, all share some common beliefs and ideals. One of my jobs is to challenge these established beliefs, for often when they are examined, they rest on an ill-defined platform, often with no supporting evidence except that they have been around for so long, they are accepted as given, without need for examination. We need a rigorous foundation for our work, which means to question that which is not firmly supported by evidence, if it appears obvious. Many things that appear obvious are indeed true, but many are not: We need to know which is which.Design Without Designers
There is a trend to eliminate designers. Who needs them when we can simply test our way to success? The excitement of powerful, captivating design is defined as irrelevant. Worse, the nature of design is in danger.
Systems Thinking: A Product Is More Than the Product
In reality a product is all about the experience. It is about discovery, purchase, anticipation, opening the package, the very first usage. It is also about continued usage, learning, the need for assistance, updating, maintenance, supplies, and eventual renewal in the form of disposal or exchange. Most companies treat every stage as a different process, done by a different division of the company: R&D, manufacturing, packaging, sales, and then as a necessary afterthought, service. As a result there is seldom any coherence. Instead, there are contradictions. If you think of the product as a service, then the separate parts make no sense--the point of a product is to offer great experiences to its owner, which means that it offers a service. And that experience, that service, is the result of the coherence of the parts. The real value of a product consists of far more than the product's components.Why Great Ideas Can Fail
Designers are proud of their ability to innovate, to think outside the box, to develop creative, powerful ideas for their clients. Sometimes these ideas win design prizes. However, the rate at which these ideas achieve commercial success is low. Many of the ideas die within the companies, never becoming a product. Among those that become products, a good number never reach commercial success. Ideas are just the starting point toward product realization. New product ideas have to fit the competencies of the corporation. They have to fit within the existing family or products, or at least the product strategy. The purchasers of new products have to be prepared. The costs must be contained. The technology must be up to it. The same people who the new ideas are intended to supplant and go around are now responsible for executing the ideas. No wonder so many good ideas fail.Why Design Contests Are Bad
Every year the world holds many contests for industrial designers. Lots of submissions, lots of time spent by jurors reviewing them, lots of pretty pictures afterwards. Fun to read, wonderful for the winners. What's the problem? I have been a juror for a number of contests, including the major American yearly contest sponsored by the Industrial Design Society of America, IDSA, and BusinessWeek. Although I always enjoyed the experience and the interaction with talented, hard-working fellow jurors, I have become increasingly dissatisfied with the results. Why are shows bad? Shouldn't we reward good design? Sure, if that's what the shows accomplish, but they don't. In fact, I believe they do harm to the profession. (Opening sentences of my Core77 column.)Design Thinking: A Useful Myth
A powerful myth has arisen upon the land, a myth that permeates business, academia, and government. It is pervasive and persuasive. But although it is relatively harmless, it is false. The myth? That designers possess some mystical, creative thought process that places them above all others in their skills at creative, groundbreaking thought. This myth is nonsense, but like all myths, it has a certain ring of plausibility although lacking any evidence. Why should we perpetuate such nonsensical, erroneous thinking?...Gestural Interfaces: A Step Backwards In Usability
Gestural interfaces are fun to use: gestures add a welcome feeling of activity to the otherwise joyless ones of pointing and clicking. The are truly a revolutionary mode of interaction. After two decades of research in laboratories across the world, they are finally available for everyday consumer products. But the lack of consistency, inability to discover operations, coupled with the ease of accidentally triggering actions from which there is no recovery threatens the viability of these systems. We urgently need to return to our basics, developing usability guidelines for these systems that are based upon solid principles of interaction design, not on the whims of the company human interface guidelines and arbitrary ideas of developers.Talk: Research Practice Gap & 2 Kinds of innovation
I gave the opening keynote address at IIT's Design Research Conference in Chicago, May 2010. In it, i combined two of the major themes I have long been working on. The video of that talk is now available.
The research-product gap. The design research community -- and all research communities, for that matter -- have little understanding, knowledge of, or even interest in the product side of companies. Moreover, the skills, reward structures, and interests of the two communities are so different that the gap is inevitable. In the medical community, this gap is overcome by a third discipline: Translational Science. I recommend we follow suite with a new discipline, Translational Engineering, that translates the language of research into the language of products, and vice-versa.
Two kinds of innovation. A very closely related confusion exists about innovation. Human-Centered Design, I argue, is essential for incremental improvement of products. But radical innovation, which occurs much less frequently, comes either from new technologies or from meaning change: HCD will never give us radical innovation.








