Imagine how the 21st century chair might perk up when guests arrive, autonomously transforming itself as needed. It can become a stepstool when someone needs to stand on it, or a bed, perhaps formed by enlisting other chairs so that they can to support a horizontal body or two or three. When self-organized into neat orderly rows of its collaborators, the chair can accommodate crowds. While awaiting the crowd's arrival the chairs are a memory of the future, reminding us of the event that is to come. After they leave, the same chairs serve as a memory of the past. These 21st century chairs are social, aiming to please. They will be active servants, relationship builders, and enablers of social interactions. In the 21st century designers will produce many things besides chairs, many of which will not be objects. Some will be services and experiences, such as healthcare and wellness. Some will be ideas. Is an idea a thing, a product, a service? Whatever they are called, they need to be designed not as isolated things but as complex, interrelated systems, as total experiences. As relationships.
Most recent essays
(In reverse chronological order, most recent first.)
I have long argued that we need to go slow with automation in the automobile. There were still too many unsolved problems. I have now changed my mind. Why? Because there are far more problems with the increasing number of distractions for drivers, too many new devices, too many new temptations. Imperfect driving is potentially more dangerous than imperfect automation. Add to this the other benefits to those today who are unable to drive: the elderly, the handicapped, and of course the blind. Automation versus distraction? I bet on automation, and the sooner the better.
The Design Lab at the University of California, San Diego is embarking upon a large, major project in healthcare for complex problems. We are working with the Medical School, various departments at UC San Diego, and several funding agencies in this endeavor. The emphasis is on the processes and structure associated with modern healthcare. We seek a Design Fellow to assist with a project to better understand the complex cognitive ecosystem of healthcare who can help us define, explore, and implement new processes and procedures aimed at improving medical care for complex cases.
The design of human-computer systems used to focus upon the negative, the breakdowns that confused and confounded people. Now it is time to move to the next level, to focus upon the positive, systems that are enjoyable and pleasurable. We need systems that delight as well as inform, systems that create pleasure along with useful function. We need systems that are resilient, that promote control, understanding, and sometimes just plain pleasure. The design field has responded by examining the role of emotions and pleasure in design. We need to move these findings into mainstream computing.
Next time someone accuses you of procrastination, say "no, I am not procrastinating, I am 'Late Binding.' " That should shut them up. Let me argue for late binding - delay, or if you like, procrastination - as a preferred way of life. Delaying decisions until the time for action is beneficial for lots of reason. Practice late binding. Planning never produces the exact answer for the exact conditions that take place. People always will change their behavior. In fact, people have no choice when unexpected events occur. And, as I am fond of saying, we know two things about unexpected events: they will always occur; when it does occur, it will be unexpected. So prepare. Study. Get ready. But delay the actual decision as late as possible. Procrastinate. Practice late binding.
The technological requirements for self-driving cars are extremely complex, and although we are now able to succeed in a very high percentage of the situations, those last few percentages contain the most difficult, the most daunting challenges. As automation gets better and better, then the problems of vigilance increase, for the more reliable the system, the less for a person to do, and the mind wandering begins. Do not take people out of the loop: have them always know what is happening. How do we do this in a meaningful way? By asking people to make high-level decisions, to continually be making decisions. Human pattern recognition and high-level statement of goals and plans are good. But here is what we are bad at: the ability to monitor for long periods, to be precise and accurate, to respond quickly and properly when an unexpected event arrives where the person has not been attending. So, have us do what we are good at. Have the automation do what we are bad at. Aim for collaboration, not supervision.
"Why DesignX" answers common questions about DesignX. In particular, What is new? What is the role of the designer? What about craft skills?
DesignX is a new, evidence-based approach for addressing many of the complex and serious problems facing the world today. It adds to and augments today's design methods, reformulating the role that design can play. Modern design has grown from a focus on products and services to a robust set of methods that is applicable to a wide range of societal issues. When combined with the knowledge and expertise of specialized disciplines, these design methods provide powerful ways to develop practical approaches to large, complex issues. We seek a radical reformation of design practice, education, and research. It is time for a new era of design activism.
LG. get your act together. Every so often I can't stop myself from complaining. This is one of those every so oftens. No visibility. Insufficient tactile differentiation among the controls. No labeling of which side is right and which left which matters, both because these are stereo earphones and because the identical looking and feeling buttons do different things on the two sides of the device. Manuals that use incredibly tiny type small type in gray on a black background. Badly written as well, but we have come to take that as standard. Usually we can figure things out anyway by playing with the controls. Not these controls. They are invisible in use (deliberate), but with insufficient tactile distinction, with the left controls identical to the right one, but doing different things, and no way of knowing which is left and which right, so on each usage, they will vary randomly.
John Langrish challenged the analysis of Norman & Verganti on Incremental and Radical Innovation, arguing that we had ignored the evidence from Darwinian evolution. He called us "creationists." We find John Langrish's argument to be puzzling. We wrote a paper on product evolution and he chides us for failure to cite the literature in evolutionary biology. Similar issues have been faced in many disciplines. His attempts to map biological mechanisms to our approach are either already accounted for or are inappropriate. We are accused of being creationists. We plead guilty. That's what the field of design is all about: all-seeing, overarching designers who look over their creations and go in and change them. Designers have that luxury. Release a product and call it back for revision. Or completely change the next release, keeping the stuff that worked and deleting the stuff that didn't. Or completely repurpose it for some other usage that had not been considered at first. Radical innovation within the field of design does not come from hill-climbing. It comes from putting together things that never before were thought to belong together. It comes from the heart and mind of the designer. Yes, as designers we are creationists. We teach it, practice it, and take delight in it.
- All Books
- The Design of Everyday Things, Revised and Expanded Edition
- Living with complexity
- The Design of Future Things
- Emotional Design: Why we love (or hate) everyday things
- The invisible computer
- Things That Make us Smart: Defending Human Attributes in the Age of the Machine
- Turn Signals Are the Facial Expressions of Automobiles
- The Design of Everyday Things