new essay on LinkedIn: http://goo.gl/l4oWi0 . When there are accidents, injuries, and deaths the first reaction is often to claim "human error," blaming the last person to have touched the controls. That is why the problems persist: we punish the innocent and do not remedy the underlying causes. We won't solve these problems until we stop blaming people, until we admit that bad design of equipment and procedures is most often the culprit. We need to instill a people-centered attitude in the training of engineers and technologists. It is time to stop blaming people and instead to design for people. Fix the real, underlying problems: the lack of people-centered design of equipment and procedures.
Other Recent Essays
- Predicting too early is as bad as not predicting at all
- State of Design: How Design Education Must Change
- Gestural Control: The Good, the Bad, and the Ugly
- Stupid Smart Stuff: Watches and Automation
- Nutrition, Nudges, and Sledge Hammers
- Why Rice Cookers Are Exciting
Brendan Vance, a game developer and blogger, has written a very nice critique of modern games that he calls "The cult of the peacock." But I do disagree with his complaint about the lack of manuals. Few people ever read manuals -- as is well illustrated in Vance's discussion about them. This is true whether it is a manual for an automobile, a new cooking device a TV set, a computer program or app, or a game. therefore, to me, the important point is to develop devices that are self-explaining, that do not require manuals. In the new edition of Design of Everyday Things I call this property "discoverable." I believe it is possible to design game controls and other features in ways that do not require manuals, especially for experienced game players. Attract screens (remember them?) can serve as tutorials without feeling like one. Similarly, there can be other features whose purpose is to demonstrate and teach but that are so cleverly done that they are not perceived as such.
Recent recommended readings
- Designing with the Mind in Mind, 2nd edition. (Jeff Johnson)
- Cool Tools (Kevin Kelly)
- Sleights of mind : what the neuroscience of magic reveals about our everyday deceptions (Macknik, Martinez-Conde & Blakeslee)
- Smarter thank you think: How technology is changing our minds for the better (Clive Thompson)
- Foreword: Computers as Theater (Brenda Laurel)
- Microinteractions (My Foreword)
Keynote Addresses and Schedule
Contact information, bios, press photos, ...
Examples of talks
- Fundamentals (Chapters 1 and 2) -- now available
- Advanced concepts (Chapters 3 and 4) -- now in development.
- Design Thinking & Design in the world of business (Chapters 6 and 7)
- Human Error (Chapter 5)
- April 17, 2014. Savannah College of Art and Design (SCAD), Savannah, GA
- April 18, 2014. Chicago.
- April 26-May 1. CHI 2014. Toronto, Canada (Discussion Session: Don Norman: reflections on design)
- April 28, 2014. Roger Martin interviews Don Norman & Patrick Whitney. Rotman School of Management, Toronto
- May 3, 2014. Cognitive Science Department Alumni Reunion, UC, San Diego.
- May 5-6, 2014. At UCSD
- May 13, 2014. Institute of Design (IIT) Board Meeting. Chicago.
- May 14, 2014. Don Norman & Patrick Whitney at Design Strategy Conference, Chicago
- May 21-24, 2014. Florence, Italy (Università degli Studi di Firenze)
- May 26-27, 2014 University of Bologna, Bologna, Italy
- May 29-31, 2014. Keynote at "The Psychology of Design" conference. Ross School of Business, University of Michigan, Ann Arbor, MI
- June 30 2014. Don Norman & Patrick Whitney at AutoDesk, San Francisco, CA.
- October, 2014. Advisory Committee meeting, Tongji University College of Design & Innovation. Shanghai, China. http://www.tongji-di.org/en/index.asp
- October 26-30, 2014. NordiCHI Keynote, Helsinki, Finland.
- April 25 - 30, 2015. CHI 2015. Seoul, S. Korea.