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The Design of future things

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The Design of everyday things

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CNN Designers challenged to include disabled

I’m on a campaign. The quest: To make assistive devices aesthetically delightful – without impairing effectiveness and cost. This occurred to me because of an interview I gave to CNN (Designers challenged to include disabled. ) and the amazing emails I have gotten back asking for help.

The more I thought about the issue, the more I decided that the time has come to do something about it.

In the article, Designers challenged to include disabled, Mike Steere of CNN (London) did a very nice piece on the need for accessible design that is also aesthetically enjoyable. To me, the most gratifying part of the article is the amount of email I have received from people who have disabilities or who are friends or relatives of people with difficulties, all applauding the theme, all desperately seeking assistance.

It is well-accepted in the accessibility design arena that when we design for people with difficulties, we actually make life better for everyone. It is still amazing to me how badly things are designed for everyday folks, let alone for people who have difficulty navigating the world, who have only one arm with which to crack open an egg, button a shirt, or work kitchen appliances. It seems the better designers get in one domain, the more bad design appears in others. Even the well-known admonition against the use of red and green as indicators, which thereby disenfranchises 5% of the world's population, is either ignored or, as the last time I mentioned this at a major conference, pooh-poohed as amusing but insignificant. Not to those who are color blind, it isn’t!

And why are things such as canes, wheelchairs so ugly? The walker and the knee scooter are clever and essential devices for many, but why so unappealing? Many people who need walkers refuse them because of the stigma they cast. Why not make the walker or the knee scooter into items of envy? So teenage kids will have knee scooter races and contests. So people with canes, wheelchairs, and walkers will be considered “cool” and in fashion. So that these aids are effective, easy to transport, fun to use, and a source of pride rather than embarrassment?

Even the simple cane needs rethinking. Today, so-called “stylish” canes are those with wood handles or decorations. Bah, what a lack of creative imagination. Today we have new materials and can make things into wonderful, delightful shapes, with folding components that are both a joy to fold and unfold, but that also would allow the cane to be slipped into a suitcase, briefcase, or pocketbook. Why couldn’t the cane, walker, or knee scooter also have carrying compartments? In years past, the cane held small flasks of liquor or even small weapons. Today they could hold notepads or navigational aids or --- well, you decide. The well-designed walker or knee scooter might be just the right thing for me to take to the food store to carry the bags of groceries back to my house, even though I (as of yet) have no normal need for these devices. With good design, everybody benefits.

Alas, when people ask me if I am working in this area, I have to admit that I am not. There are only 32 hours in the day, and for me, they are all filled. But I urge the skilled industrial designers of this world to revolutionize this arena. Perhaps the Industrial Design Society of America (IDSA) and the equivalent design societies all over the world ought to sponsor a design contest. The best design schools should encourage design projects for assistive devices that function well, are cost effective (two aspects that are often left out of design schools) as well as fun, pleasurable and fashionable (aspects that are absent from more engineering- or social-sciences -based programs).

There are many groups at work in this area: simply do a web search on the phrases “inclusive design” or “universal design” or “accessible design”. They do excellent work, but the emphasis is on providing aids and assistance, or changing public policy. All that is both good and essential, but I want to go one step further: add aesthetics, pleasure, and fashion to the mix. Make it so these aids are sought after, fashionable, delightful, and fun. For everyone, which is what the words inclusive, universal, and accessible are supposed to mean.

Is there a large commercial market for these devices? maybe sometimes we ought to do things because they are the right things to do, regardless of the size of the market.

Designers of the world: Unite behind a worthy cause.

10 Great Tech Books (Design of Everyday Things)

Steven Levy lists The Design of Everyday Things as one of the "10 Great Tech Books" in the IEEE Spectrum., July 2008. I get two titles in his short review: "Design Guru" and "world-class crank." Hmm, I'll chose the world-class title. The world has too many gurus, not enough cranks.

Innovation takes decades to be accepted

Innovation is all around us. Even table ware, which most of us take for granted, is still changing. But even if someone invents better tableware (for example, any of the 8 possible permutations of forks, spoons, and knives which includes the null set of just using one's hands), it will take decades. Why? because today's varied utensils and chopsticks are "good enough."

Jane Black of the Washington Post did her homework well and wrote an engaging essay on new innovations in tableware. A Knork in the road: On the cutting edge, new designs aim to change the way we eat, one bite at a time. Not only that, she let me have the last word.

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Books

The Design of Future Things

Design of future things
Norman, D. A. (2007). The Design of Future Things. New York: Basic Books. (November, 2007.) Design of Future Things at Amazon.com

Translations committed to: China (Yuan-Liou: Taiwan); Italy (Apogeo); Japan (Shinyo-sha); Korea (Hakjisa); Spain (Paidos).

Table of Contents:

(Please do not tell me about typographical errors -- these are drafts and have already been rewritten and copyedited, but on paper, so I can't post final copies.)

1. Cautious Cars and Cantankerous Kitchens: How machines take control (A PDF document)
2. Servants of our Machines
3. The Psychology of People & Machines
4. The Role of Automation
5. Natural Interaction
6. Six Rules for the Design of Smart Things
7. The Future of Everyday Things
Afterward: The Machine's Point of View (A pdf document: Was originally named: How to talk to people)

Emotional Design: Why we love (or hate) everyday things

emotional design

The book pops with fresh paradigms, applying scientific rigor to our romance with the inanimate. You'll never see housewares the same way again." Wired Magazine. (January, 2004)

"The major challenge ... Norman explains in this well-illustrated survey of the emotional drivers in product design, is that customers' responses vary so greatly. Product designers need to tailor their work carefully in order to push the right buttons with the right consumers." Harvard Business Review (February, 2004)

2004. New York. Basic Books. Now available in paperback.

Emotional Design is now available in Chinese (from Beijing and Taiwan: both simplified and traditional characters), Italian, Japanese, Portugese (Brazil), and Spanish (from Barcelona). My Japanese colleagues gave it the subtitle "Things that make you smile": neat — too bad I didn't think of that when I wrote the original. (Work is progressing a Russian edition.)

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EXCERPTS: Three chapters are available for reading as PDF files. These are early drafts and riddled with typos. They have all been fixed in the book, so please don't tell me about errors!) :

Table of Contents

Prologue:

Three Teapots (537 kbyte pdf file)

  1. The Meaning of Things
    1. 1. Attractive Things Work Better (245 kbyte pdf file)
    2. The Multiple Faces of Emotion & Design
  2. Design in Practice
    1. Three Levels of Design: Visceral, Behavioral and Reflective
    2. Fun & Games
    3. People, Places and Things
    4. Emotional Machines
    5. The Future of Robots
    6. Epilogue:We Are All Designers ( 200 kbyte pdf file)

The Invisible Computer



1998, Cambridge MA, MIT Press
Translations available > Japanese, Italian, Spanish (Spain), Korea
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Excerpts

Things That Make us Smart: Defending Human Attributes in the Age of the Machine



1993, Cambridge, MA: Perseus Publishing
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Translations available > Italian, Japanese, Chinese, Korean

Turn Signals Are the Facial Expressions of Automobiles

1992, Cambridge, MA: Perseus Publishing
Translations available > Spanish, Japanese, Italian
Excerpts:

English language version out of print

The Design of Everyday Things


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(Newly re-issued in 2002 as a paperback by Basic Books (Perseus))

Originally published in hard cover as The Psychology of Everyday Things (same book except for the preface, introduction, and title).

Translations available: Dutch, French, Finnish, German, Italian, Spanish (Spain), Japanese, and Chinese (Taiwan). NOTE: UK edition is published by MIT Press.

2002, New York: Basic Books (Perseus)

User Centered System Design: New Perspectives on Human-Computer Interaction

1986, Hillsdale, NJ: Lawrence Erlbaum Associates
D. Norman & S. Draper, editors

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Learning and Memory

1982, San Francisco: Freeman
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Translations available > Japanese, Spanish, Russian, Chinese

Perspectives on Cognitive Science

1981, Published jointly by Ablex and Erlbaum. Norwood, NJ: Ablex. Hillsdale, NJ: Erlbaum.
Translations available > Japanese

Explorations in Cognition

1975, San Francisco: Freeman Norman, D. A., Rumelhart, D. E., & the LNR Research Group
Translations available > Japanese

Human Information Processing

1972, 1977, New York: Academic Press P. H. Lindsay & D. A. Norman
Translations available (1972 edition) > Russian, Spanish
Translations available (1977 edition) > French, German, Italian, Japanese, Polish, Spanish, Chinese

Models of Human Memory

1970, New York: Academic Press
Don Norman, editor

Memory and attention: An Introduction to Human Information Processing

1969, 1976, New York: Wiley
Translations available (1969 edition) > Danish, German, Italian, Spanish, Swedish
Translations available (1976 edition) > Italian, Japanese