"Why DesignX" answers common questions about DesignX. In particular, What is new? What is the role of the designer? What about craft skills?
Most recent essays
(In reverse chronological order, most recent first.)
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.
(Major revision, 6 September 2014.) The newly established design initiative at the University of California, San Diego -- The Design Lab -- seeks creative fellows to join us in an exciting adventure to help advance the field of design. The posting includes the newly revised call for applicants plus the application format and four questions to answer.
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.
Vision building is the most relevant and rare asset in our society. We do not live in a world where data and knowledge are missing. Indeed, it is just the opposite. The amount of information is overwhelming. What is rare is the capability to make sense of this enormous and complex picture, to go beyond the past and existing patterns and imagine what is not there. The new frontier is to explore the path to innovation by understanding the nature of vision building. For this purpose, we need new frameworks. We need to investigate the slippery intangible dimensions of thinking, the capability to unveil what is hidden into the mirror that reflects our role in the society.
I hate error messages. They are insulting, condescending, and worst of all, completely unnecessary. Evil, nasty little things. They cause us to do unneeded work, and often destroy the work we have already done. Error messages punish people for not behaving like machines. It is time we let people behave like people. When a problem arises, we should call it machine error, not human error: the machine was designed wrong, demanding that we conform to its peculiar requirements. It is time to design and build machines that conform to our requirements. Stop confronting us: Collaborate with us.
The University of California, San Diego (UCSD) has asked me to return to help develop a Design program. How could I resist? Starting June 1, I return to be Director of Design at UCSD, housed in the California Institute for Telecommunication and Information Technology (Calit2). We start off with strong support across the campus. Our governing committee consists of faculty from theater, visual arts, and the schools of management, engineering, and social sciences. We hope to launch seminars, symposia, a lecture series, courses, and an annual conference, preaching and developing a truly interdisciplinary field of design, integrating across the disciplines, combining art, science, technology and people. It is too early to announce specific plans and programs. Moreover, we are intentionally vague because the creativity and efforts of the group we bring together will move us forward in ways we cannot predict. We plan to invite both practitioners and researchers, the better to advance design in important, creative, and exciting new ways. We welcome partnerships with Industry and Universities.
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.
It's nice to see predictions upheld, but in terms of practical value, getting the timing right is as important as getting the idea right.
- 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