Essays & Articles

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Signifiers, not affordances

Design

Note: This was published in ACM Interactions, volume 15, issue 6. It is time for a review. As time and technologies change, as we have moved from individual to group, social, and even cultural computing,...


November 17, 2008

8 minutes read

Automobile in HCI’s Future-2

Design

The automobile industry is badly in need of guidance on human factors. Excellent people already work in the companies, but they suffer the problems faced within the consumer electronics and computer industries over the past few decades. This is an important arena, one where human-centered d...


November 17, 2008

6 minutes read

People Are From Earth, Machines Are From Outer Space

Design

People are from earth. Machines are from outer space. I don't know what kind of manners they teach in outer space, but if machines are going to live here in our world, they really need to learn to behave properly. You know, when on Earth, do as the earthlings do. So, hey machines, you need to bec...


November 17, 2008

11 minutes read

Simplicity Is Highly Overrated

Design

Yes, we want simplicity, but we don’t want to give up any of those cool features. Simplicity is highly overrated....


November 17, 2008

11 minutes read

Why is 37signals so arrogant?

Design

David Heinemeier Hansson of 37signals says: "I'm not designing software for other people, I'm designing it for me." Wow. That is the sort of arrogance that the design community clustered around 37signals disdains -- or so I thought. Understanding the true needs of customers is essential ...


November 17, 2008

6 minutes read

The truth about Google’s so-called “simplicity”

Design

The truth? It isn't simple. Why does it look simple? Because you can only do one thing from their home page: search. If you want to do one of the many other things Google is able to do, oops, first you have to figure out how to find it, then you have to figure out which of the many offerings to u...


November 17, 2008

3 minutes read

Ad-Hoc Personas & Empathetic Focus

Design

A Persona is a valuable design concept, aiding the designer in maintaining an "empathetic focus," providing a common language for communication among the diverse groups who work on a product -- different product groups, engineers, usability specialists, designers, marketing, and executives. I re...


November 17, 2008

9 minutes read

How To Find a Job or Graduate School in Human-Computer Interaction, Interaction, or Industrial Design

Ask Don

(Updated July 2012 from an earlier essay on finding a job.) I'm frequently asked how to find a job or a place to study, either in industrial design or user-interface design (Human-Computer Interaction). Rather than answer it anew each time, let me summarize my answer here. You either need real ...


November 17, 2008

5 minutes read

When Bugs Become Features

Design

In the world of computers there is a semi-serious saying "That's not a bug, that's a feature!" which refers to the fact that one can often disguise a bug -- a mistake in design or in programming -- as a "feature" -- claiming that it is worthwhile and even deliberate. (The corollary to the saying...


November 17, 2008

2 minutes read

Applying the Behavioral, Cognitive, and Social Sciences to Products

Design

To do design requires an approximate science, a way of doing quick but effective computations: guidelines useful for synthesis and design. Applied discipolines have different needs than scientific ones. Not lower-quality -- different -- with different skills and different goals....


November 17, 2008

24 minutes read

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