Essays & Articles
Simplicity Is Not the Answer
DesignEveryone wants simplicity. Everyone misses the point. Simplicity is not the goal. We do not wish to give up the power and flexibility of our technologies. We are faced with an apparent paradox, but don’t worry: good design will see us through. People want the extra powe...
November 17, 2008
6 minutes read
To school or not to school
EssaysTo school or not to school, is that the question? Should you go back to school? Whatever you do, remember that you must continually be learning. It is essential to keep up with rapidly evolving practices, with new technologies, procedures, business models, markets, and so on. So no matter what yo...
November 17, 2008
5 minutes read
Emotional Design: People and Things
Emotion & DesignProducts differ in their appeal on the three design dimensions, but so too do people and situations. Vegetable peelers are primarily bought for their behavior. Wall clocks might be bought for visceral appeal or reflective image. Some people are behavioral, some are visceral. Some reflective, cons...
November 17, 2008
11 minutes read
Advanced TV Standards
EssaysWe are in the midst of an interesting revolution, one that I am sure historians 200 years from now will call one of the more profound technological changes in written history. This revolution is really about social interaction, collaboration, and access to knowledge. It isn't about telephones or ...
November 17, 2008
25 minutes read
Emotion & Design: Attractive things work better
DesignJune 2002. (Also published as Norman, D. A. (2002). Emotion and design: Attractive things work better. Interactions Magazine, ix (4), 36-42). Advances in our understanding of emotion and affect have implications for the science of design. Affect changes the operating parameters of cognition: posi...
November 17, 2008
17 minutes read
When Bugs Become Features
DesignIn 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
Filling Much Needed Holes
DesignMany of our clever ethnographic and field methods are designed to find unmet needs. You know what? Most are far better off if they stay unmet....
November 17, 2008
5 minutes read
Whose profession is design?
EssaysDesigning a product requires many skills, and it is the rare individual who has them all. Design is, therefore, an exercise in teamwork, where each team member brings in a different mix of skills, attitudes, and values. Alas, quite often, members think their own set of attrib...
November 17, 2008
4 minutes read
Interaction Design for Automobile Interiors
EssaysThe automobile industry is ignoring all the advances in user-interface design, and all the lessons about safety. Unlike home computers where bad design is simply a nuisance, with automobiles, bad design can be a major safety issue....
November 17, 2008
15 minutes read
Affordance, Conventions and Design (Part 2)
DesignThe Psychology of Everyday Things (POET) was about "perceived affordance." If I ever were to revise POET, I would make a global change, replacing all instances of the word "affordance" with the phrase "perceived affordance." The designer cares more about what actions the user perceives to be poss...
November 17, 2008
13 minutes read