Donald A. Norman's Blog, page 9
June 2, 2013
Why We Fail (My Foreword)
Embrace failure, avoid failure: these two, apparently contradictory statements are the opening and closing chapter titles of Victor Lombardi's enchanting, insightful book. Embrace, yet avoid, the apparent contradiction being resolved by recognizing that the trick is to learn from other people's failures, the better to be able to avoid them for yourself. The message of the book is summarized by its subtitle: "Lessons from Experience Design Failures."
Published on June 02, 2013 12:36
Opportunities and Challenges For Touch and Gesture-Based Systems
Billions of people appreciate the simplicity of touch technology, but for the industrial sector, including home white goods and consumer goods, rugged conditions have been a roadblock to integrating this technology. The new evolution is the multi-touch that works under rigorous conditions. Even though multi-touch screens are widely popular on today's consumer phones and tablets the design principles for industrial applications and demanding environments are different for those in the rather controlled consumer environment for mobile phones and tablets. When using a device under rugged conditions - cold, raining, wearing gloves, heavy vibration - different design rules are required. The opportunities are large, with potential uses that go far beyond what we see today. Great opportunity brings great challenges. We explore the requirements and the design rules for overcoming them.
Published on June 02, 2013 11:13
May 19, 2013
Suggested Readings From Design of Everyday Things, Revised edition
Many people continually ask for my suggestions of readings in design. Here is an excerpt from the "Readings and Notes" section of the 2013 revision and expansion of the book Design of Everyday Things" that provides my list of general books for interaction design. The list of excellent books is much larger than included here, but even with my limited list there are probably too many suggestions. Still, this is a good place to start.
Published on May 19, 2013 18:06
April 22, 2013
Preface. Design of Everyday Things, Revised Edition
The preface to the revised edition of "Design of Everyday Things," including a chapter-by-chapter review of "What has changed."
Published on April 22, 2013 18:11
March 30, 2013
Experience Design: Technology for All the Right Reasons
This is a brilliant book, written in a lively, engaging style that gets to the essence of experience design. This book should be required reading for designers: experience designers, human-computer interaction designers, user-interface designers, graphical designers, and industrial designers. It moves us beyond the basics and fundamentals toward the higher levels of human values and needs. The examples demonstrate how the ideas can be applied.
Published on March 30, 2013 16:50
March 18, 2013
Rethinking Design Thinking
In June, 2010, I posted an essay on Core77 entitled "Design Thinking: A Useful Myth." I am here to say that I now have rethought my position. I still stand by the major points of the earlier essay, but I have changed the conclusion. As a result, the essay should really be titled: Design Thinking: An Essential Tool. Let me explain. (Pointer to my article published at core77.com (plus a new reference).
Published on March 18, 2013 16:59
January 27, 2013
Great Design Always Means Great Style (Misc Magazine)
Ah, style. The elegance of gentle interaction, with grace and beauty, wit and charm. Or perhaps brute force abruptness, rudeness and insult. Style refers to the way of doing something and although we usually use it in the positive sense, the word itself is neutral, referring only to the manner by which something is done. Style can be coarse and ugly, brutish and dangerous. The best styles, including both those we respect and prefer and those we detest, are true and honest, consistent and coherent.
Published on January 27, 2013 14:34
Gadgets? Who, me? (Misc Magazine)
(An essay for Misc Magazine.) Maybe I am a gadget. That would certainly explain a lot of things. A quick search of the internet for the definition of gadget yields two meanings: 1. A small device that performs or aids a simple task; 2. A small device that appears useful but is often unnecessary or superfluous. Yeah, those sound like me.
Published on January 27, 2013 14:25
Complexity is Good, Simplicity Overrated (Misc Magazine)
(Essay for Misc Magazine.) Real complexity does not lie in the tools, but in the task. Skilled workers have an array of tools, each carefully matched to a particular task requirement. It can take years to learn which tool goes with which task, and years to master the tools. The tool set is complicated because the task is complicated. Looking at the visual simplicity of the tool is misleading. The mark of the great designer is the ability to provide the complexity that people need in a manner that is understandable and elegant. Simplicity should never be the goal. Complex things will require complexity. It is the job of the designer to manage that complexity with skill and grace.
Published on January 27, 2013 14:17
October 1, 2012
Manufacturing, Design, and Innovation
An expanded version of my welcoming address to the "Workshop on Building the National Network for Manufacturing Innovation." The conference was to address the demise of manufacturing in the US. I tell two stories. The first is about a startup (I'm on the board) that now manufactures in China. Why? Financing, supply chain, and supplier availability. The second is why both Northwestern's MMM MBA/Engineering and MIT's LfM MBA/Engineering programs removed "manufacturing" from their names. I conclude with optimism, arguing that the US still leads in Design and Innovation, and bringing Manufacturing back will strengthen our abilities. And the new Makers and DYI communities coupled with 3D (additive) manufacturing methods creates a Disruptive Innovation that will enable a revolution in manufacturing.
Published on October 01, 2012 13:29
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