Over the years, our society has constructed a “designer” paradigm where design is embodied and idealized – even romanticized – within an individual. Even today the discourse found in design communities and education supports design values of self-creation and authorship, focusing on the individual as the “keeper of creativity”. The problem with this view of design – is that it inhibits innovation and fuels society’s excuse that non-designers can’t create. Organizations that wish to be innovative need more design thinkers, not design keepers.
Contextualizing human judgment with automaticity can be challenging. Additionally, designing systems for judicial procedures, either human or computer-based, comes with certain risks which should be thoroughly assessed. I believe that one of the natural side effects of incorporating human judgment into system procedures, is that people find their jobs more challenging and fulfilling. Recently, while riding the bus to campus, I was reminded of the value that UX designers can add to an interaction by purposely including a human element, or human judgment.
Within minutes of it’s unveiling, the entire world began documenting the iPad’s unmet expectations. Most people saw an XXL iPod that didn’t have any bona fide qualities of a useful computing device. The lack of features and functionality were easily discerned by techno-geeks world wide, including myself. But Apple figured out a long time ago that computers were capable of embodying experiential qualities other than just “productivity”. People in the technology and business worlds never understood why someone would design or buy an enclosed computer that looked like a toaster or was missing “standard” connective ports; proving why Apple’s market share has never defined by units sold to the business world. While the PC world has been duking it out over large service contracts and anti-trust lawsuits, Apple has been selling cool.
The increasing amount of digital capital in our society has helped designers move beyond the input devices of keyboard and mouse, and have revealed new interactive methods that are based on systems that claim to be more “natural”, “intuitive”, and “organic”… but how does our temporal expectations facilitate the user-experience when we interact with intangible content, abstract controls, and artificial feedback?
Find out why most design programs fail at creating real designers and why designing without constraints isn’t designing – it’s just dreaming.
REVIEW OF TUFTE: So far, so good. Displaying information with clarity and precision can be challenging. Like any design element, it’s important to understand the “story” of visual information.
I decided to watch these videos on design instead of reading the Buxton book today (sorry Marty). They were passed on to me and I…
When I was working towards my undergraduate degree in graphic design, I went through a period of being “depressed”, realizing that the majority of design…