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Search results for '"donald norman"'
17 January 2013

World’s “tech elite” named to interaction design board

the_encyclopedia_of_human-computer_interaction,_2nd_ed-dot-_medium

From the press release:

Today the Interaction Design Foundation, the IDF, has announced its new executive board. The executive board includes Donald Norman; Bill Buxton, Principal Researcher at Microsoft Research; Ken Friedman, professor and formerly dean of the Faculty of Design at Swinburne University, Australia; Michael Arent, vice president of user experience at SAP Business Objects; Olof Schybergson, founder and CEO of Fjord, a digital service design consultancy; Jonas Lowgren, a professor of interaction design at Sweden’s Malmo University; and Dan Rosenberg, a user experience executive, consultant and professor. All executive board members are serving gratis.

The foundation’s keystone project is Interaction-Design.org, a website that publishes free and open educational materials for students, industry leaders and individual tech designers. The present centerpiece of the IDF is the ever-expanding Encyclopedia of Human-Computer Interaction written by 100+ leading designers, Ivy League professors, CEOs, futurists and bestselling authors from across the high-tech universe. Currently the encyclopedia numbers 35 short textbooks or chapters which students, professors and professionals can assemble in any way they want in order to make their own individualized compendium.

A range of new chapters are in the making.

2 June 2012

Interactions Magazine is (nearly) fully online, archives included

May+June2012

Somehow I hadn’t noticed but Interactions Magazine is now (nearly) fully online.

As far as I could discover (nothing is explained, sic), only some of the current year’s articles are fully available. Yet all the previous issues (up to 15 years ago) are fully available.

The only way to find out what is fully available and what not, is by clicking on an article title (and hoping for the best).

Notwithstanding such a blatant usability error, it is still a major improvement, and this after an unsuccessful battle to achieve this by the likes of Donald Norman, Richard Anderson, Jon Kolko and myself, some years back. The ACM is finally starting to see the light.

Here are the cover and the fully available features stories of the latest issue (May-June 2012)

Interactions with big data analytics (cover story)
Danyel Fisher, Rob Deline, Mary Czerwinski, Steven Drucker
We report on the state of the practice of big data analytics, based on a series of interviews we conducted with 16 analysts. While the problems uncovered are pain points for big data analysts (including HCI practitioners), the opportunity for better user experience around each of these areas is vast. It is our hope that HCI researchers will not only turn their attention toward designs that improve the big data research experience, but that they will also cautiously embrace the big data available to them as a converging line of evidence in their iterative design work.

Technologies for aging gracefully
Ronald Baecker, Karyn Moffatt, Michael Massimi
Technology by itself cannot solve these [aging] problems. Yet technology designed to empower older adults and to make them more capable, resourceful, and independent can help.

Interaction as performance
Steve Benford, Gabriella Giannachi
Our overall goal is to lay the foundations for a “dramaturgy of performance” by establishing a framework of concepts — a language, if you like — to help express the different ways in which computers can be embedded into performative experiences. We intend this framework to guide practitioners and researchers who are entering the field of artistic, performance, and cultural applications of computing. However, we also aim to stimulate wider thinking in HCI in general around the changing nature of the extended user experience and the new challenges this raises.

2 July 2011

The Encyclopedia of Human Computer Interaction (HCI)

Interactive UX
Donald Norman alerts us – with strong recommendation – to check out the Encyclopedia of Human-Computer Interaction now being assembled by Mads Soegaard and the team at Interaction-Design.org. A

Seven chapters – Action Research, Bifocal Display, Data Visualization for Human Perception, Human Computer Interaction (HCI), Interaction Design, User Experience and Experience Design, and Visual Representation – are already online (all with highly qualified authorities as authors) and 49 more are to come soon.

All content is available free, for downloading, reading on line, and even excerpting (don’t forget to give proper credit and citation), all under a Creative Commons copyright agreement.

Citation: Soegaard, Mads (Ed). Encyclopedia of Human-Computer Interaction. http://www.interaction-design.org/encyclopedia/

1 June 2011

Designing Pleasurable Products and Interfaces conference

DPPI11
DPPI 11, the 5th conference on Designing Pleasurable Products and Interfaces, will take place in Milan at the end of this month, with leading roles for two Experientia partners: Mark Vanderbeeken will act as co-chair of the user-centred design track while Jan-Christoph Zoels will be part of a roundtable discussion.

The conference will take place at the Milan Polytechnic on 22-25th June, with the focus on “How can Design Research serve Industry? – Design visions, tools and knowledge for industry,” thus trying to stimulate the discussion on user driven design within the context of other design approaches and its role for industries.

Mark will co-chair the track on “Innovative ways to explore User Centred Design”, in partnership with Anna Meroni, Assistant Professor in Service and Strategic Design at the Milan Polytechnic, as well as researcher in the DIS (Design and Innovation for Sustainability) research unit of the Polytechnic’s acclaimed INDACO department.

Jan-Christoph will participate in a Thursday evening roundtable discussion together with Federico Ferretti (Continuum), Christian Palino (IDEO), and Jon Kolko (Frog Design).

The DPPI conference originally began through the desire to move away from talking purely about usability, and look at the role of experience in human-product interaction. As products and services in mature markets become increasingly standardised, the DPPI organisers realised there was a space to debate the the end-user’s perception of products, and to explore a more experiential approach to innovation.

The conference will provide a mix of workshops, paper presentations and other activities. It aims to get participants “listening, doing, researching, designing, discussing, learning and having fun.”

Keynote speakers are:

  • Prof. Bruce Brown, professor of design at the University of Brighton and co-editor of Design Issues Research Journal (published by MIT press)
  • Jon Kolko, founder and director of Austin Center for Design
  • Dr. Donald Norman, co-founder and principle of the Nielsen Norman Group, IDEO fellow, and professor at the Department of Industrial Design, Kaist (South Korea)
  • Dr. Ezio Manzini, coordinator of DESIS International of the INDACO department at the Milan Polytechnic
  • Dr. Roberto Verganti, professor of management of innovation at the Milan Polytechnic, and visiting professor at the Copenhagen Business School

As a member of the conference’s scientific committee, Mark has also been responsible for reviewing some of the conference papers.

Registration for the conference is still open.

6 April 2011

The problem with design education

Donald Norman
University industrial design programs are usually cloistered in schools of art or architecture, and students in such programs are rarely required to study science or technology.

That bothers Don Norman, former head of research at Apple and an advocate of user-friendly design.

Having traditional design skills—in traditional artistic pursuits like drawing and modeling—isn’t enough, he says, because the creators of good products and services also must have a working knowledge of everything from the technical underpinnings of microprocessors and programming to the policy aspects of information security.

Read article

10 March 2011

Designing Pleasurable Products and Interfaces – conference in Milan

DPPI11
DPPI 11, the 5th conference on Designing Pleasurable Products and Interfaces, will take place in Milan, Italy this year and Experientia partner Mark Vanderbeeken is part of the scientific committee.

The DPPI conference originally began through the desire to move away from talking purely about usability, and look at the role of experience in human-product interaction. As products and services in mature markets become increasingly standardised, the DPPI organisers realised there was a space to debate the the end-user’s perception of products, and to explore a more experiential approach to innovation.

This year the conference, which will take place from the 22-25th June, at Milan Polytechnic, will have the general theme: “How can Design Research serve Industry? – Design visions, tools and knowledge for industry,” thus trying to stimulate the discussion on user driven design within the context of other design approaches and its role for industries.

The conference will provide a mix of workshops, paper presentations and other activities. It aims to get participants “listening, doing, researching, designing, discussing, learning and having fun.”

Keynote speakers are:

  • Prof. Bruce Brown, professor of design at the University of Brighton and co-editor of Design Issues Research Journal (published by MIT press)
  • Jon Kolko, founder and director of Austin Center for Design
  • Dr. Donald Norman, co-founder and principle of the Nielsen Norman Group, IDEO fellow, and professor at the Department of Industrial Design, Kaist (South Korea)
  • Dr. Ezio Manzini, coordinator of DESIS International of the INDACO department at the Milan Polytechnic
  • Dr. Roberto Verganti, professor of management of innovation at the Milan Polytechnic, and visiting professor at the Copenhagen Business School

As member of the DPPI 11 scientific committee, Mark Vanderbeeken is responsible for reviewing some of the conference papers.

Organisers have been pleased to note that this year the committee received an unprecedented number of responses to their call, giving them a deep pool from which to select the highest quality content for the conference.

5 February 2011

Core77 book review: Living with Complexity, by Donald Norman

Living with Complexity
The same Robert Blinn who reviewed Jon Kolko’s new book (see previous post), also wrote a review on Core77 on the latest book by Donald Norman: Living with Complexity (also reviewed on Putting People First in December 2010).

“While his book doesn’t exactly provide hard and fast rules for taming complexity, it does a very good job of framing the problem. After all, when the aspects of a problem are laid out clearly, problems begin to appear progressively less complex. Along the way, as Norman explains the problem, his text is accompanied by the usual assortment of author photographs of awkward and difficult devices. Digressing from the paradoxical nature of choosing from two rolls of toilet paper in a public restaurant to the “desire lines” caused by human behavior (creases in books and dead spots in public meadows where people walk), Norman covers social signifiers. He addresses forcing functions, grouping and countless other design/behavior problems. Norman even devotes an entire chapter to the nature of waiting in line (nearly every hospital does it wrong, and our recent visit to the Apple store on Prince Street showed that even Apple had stopped listing the names and timing of those in the queue, much to this reviewer’s consternation).”

Read article

11 January 2011

Design research and innovation: an interview with Don Norman

Donald Norman
Jeroen Van Geel of Johnny Holland interviewed Donald Norman about innovation, design research, and emotional design.

Earlier this year you wrote that design research doesn’t innovate, technology does. This caused quite a discussion. What were the main counterexamples you got back?

No, that’s not what I said. And indeed, that is the main problem with the reaction I got: many people never read my post or listened to my talk: they simply reacted. (The people who did consider it thoughtfully were very favorable; in fact, I was invited to give it at several places, like Delft and the Copenhagen Business School).

Innovation is a very complex topic, very thoroughly discussed in academia, which is not something most designers follow. The important points are these: There are many forms of innovation–process, product, radical, incremental, and so on. I considered two forms of product innovation: radical (e.g., the invention of the telephone) and incremental (e.g., releasing a new version of a mobile phone, automobile, or kitchen appliance). Radical innovation in the products, I argued, always comes from the works of inventors, excited by some new technology and anxious to explore its potential. I do not know of a single radical innovation that has come from the people who do design research. Not the telephone or automobile, not Facebook or Twitter. Not 3D television nor, for that matter, high-definition television. Not hybrid autos. Not the Internet itself. Market studies, market research, design research, field observations (ethnographic studies), etc., do not yield radical innovations. They are very important in finding new uses of and improvements to existing products, but these are incremental innovations, not radical ones.

Incremental innovation is very important. Over 90% of the radical innovations fail (some of my friends say 99%). Yes, when they happen they change lives, but think about it: how many radical new product innovations have you experienced in your lifetime? One? Ten? Even if it was 100 that is still relatively infrequent compared to the thousands of incremental product innovations every day.

Moreover, radical innovation almost always starts off being inferior to what already exists: it takes good design research to transform that radical idea into something that is appealing to the world.

Alas, we train our design students to do radical innovation, even though in the real world, these radical ideas will almost certainly fail, even though they will be asked to do incremental innovation in their practice, and even though the evidence says that the radical innovations come from anywhere, and often take years or even decades before their worth is understood and appreciated.

In other words: we are not facing facts. We shy away from truth. We are delusional.

Read interview

26 October 2010

Seeing the world from the East

Green Seoul
Last week I was in Seoul, South Korea. My third visit. And it struck me again how fast Asia, and South Korea in particular, is moving economically, and hence also in the design field.

Being in Seoul, you don’t notice any crisis. Construction is everywhere. Growth is tangible. And change is fast. While last year, the city was grey and full of concrete, now the City Government, headed by a self-proclaimed “design obsessed” Mayor, has moved to fill every available space with trees and green. On a massive scale – Seoul’s metropolitan area has 25 million inhabitants – it makes quite an impact and boosts the city’s quality of life. Even bicycles and bike paths are starting to show up in this car-crazy city.

This rapid change will continue and as UX-designers we need to be aware of it. As Keoun “Ken” Nah (interview here), Director-General of Seoul World Design Capital and design management professor at Hongik University, told me over a glass of wine: “We have been giving design thinking courses to CEO’s here and it has been very successful. We have a very smart class of CEO’s . You tell them to read a book, and when you meet them again, they have read five.” Ken by the way moved back to South Korea after a thirteen year stay in Boston, because he “missed Korea’s more dynamic environment.”

Koreans are learning fast and will add their own distinct approach to the design field. The problem they have is language. Not much of what goes on there in the design field is reported on in English language media, which tend to focus on the Western world, and the few other places where we understand the language: India, English and French speaking Africa.

Donald Norman is one of the user experience thought leaders who senses the power of this 50 million person nation and now spends quite some time teaching at KAIST, South Korea’s top science and technology institute, where he is a visiting professor. Also the intenational acclaimed LIFT conference has been hosting a South Korean edition for a few years now.

Much can be expected still from this nation of Samsung, LG, Hyundai, Kia and Daewoo. More thoughts soon about Korea’s design developments when I come back from the Busan Design Week in mid-November.

7 October 2010

Donald Norman on design without designers

Donald Norman
In his latest Core77 contribution, the acclaimed Donald Norman reflects on the role of testing versus creativity in design and innovation.

“There is a trend to eliminate designers. Who needs them when we can simply test our way to success? The excitement of powerful, captivating design is defined as irrelevant. Worse, the nature of design is in danger.” [...]

“Design without designers? Those who dislike the ambiguity and uncertainty of human judgments, with its uncertain track record and contradictory statements will try to abolish the human element in favor of the certainty that numbers and data appear to offer. But those who want the big gains that creative judgment can produce will follow their own judgment. The first case will bring about the small, continual improvements that have contributed greatly to the increased productivity and lowering of costs of our technologies. The second case will be rewarded with great failures and occasional great success. But those great successes will transform the world.”

Read article

9 September 2010

Don Norman: Living with Complexity (book)

Living with Complexity
Living with Complexity
Norman, Donald A
MIT Press, October 2010
280 pages
Amazon

If only today’s technology were simpler! It’s the universal lament, but it’s wrong. We don’t want simplicity. Simple tools are not up to the task. The world is complex; our tools need to match that complexity.

Simplicity turns out to be more complex than we thought. In this provocative and informative book, Don Norman writes that the complexity of our technology must mirror the complexity and richness of our lives. It’s not complexity that’s the problem, it’s bad design. Bad design complicates things unnecessarily and confuses us. Good design can tame complexity.

Norman gives us a crash course in the virtues of complexity. But even such simple things as salt and pepper shakers, doors, and light switches become complicated when we have to deal with many of them, each somewhat different. Managing complexity, says Norman, is a partnership. Designers have to produce things that tame complexity. But we too have to do our part: we have to take the time to learn the structure and practice the skills. This is how we mastered reading and writing, driving a car, and playing sports, and this is how we can master our complex tools.

Complexity is good. Simplicity is misleading. The good life is complex, rich, and rewarding—but only if it is understandable, sensible, and meaningful.

Read first chapter

Donald Norman
Business Week has named Don Norman as one of the world’s most influential designers. He has been both a professor and an executive: he was Vice President of Advanced Technology at Apple; his company, the Nielsen Norman Group, helps companies produce human-centered products and services; he has been on the faculty at Harvard, the University of California, San Diego, Northwestern University, and KAIST, in South Korea. He is the author of many books, including The Design of Everyday Things, The Invisible Computer (MIT Press, 1998), Emotional Design, and The Design of Future Things.

2 September 2010

To win over users, gadgets have to be touchable

Touch
Researchers say that touch screens are the start of a trend to make computers more open to human gestures, argues the New York Times.

“Device makers in a post-iPhone world are focused on fingertips, with touch at the core of the newest wave of computer design, known as natural user interface. Unlike past interfaces centered on the keyboard and mouse, natural user interface uses ingrained human movements that do not have to be learned. “

Read article

Really? It is thought provoking from a UX point of view to read this article after first reading the criticism on gestural interfaces by Donald Norman and Jakob Nielsen in the current issue of Interactions magazine (see also previous post).

2 September 2010

Interactions magazine on human nuances

Interactions
The current issue of Interactions Magazine is generally on the nuances of what makes us human, writes co-editor-in-chief Jon Kolko, and more in particular “about authenticity, complexity, and design-and the political, social, and human qualities of our work”.

Here are the articles that are currently available for free:

interactions: authenticity, complexity, and design
by Jon Kolko
Frequently, designers find themselves reflecting on the nuances of what makes us human, including matters of cognitive psychology, social interaction, and the desire for emotional resonance. This issue of interactions unpacks all of these ideas, exploring the gestalt of interaction design’s influence.

The meaning of affinity and the importance of identity in the designed world
by Matthew Jordan
When a designer is thinking about ways to create experiences that deliver meaningful and lasting connections to users, it is helpful to consider the notion of our personal affinities and how they affect perception, adoption, and use in the designed world. In our cover story, Matthew Jordan explores the term “affinity,” leading us to consider new and useful ways of informing design thinking and ultimately help us design with more success.

Why “the conversation” isn’t necessarily a conversation
by Ben McAllister
Architects have long understood that the structures we inhabit can influence not only the way we feel, but also the way we behave. This turns out to be true in digital environments like social networks, too. Subtle differences in the underlying structures of these networks give rise to distinct patterns of behavior.

Hope for the best and prepare for the worst: interaction design and the tipping point
by Eli Blevis and Shunying Blevis
Typical interaction designers are not climate scientists, but interaction designers can make well-informed use of climate sciences and closely related sciences. Interaction design can make scientific information, interpretations, and perspectives available in an accessible and widely distributed form so that people’s consciousness is raised.

Gestural interfaces: a step backwards in usability
by Donald Norman and Jakob Nielsen
The new gestural and touch interfaces can be a pleasure to use and a pleasure to see. But the lack of consistency and inability to discover operations, coupled with the ease of accidentally triggering actions from which there is no recovery, threatens the viability of these systems. We urgently need to return to our basics, developing usability guidelines for these systems that are based upon solid principles of interaction design, not on the whims of the company-interface guidelines and arbitrary ideas of developers.

All look same? A comparison of experience design and service design
by Jodi Forlizzi
The comparison of experience design (or UX, as it has been labeled) and service design seems to be a topic of interest in the interaction design community. Can we and should we articulate differences among these fields? Can the methods and knowledge of one successfully transfer to another?

Relying on failures in design research
by Nicolas Nova
The investigation of accidents within a larger process can be inspiring from a design viewpoint. Surfacing people’s problematic reactions when confronted with invisible pieces of technologies highlights their mental model and eventually has implications for design.

Solving complex problems through design
by Steve Baty
What is it about design that makes it so well suited to solving complex problems? Why is design thinking such a promising avenue for business and government tackling seemingly intractable problems?

On academic knowledge production
by Jon Kolko
Now, as design enjoys the corporate credibility of “design thinking” and with the social problems confronting the world growing increasingly intractable, the need for bridging the gap between practitioners and academics is more important than ever.

21 August 2010

The dirtiest word in UX: complexity

Complexity
In an article for UX Mag designer Francisco Inchauste examines some of the many faces of complexity and explores the balance we need to find for successful solutions.

Simplicity for its own sake should not be the goal. Balancing the amount of complexity that we engage with is something that UX people deal with on a daily basis. A good experience should be the result of using UX design to find what is meaningful to that end user and present it in the best way possible. Donald Norman puts it best: “Complex things will require complexity. It is the job of the designer to manage that complexity with skill and grace.”

Read article

28 May 2010

Moving past user needs

IIT DRC
Tara Mullaney (and not Allan Chochinov as erroneously reported earlier) has published her reflections on IIT’s 2010 Design Research conference on Core77.

Although there were about 30 speakers, Mullaney focuses on the contributions by Donald Norman, Rick Robinson (Elab), Doug Look (AutoDesk), Tim Brown (IDEO), Martha Cotton (gravitytank), Heather Fraser (Rotman DesignWorks), Eric Wilmot (Wolff Olins), Kim Erwin (IIT’s Institute of Design), Usman Haque (Pachube), Kevin Starr (Rainer Arnhold Fellows Program), and Cathy Huang (China Bridge International).

“What has been and always will be true about Design Research is its consideration of people. The future lies not in ignoring needs, but in broadening our horizons. We need to think about more than just insights. We need to be collaborators and co-creators not only with the companies we are designing for, but also the communities and individuals we are researching. The increasingly elaborate tools available to us will enable these connections to happen in both traditional fieldwork and through digital interactions. The present calls for new business models where design researchers will function as the translators between society and industry.”

Read article

6 April 2010

Natural user interfaces are not natural

Donald Norman
In his bimonthly column in the ACM CHI magazine, Interactions, Donald Norman argues that most gestures are neither natural nor easy to learn or remember.

“Gestures lack critical clues deemed essential for successful human-computer interaction. Because gestures are ephemeral, they do not leave behind any record of their path, which means that if one makes a gesture and either gets no response or the wrong response, there is little information available to help understand why. The requisite feedback is lacking. Moreover, a pure gestural system makes it difficult to discover the set of possibilities and the precise dynamics of execution. These problems can be overcome, of course, but only by adding conventional interface elements, such as menus, help systems, traces, tutorials, undo operations, and other forms of feedback and guides.” [...]

“Gestural systems are no different from any other form of interaction. They need to follow the basic rules of interaction design, which means well-defined modes of expression, a clear conceptual model of the way they interact with the system, their consequences, and means of navigating unintended consequences. As a result, means of providing feedback, explicit hints as to possible actions, and guides for how they are to be conducted are required.”

Read article

10 December 2009

Latest Donald Norman essay started a big debate

Donald Norman
Donald Norman ‘s recent essay Technology First, Needs Last, in which he argues that “design research is great when it comes to improving existing product categories but essentially useless when it comes to new, innovative breakthroughs,” has started a big discussion.

Steve Portigal started the debate with a piece which intends to “to reframe rather than refute” Norman’s argument.
Read article

Nicolas Nova thinks that Norman’s piece reflects “a narrow understanding of what field research about people can convey”. Nova also takes issue with the “distinction between improvement and breakthrough (or what [Norman] calls “revolutionary innovation”).” Perhaps, Nova says,” it’s a framing issue but the notion of a “breakthrough” seems a bit weird when one think about the whole history of technologies. This terms seems more appealing to the marketing/business people than observer of how objects evolved over time.’
Read article

Todd Zaki Warfel writes he “couldn’t disagree more with the content of the [Norman] essay. He singles out both “how Don defines design research” and Norman’s claim that innovations “are invariably driven by the development of new technologies.”
Read article

Nikos Karaoulanis argues that that Norman’s essay “really lends to the argument that design research and especially design thinking is absolutely crucial, if not critical to designing in our time.”
Read article

Adam Richardson says: “I actually agree[s] with much of what he says, though I see the definition of design research he’s using as overly narrow.”
Read article

Check also the comments on each of these pieces.

5 December 2009

The dignity and courage of Donald Norman

Donald Norman
There is true dignity in the continuous engagement of Donald Norman, the Nestor of the user experience community, as well as courage is his willingness to question some of his (and our) profound beliefs. In short, Don — in defiance of his age (Don was born on Christmas day in 1935) — keeps on pushing the envelope for all of us, and we like him all the more for that.

Today, three stories landed in my inbox. A first one dealt with the search for new contributing editors for interactions magazine, that Don reacted to with considerable attention.

The second was his latest column for the same magazine. Technology First, Needs Last advocates that “design research is great when it comes to improving existing product categories but essentially useless when it comes to new, innovative breakthroughs.” It goes against many things we like to believe in, is provocative, and therefore highly useful.

Finally, Don was interviewed yesterday by the Irish Times on where he thinks the next focus of design should be. “Ecosystems,” he said, “where eco means not only the product, but also the environment, the planet.”

Thank you, Don, and keep up the pace.

2 October 2009

Donald Norman on co-creation as a “transmedia” design challenge

21 CTIS
Donald Norman recently gave a keynote address at the “21st Century Transmedia Innovation Symposium” in Seoul, Korea.

“Normal dictionaries do not have the word ‘transmedia,’” he says, “but Wikipedia does. That definition introduced me to many other words that neither I nor my dictionaries had never before heard (for example, narratological). Strange jargon aside, I do believe that there is an important idea here, which explore in this column.”

“Let transmedia stand for those multi-sensory natural experiences: trans-action, trans-sensory. Let it stand for the mix of modalities: reading and writing, speaking and seeing, listening and touching, feeling and tasting. Let it stand for actions and behavior, thought and emotion. My form of transmedia has nothing to do with companies and formal media channels. It has everything to do with free, natural powerful expression.

There is another side of this new transmedia: co-development, co-creation, co-ownership. In this new world, we all produce, we all share, we all enjoy. Teacher and student learn together achieving new understanding. Reader and writer create together. Game player and game developer work together. This is the age of creativity, where everyone can participate. Everyone can be a designer. Everyone can be involved.”

Read full story

22 September 2009

Interfaces Magazine interviews Donald Norman

Interfaces
The latest issue of Interfaces Magazine, a quarterly magazine published by Interaction, the specialist HCI group of the British Computer Society (BCS), contains a lengthy interview with Donald Norman:

“Long live the body, the physical world, reality. The world of computers led to an unfortunate diversion away from reality to the confining sterility of screens and keyboards, mice and other artificial animals. We lost touch with our bodies, lost touch with the real world. Cheers for the disappearance of this artificial emphasis on artificiality. We human beings have bodies. We evolved in a three-dimensional world with three-dimensional sounds, sights, objects and experiences. So hurrah for the return to the physical world, of gestures and touch, haptics. Of real objects, real movements. It’s about time.”

Download Interfaces Issue 80

(via Usability News)